AR URF, why do you think it's so bad?

GREGORIOUS BIG·2/28/2017, 10:47:35 AM·1 votes·1,543 views

I see a lot of hate for the AR URF and I just wanna hear your opinions on why.

I know everyone has different taste but I really enjoyed AR URF.


What I liked was:

  • Forced me to try out different champs, which made me actively think how to build and play that champion to be "OP" in URF.

  • Got to see hillarious teamcomps that I would never have thought of.

  • Didn't have to see the same champs played over and over like before. Remember the Hecarim copter in every game?

Sure it was generally the same champs this time, but the variety was a lot bigger than it was before.

Best way to play was with a full team of friends, that way you could set up tactics to counter the OP champs.

Playing vs a yi? Put your best poke champ in his lane to shut him down, take towers and try to finish before he can't be stopped.


Improvements / Suggestions

  • I think every player should get one ban for AR URF, that way you exclude most of the super OP champs from the randomized pool.

  • Make it a standard game mode!

  • What I do want to try is a draft mode for URF with a ban system similar to tournaments. Get some strategy in it.


What are your thoughts? I would love to hear what you did/didn't like!

21 Comments

Ryugi Kazamaru2/28/2017, 12:31:57 PM3 votes

The reason why standard URF mode was better was that you had some control over what was picked, and what wasn't, and you could still pick what you wanted to play, instead of being stuck for 20 minutes in a game with something you don't enjoy, with some of the most tilting and frustrating combinations one could possibly imagine.

If we had 10 bans, we could remove even more of the things that make it unfun on a case by case basis. Riot can also can remove the extremely problematic aspects going in as well to make things more enjoyable in general. For example, removing champions like Shaco, Vayne, Wukong, and Evelynn will remove the issues with spammable invisibility. Yes, I know Control Wards are a thing, but they cannot compete against those types of champions in URF in the slightest. And, if they were to remove those champions, that would also free up those 10 bans to be used on something else to promote a "fairer" play environment.

I know URF isn't supposed to be balanced. That's impossible, but at least when you picked what you wanted to play, and what you banned away, you could flesh out your comp a little more and have a slightly better chance compared to a total crapshoot. You could, like draft, try to counterpick to some degree as well if you wanted to do so. At least losing while playing something you wanted to play is more enjoyable than losing while playing something you absolutely didn't want to play.

Admittedly, after thinking ARURF would honestly be an improvement over regular URF, if only so you didn't see the same 20 or so champions picked, I have to say all it did was lead to more frustration than anything else. A total lack of control is more frustrating than having at least some control over what happens. And that is why, in my opinion, standard URF is superior to ARURF.

acehole762/28/2017, 12:08:39 PM2 votes

also I hear a lot of guys saying put your best poke camp here and shut this guy down. It's all random you may not have a single guy that can poke at all.

Jbels2/28/2017, 12:55:17 PM2 votes

In theory, this should have fixed URF. In practice, nothing changed at all.

Regular URF sucked.

People who say it didn't are the reason why it ended up sucking. They're the people who played the same overpowered Horseshit every game because spamming ranked made them forget how to have fun. Every game had the same 5 champions on the enemy team that felt like absolute garbage to have to play against every single time. After a while, the spirit of Tryhard took over, and you couldn't even do anything "Offmeta" in URF without being flamed. Are you fucking kidding me? Fuck that.

** ARURF was supposed to fix the issues that Regular URF was plagued by.**

How do you fix the issue of a developed meta in URF? Force it the fuck out by implementing the same ARAM-esque random to it. This was thrilling news from Riot. URF was saved! The original spirit of fun would finally return to Urf, and we could finally go back to having fun! Little did we know, it was bullshit.

ARURF ISN'T random

It isn't. It just fucking isn't. Literally nothing changed. Now that it isn't the last 10 champs you never saw anything besides in URF, it's 10 DIFFERENT champs you always see every game. How? How the hell am I seeing Alistar on the enemy team or my team for 5-6 games in a row? Why does the enemy team always have Fizz? Nidalee? Sona? It feels like the same damn champions every game. Now, part of this is ARAM accounts. Why take the chance of getting a "shitty" pick in URF when you can just stack the odds in your favor? This problem is easily remedied with Riot unlocking all champions during the random selection (which they refuse to do, forcing ARAM AND URF to suffer from this stupid problem). The other part is rerolls. Riot, why the fuck are you babying players in Urf? Ohhhh, you didn't want to have a new experience with a different champion for once in URF? Here have a safety button you're guaranteed to have at the start of every champ select. It'll give you a better champion for Urf Instead. Rerolls need to go. They work in Aram because some champions in Aram are legit garbage, but in URF, anything can work when the chances are truly random of what you'll be facing. Giving players this much agency to cheat the random system hurts the health of the game mode.

Creep

Let's face it. The first time URF came out is nowhere near the same era of league as it is today. Power and mobility creep have run rampant for the game over time, and it shows in URF. Champions that were broken on release and then nerfed into balanced states are terribly broken in URF. The game has changed since URF first came out, and that shift in design philosophy has changed the nature of URF as well. We live in an era where Camille (uhg) has been created. That should tell you everything you need to know about how bad power and mobility creep have gotten.

Riot COULD fix it

But why should they? They have enough on their plate trying to keep live "balanced". Why waste time trying to make URF entertaining to play again? It's not like URF is dead. It will always have a fanbase (as misguided as that fanbase is), and people will always be in the queue to play it. Honestly, it makes sense that Riot wouldn't care to balance it.

** I stand by what I have always felt about URF.**

URF on it's first release was a once in a lifetime experience. You were either there when it happened and got to play it when it was still fun, or you didn't. That's just how it is. Sorry.

VivaLaKitten2/28/2017, 2:04:46 PM2 votes

URF is not meant to be balanced this isn't ranked this is for FUN

I played a match as Veigar, vs Sona you know why I didn't have fun? because I was forced to play Veigar he's not fun for me on URF

~ hatred incoming because people don't know the difference between the word 'fun' and 'good' ~ hatred incoming because I supported URF

acehole762/28/2017, 12:07:37 PM1 votes

what sucks about it? easy forcing me to play champs that I hate to play I mean hate it so unenjoyable rather shove a needle in my eye.

what's good about it? Nothing give me a regular URF back

DuskDaUmbreon2/28/2017, 3:01:19 PM1 votes

I do kinda agree with your idea about removing rerolls for ARURF, but, at the same time, I disagree. There's always a chance that you get saddled with a champion that you bought, but despise playing, or one you're absolutely terrible with (nobody wants someone stuck with Azir on their team), or one that's just downright terrible (either in URF or in general). Having a reroll allows you to not be stuck with that.

Having bans would be nice, too, I guess. But also a little unnecessary. ARAM doesn't have them, and it honestly doesn't need them. Maybe URF does, but I'm perfectly fine with running across Lux every game or so, so long as it's only every game or so, and not every single one.

But I absolutely disagree with it being standard. It'd become stagnant, and Riot would, eventually, be forced to take it into consideration when balancing. I can't accept that. The reason it's so fun is because it's not out ALL the time. If I could play it whenever, it'd be played a helluva lot less. Hell, they saved Dominion by making it a RGM. Before it was in the Rotation, I literately never played it. Now i make sure I play it at least once or twice every time it comes about.