That's exactly what I mean. If regen is added then there's hardly a reason to have wizards ever use regen pots after securing the first kill. When they get a potion, they get a potion if and only if they have not reached the caps for each pot (caps are 3 speed, 2 regen, 1 strength, 1 poison, 2 health, and 3 harming, for a total of 12 potions). Because of this, you can control to some extent what potions you want to receive when you score kills.
Typically they always drink strength, speed, and regen throughout; however, add the regen feature in and this becomes only 2 pots that need to be consumed at all times since regen will be active between kills.
If you're getting teamed on, it's your fault for getting in that mess in the first place. Melee kits are notorious for having high single-target damage output but have terrible output against teams. Archer and wizard are better against teams for their range and potions respectively. I addressed that concern in my post
here (same post that Wulfiee referenced). Kill the teamers and show them who's boss so that they quit targeting you. That forwarded suggestion is not a good idea either for archers -- since their arrows do not trigger combat, that means the target will constantly have regen until the target enters melee combat.
If you're picking the same location every time, it becomes very predictable. You can use random spawn instead of the fixed spawns that the FFA rank provides. If you change location, you have time to move elsewhere (do not move to the same spot you were previously in) as they'll now have to track you again.
EDIT: Cleaning.