URF lost its identity and here's the explaination why

Kledy McKledFace··1 votes·1,126 views

Why most players (oldest ones) struggle to have fun anymore in URF?

First ask yourself this question : why URF was so fun back then in season 4 and it isn't anymore? What changed between season 4 and now? All the reworked champions? Yes that's one cause but let' think about what really is really about. Why do you want to play URF? BEcause you want to get 30 kills +? Naw if you want that all you have to do is play against bots. Then why do you want to play URF? Because you want to smash your keyboard from the 80% CDR. Is season 7 URF about smashing your keyboard anymore? No, because any champion (almost) kills you in 0.15 seconds. Back in season 4, the strongest champions were Alistar Evelynn Hecarim Ezreal Malzahar (AD) and it took them a minimum of 5 seconds trade to kill you. What changed since then?

The problem of new URF (which is the problem since season 6 to my opinion, but let's stay in URF subject) is that you die within 0.5 seconds. In season 4 you didn't die at lvl 1 from 3 pokes of annie because thunderlords procd and dealt 400 dmgs just alone... You had to trade longer and spam your stuffs until you could get a kill. Trades lasted longer and if you were mad of dying after 7 seconds all you had to die is Revive and teleport back to try to kill the low health enemy. Now it's just about 1-3 champions that are so broken you cannot trade them at all and you jsut wait the game ends.

The biggest problem for URF is that it's not URF anymore, it's a hidden assassin mode where all you have to do is burst the enemy faster than him. Were Ascension and Blood Moon that popular? Is Urf anymore as popular as before? NO! The randomness isn't a problem to me (it's actually a very good idea because you see diversity).

So here are my suggestions to bring back old URF identity :

1: Keep ARURF --> This addition was an excellent idea

2: Remove all masteries and runes from the mode. Now you gotta spam your shit from your character's design, not from op buffs such as lethality (That's one of the problem also, back in season 4 you could start the game with 5-10 armor penetration maximum, not 45.... C'mon Riot). Thunderlord (especially that one), DFT, Warlords bloodlust aren't any use here just remove them. Damage sources such as Bounty Hunter or DES aren't necessary either.

3: All items buffs are reduced by 80%. What does that mean? It means all powers such as Health, Magic Resist, Armor, Mana (don't judge Ryze players), Ability Power, Attack Damage, Magic Penetration, Lethality, Attack Speed, Lifesteal and Critical Strike are only 20% effective from it's original stats. Take an item like Edge of Night (which is a stupid item to me but whatever). It would deal 12 damages amplification, 7 MR 3.5 Lethality and 4 MS out of combat. Same stuff for a warmog (because we don't want our precious tanks to ruin the mode :D) 160 health, 40% Base health Regen, passive 20% effective, etc.

  1. Keep all movement speed buff as effective as they are from items (or add more movement speed in URF passive effects). We want fast games. Everyone agree with that and we want it faster than normal mode

These suggestions are meant to tone down all sources of damage so you don't die in 0.5 seconds, No, you actually have to roll your fingers on your keyboard and deal more and more damage over time because that's what URF is basically about, not a burst comedy like Blood Moon. You turned your most popular mode into a ghost of what it used to be by changing his devotion.

From a very sad customer that got stolen his favourite product in gaming industry.

1 Comments

Woodakoodashooda1 votes

I actually like the idea of no masteries or runes for the new URF. Not sure about the other ideas, but you definitely have a good point on that one at least.

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