Possible things to fix on ARURF
#Intro
First of all, All Random URF may be better, that's why I usually defend it, however there is a lot of changes that must be done so that the "funmode" doesn't turn into half of hour of grey screen (because you can't leave and your teammates won't surr) and so that you don't play while being 4 fucking levels below your opponent.
Also I hate to jump on this vote-farming and give URF-haters a point when they bring up "You want URF but when it's up it's all complaints", "Before All Random, ya'll complained about picks", but something must be done.
I fully realize there is already 7 thousand different threads about this so this should serve just as observation and re-iteration of the list of possible changes. Many people repeat the same ones, but there's more that can be done.
#The Randomness
I feel like every game I am going to go either against high-range oppression like Ziggs or Xearth in lane, or against late-game destroyers like Vayne or Fiora, or against cancer like Fizz or Evelynn. I could certainly count more champions of these played against me or on my team than any other. People simply feel like they will go against the toxic champs one way or another, except for now they can't protect theirself. While AR URF might've improved one thing and decreased the density of these champs, it cetainly brought its deal of things to fix.
Unlocking all champions so players are not punished for actually unlocking game content or increasing Rerolls to at least escape the worst picks (increasing the Reroll Points gained only doesn't help) would help to fight against 10 minutes of turret-hugging.
#Death Timer
Not sure how it works, so maybe this is affected by confirmation bias, but making it so that champions with more kills and less deaths have longer Death Timer than those with barely any kills and many deaths would help those who only play in colour mode to walk out of base to get deleted again for another session of grey-screen sitting. Or the other way, make my Death Timer last 20 minutes so I can actually do something alongside it without being punished by LeaverBusted since I am no help anyway. The reason why just lowering it for all wouldn't help is because as much as it would help death-catchers to actually play during that 20 minutes session, it would also mean you killing that Fizz finally helps you with taking breath peacfully for few seconds before having to face him again.
#Bonuses and Penalties
While URF is supposed to be crazy and unleashed, full of advantages, some champions deserve penalty. As far as I know, healing is reduced early down to late, some champions have limits etc. Some champions get help (Aurelion's multistars) so why not implement some emergency helps If some champ is doing really badly or penalty If some champion is too crazy?
I fully realize you would bancrupt If you hired more people and your current team was so busy with making that new Farming to Promote Star Guardian Skins gamemode, but it won't hurt If you sit through some data, ideas and bring some improvement to URF so that it won't have to be unplayed for another decade.
#Immobile Melee versus Mobile or Ranges
This one is the biggest difference. While there are champions with gapcloser every second or ones that delete you from out of your vision, I don't feel like Immobile Melees would be compensated enough. The reason why I bring this up is because melees are at least partially helped in PvE Teemoing mode, which sounds... weird... as you'd expect more help in PvP.
#Bans...
Seriously the easiest to implement, the most obvious, the most repeated and asked for change. If we could get rid of the unnamed creatures, people might as well feel more safe about randomness. Surely, the downside is that you'd wait one year for someone to dodge evetually, but increasing dodge penalties in random modes, something you should've implemented millenia ago but it still misses your busily working paid people, might do the trick.
#Epilogue
Basically, URF very likely is going to sleep for another era or two, so that's plenty of time to try and test at least some of the most obvious changes to enhance the quality, since - as I said - All Random might be step in the right direction and I wouldn't be completely sure about removing it, but it has obvious issues you'd discover only by frequent playing of it.
If any of you folks have more ideas, we might figure out more.