Only issue I've got with ARURF
I actually quite enjoy the mode (for the most part). My only issue is how limiting the champ pool affects the game. Is it inherently a bad idea? Nah, I love the theme, personally. But how many of the picks we're limited to are just completely unfun to go up against in urf to begin with? If you've got the entire champion pool available, you don't have to worry about those as much. But when it's a pool this small, they show up way too often.
It's completely unfun to spend a ten second period being thrown, slowed, and poisoned by Singed. It's completely unfun to spend an entire teamfight being either held in place or tossed aside by Maokai. It's lame not being able to walk ANYWHERE because of an enemy Teemo. Jax destroying everything just by existing and being a walking whirlwind of AA blocking and AoE stun sucks, too.
When the cases are few and far between (like ARAM for me, personally) it's something I can ignore. But I'm seeing this every game. If not just one instance of it, then multiple. And that sucks.
For-fun modes like this don't need a lot of balancing done to make them enjoyable. Too much just ruins everything. But when champion kits take a for-fun game mode and regularly make it the opposite, can't we take a look at specific abilities? In Overwatch, for example, Ana's sleep dart in Total Mayhem (for those who don't know, it's OW's URF) does not benefit from a reduced cooldown. Why? Because it makes the game UNFUN.
In the future, can we either just get all champs to be made available, or look at problem kits and their CDs for URF?