Re: Ask Riot URF
URF is one of my favorite featured game modes because for most champions it is a lot of fun to use their abilities so frequently. In the recent Ask Riot post, you all talked about how people leave the game after each URF return. It would not surprise me if one of the driving factors is that URF can be incredibly tilting. Many champs are crazy op in URF especially in the early game. Getting an early level/item lead in URF results in an even greater snowball effect than regular LoL matches. You might be holding your own in your lane, when suddenly you get wiped by another champion who is 3 levels ahead of you after crushing their lane. A suggestion to address this notion that I hope you will consider is to tune URF so that matches can reach later stages of the game where people have 6 items and all their abilities. This later stage of the match allows more champions who have slow early games build up to a competitive point and will expand the champions that might get selected.
A few suggestions on how to prolong matches would be to tune turrets so that it is more difficult to push them in the early game. A poke champion with a strong early game can get a quick kill or two and suddenly the first tower has fallen within a few minutes. If the team then really wanted to win, they could just push that lane straight to the nexus and win pretty quickly. Making turrets more difficult to destroy early would allow some champions to recover from early bullying by poke champs. A corollary to this idea would be to require a full map clear to win: every turret, every inhib. Other one off ideas would be to normalize levels similar to Ascension.
Anyway, I hope you all find a satisfactory approach to URF in order to bring it back more often. It is incredibly fun to play, and I look forward to it every time it returns.