RE Mils: Yes, occasionally no one has the flag, but that is pretty rare so I don't worry about it.
Re Lukka: It is completely relevant. When you capture the HP flag the enemy will immediately lose health, and you will gain it, roughly on par with casting a level 2 bite on every opposing DG in the game (hit point wise). You gain health, they lose health. Let us factor in DPS for a second, this can be auto attack or including specials.
If each player in our scenario is doing 50 DPS:
- Me with flag will take 20 seconds to kill opponent without. I will have 150 hit points left.
- Me without flag will kill opponent in 20 seconds if he is also without flag, he will also kill me.
- Me without Flag will die in 20 seconds, opponent will have 150 hit points left.
The point here is that capping the flag isn't just moving from scenario 2 to scenario 1, it's moving from scenario 3 to scenario 1.
This is not theorycraft. You really shouldn't apply the word theory craft at all when referring to basic math in the game, it is generally reserved for strategies that only work 'in theory'. Whereas you do in fact always get 15% more health from a flag that gives 15% more health. Theory craft would be saying that 'sedna's heal isn't very good, because as oak I can always interrupt it with Penitence.'
This is no such situation. And heck, we aren't even arguing about war score, the xp/gold you deny the opponent from actually capping the flag, or the teleport target it gives you (That list is, I admit, a late game thing most of the time).
Considering that there are very relevant early game war score goals, such as gold, or perhaps level 1 xp, that compound over time, I really think this whole argument has the dumbs. Sorry mate.