Why URF makes people quit playing LoL
In response to https://nexus.leagueoflegends.com/en-us/2017/12/ask-riot-urf/
A) You do things surrounding URF that make people angry. When URF first came out I was really extremely sick of your BS and the continuing violence done to the now extinct support role and lore. You were busy taking away all the reasons I had for playing the game, and then during URF Soraka was incredible and you took her away too. It's shit like that that people leave over, and you deserve it. You 9001% sold out everyone who loved playing support and the result is that people still fucking hate playing support. I'm still outrageously pissed at you over that.
B) URF hilights almost everything that's wrong with the game. If a champion is OP/UP in URF then it may be that they rely heavily on something that was buffed out, but in most cases it's because they're systematically OP/UP in the normal game and URF just exacerbates it until it's obvious. It's more palatable when it's in a goof-off mode, because goofing off is fun, but LoL in general is not a goof-off zone, so yeah, there is a huge "hangover" effect when you see how a champ is broken and then from then on you can see it in the normal modes as well.
C) Cheating breaks the fourth wall. Video games rely heavily on "magic". When you remove the limitations that make the game function it becomes readily apparent that the magic is all illusory. This has two effects: First it diminishes the rewards of playing the game because the player no longer feels a connection to the character/world. Second, it makes it far more difficult to justify dealing with the arbitrary limitations imposed by the normal game. This can only be overcome by a kind of mental discipline that comes from riding it out. This leads to:
D) You take away our toys. This one is probably the most straightforward and by far the easiest to fix. You make game modes that are (some of them) more fun to play than ordinary SR, and then you take them away for no apparent reason. I'm mostly thinking about Ascension here, but it applies to all of them. You have a custom game creation system. I just don't see any reason why that's not greatly enhanced to allow all kinds of game modes and mixtures of game modes. If you leave modes like URF available for people then I suspect they won't have such a "hangover" and may instead start to appreciate why the limitations exist in the normal modes and migrate back naturally. Alternatively, you may see some unexpected results, like Ascension Hexakill being enormously popular or people playing normal games with just resource consumption disabled or something. That would be a case for a new queued mode or suggestions for changes to the main game.