What if uber only built while healing hurt players, and actually slowly drained while not healing and/or giving overheals? Would be even more effective at encouraging fights if self-damage didn't count towards uber.
no seriously, the issue is that no team wants to risk using an uber while risking being unable to pop the other team's uber, so the solution is to make uber something you have to pop
I've now spent 20 minutes thinking about attribute changes that no one will agree with and I've decided this is ideal:
1. While not healing, ubercharge drains at a rate of 1%/sec. I think that's max, slower might be better.
2. Uber does not charge while giving overheals.
3. After a certain time period of giving overheals, uber will start to drain. I'm thinking at least 10 seconds.
4. Self damage does not count as uber heals. Keeps teams from settling into the exact same stalemates as always except with one player who's just shooting himself in the face constantly
So now teams can still slow down here and there, which I think is important for both players for thinking things through and commentators so they can maybe say some interesting things, but the no-risk eternal turtle hold dies since at least one player needs to get close enough to consistently take damage from enemies and risk getting caught out.
does anyone feel like actually telling me why this is a bad idea