Are We Giong To Get Any Better Balance On URF In The Future?
There are clearly some problems with URF, and yet the mode has a lot of potential... Lets make URF gr- fun again! :D
While I trust that Riot is aware of at least most of the highly problematic champions I think it's useful to add our own thoughts as a community about what we feel is op as well. Just please keep such discussion positive and remember that what's op in one matchup is often no big deal in another. None of us are experts on URF and the whole point is to help it be the most fun it can, not achieve perfect balance.
Clearly any champion that can permanently hard cc someone is not ok. Right now there are several that while not technically capable of that do what is essential close enough that there's little to no ability fight back. And while some people have different definitions of hard cc I think for URF it should include roots and silences because very few champs can effectively defend themselves in any meaningful way in URF without abilities and enough can't do so while rooted that I'm calling it "close enough" for this discussion.
Some champions simply do insane amounts of damage. Even if they have weaknesses elsewhere and thus aren't completely unstoppable their damage is just so high that it often negates counterplay because the best cc is death.
And other champions are more of a total package problem. A combination of cc, damage, utility, survivability and/or mobility in some form that simply makes them near impossible to handle, even when facing groups of enemies by themselves.
I'm gonna share some personal lists of champions I find problematic sorted by the categories I just mentioned. These aren't complete lists, just ones I've personally encountered this URF. CC: Alistar, Thresh, Twisted Fate, Ryze, Cho'Gath Damage: Evelynn, Ryze, Akali, Mundo, Syndra, Sivir, Graves Total Package: Sona, Sivir, Ahri, Xerath, Wukong, Ezreal, Vayne, Lulu, Ekko, Azir, Zed, Jax
Additionally, there are some foundational problems with the mode in my opinion that I'd like to discuss, such as champ select.
It's a little too snowbally. Perhaps gold from kills should be lowered a little. This would also probably lengthen games slightly, which I think would be fun.
A lot of the cc issues could be possibly made tolerable by giving everyone even more tenacity baseline. However, displacements would be just as bad and are many of the primary offenders right now anyways. I'm not sure if Riot can just make tenacity affect displacements in URF or if it requires manually changing each champion for it but at the very least Alistar and maybe Cho could probably use a change.
Even with a slightly longer game there will be some very clearly one sided games based on the team comp matchups and suffering through that for a long time isn't fun. As a generally faster paced and slightly unbalanced mode I think the surrender vote timer should be lowered to 15 minutes at the very least.
Currently URF uses blind pick with bans for champ select, which comes with all the typical problems of that kind of champ select, magnified by the fact that it's URF... We can do better. Another thread suggested making it nemesis draft or random champions, both of which I think could be a lot of fun. But even if Riot doesn't go with either of those options URF could be a lot better in champ select. I'd like to see URF use the new champ select so we can use pick intent and split up the 3 bans, but still have everyone pick at once to ensure we get into games faster.