this is 100% how my friends and I see ARURF to URF

MoldyCheese1··7 votes·693 views

:/

5 Comments

underscores2224 votes

I feel like this is a rather biased and one-sided view that doesn't acknowledge any of the legitimate complaints about regular URF.

First off, I saw no data to back up the video's claim that the "random" champ select was weighted. If there's data or confirmation from Riot that it was, great. Otherwise that's bias.

The reason URF was replaced with a random component was because the same champions kept showing up in every game (even if data showed they weren't that good). Many people (myself included) complained about seeing these champs over and over - in short, the champ diversity in URF was decreasing over time. This made it less fun for people who wanted to try wacky comps or champs, as they usually got steamrolled by the abusive champs.

Thus the change was made to random, with the idea that random selection would increase champion diversity again. Now we get back to my first point about the more popular champs. If the process were truly random, then all champs should have a roughly equal play rate. But consider these two factors: Player behavior and champion popularity.

I picked the term Player Behavior to describe how players behaved in the pre-game selection. Say a player gets a "less fun" champ. They are more likely to reroll and get a more fun champ. This increases the probability that certain desirable champs are seen in a game because people are less likely to reroll them and more likely to reroll something else to try to get them. This can skew those champ's play rates up enough to be noticeable, especially in highly played game modes like URF. I believe this is where the video got data saying the randomizer was skewed to the more popular champions - which, lacking other proof, could be explained by this or similar situations.

Because champs are randomly selected from the player's champion pool, champions that more players own are more likely to show up "randomly" in games. Less popular ones, like urgot or yorik, were seen rarely (and were probably rerolled) and thus had a lower playrate. The popular champs (ahri, zed, etc) were randomly selected more frequently (more opportunities to be randomly selected) and were also probably kept more often, leading to a higher playrate as well.

In short, I believe that ARURF moved in the right direction based on the goal of allowing other champs into URF. I do think the loss of bans and the removal of custom games (with a non-random option) is unfortunate and adding those options back should be looked into. While I do agree with the video about many champion-specific points, I feel like it does not back up its claims with substantiated data and does not recognize the valid reasoning behind changing to random.

Mama Soraka1 votes

[sg-zephyr]

That's a lot of words, pal. Still, I have to agree with your point.

Saianna1 votes

In URF everyone picks batshit crazy picks, but so do you. So you can fight cancer with cancer.

In ARURF everyone gets pseudo-random hero (that can and is abused by smurfs) and you lose your little control over the match, resulting in some uber-champion steamrolling 50/0 your whole team and noone can do anything about it.


That alone is the reason why ARURF sucks just enough to not play it.


If Rioters read this, here's how you can actually make URF more pleasant:

  • Add bans to URF. 3 per side, no need for more.

  • Keep the usual URF buff for everyone

  • keep track of champions who are most banned. If for example Sona hits 100% ban, add a nerf right beside the URF buff that slowly lowers her URF power.

  • after a while every champion will be balanced out. Some will end up with half the URF power, while others with full.

  • The baalance values etc etc are debatable but in the end this will make itself into balancing system

Icy Hot Shoto2 votes

{quoted}

In short, I believe that ARURF moved in the right direction based on the goal of allowing other champs into URF. I do think the loss of bans and the removal of custom games (with a non-random option) is unfortunate and adding those options back should be looked into. While I do agree with the video about many champion-specific points, I feel like it does not back up its claims with substantiated data and does not recognize the valid reasoning behind changing to random.

The main issue some people have with ARURF is that it's ALL we get now. Yes, it helped stop always seeing Hecarim or Katarina or Evelynn or Nidalee or Lux or Sona. But like you said, them adding it also removed bans which didn't help either. Meaning no matter what there was that, say, 10% chance of seeing any of the "op" champions on your team or the enemy team.

Maybe if Riot brought back bans some people would calm down and there wouldn't be as many complains over URF and ARURF, or if they just switched between URF and ARURF every now and then. Or even both.

No matter what there will be those people that complain, you can't stop them, but you can at least please a few of them and they'll shut up.

MoldyCheese11 votes

{quoted}

I feel like this is a rather biased and one-sided view that doesn't acknowledge any of the legitimate complaints about regular URF.

First off, I saw no data to back up the video's claim that the "random" champ select was weighted. If there's data or confirmation from Riot that it was, great. Otherwise that's bias.

The reason URF was replaced with a random component was because the same champions kept showing up in every game (even if data showed they weren't that good). Many people (myself included) complained about seeing these champs over and over - in short, the champ diversity in URF was decreasing over time. This made it less fun for people who wanted to try wacky comps or champs, as they usually got steamrolled by the abusive champs.

Thus the change was made to random, with the idea that random selection would increase champion diversity again. Now we get back to my first point about the more popular champs. If the process were truly random, then all champs should have a roughly equal play rate. But consider these two factors: Player behavior and champion popularity.

I picked the term Player Behavior to describe how players behaved in the pre-game selection. Say a player gets a "less fun" champ. They are more likely to reroll and get a more fun champ. This increases the probability that certain desirable champs are seen in a game because people are less likely to reroll them and more likely to reroll something else to try to get them. This can skew those champ's play rates up enough to be noticeable, especially in highly played game modes like URF. I believe this is where the video got data saying the randomizer was skewed to the more popular champions - which, lacking other proof, could be explained by this or similar situations.

Because champs are randomly selected from the player's champion pool, champions that more players own are more likely to show up "randomly" in games. Less popular ones, like urgot or yorik, were seen rarely (and were probably rerolled) and thus had a lower playrate. The popular champs (ahri, zed, etc) were randomly selected more frequently (more opportunities to be randomly selected) and were also probably kept more often, leading to a higher playrate as well.

In short, I believe that ARURF moved in the right direction based on the goal of allowing other champs into URF. I do think the loss of bans and the removal of custom games (with a non-random option) is unfortunate and adding those options back should be looked into. While I do agree with the video about many champion-specific points, I feel like it does not back up its claims with substantiated data and does not recognize the valid reasoning behind changing to random.

I feel it isnt randomized as i have gotten ww and darius atleast 40 games out of 100 on 2 accounts counting one i only have 3 champions aside from the 450s on (darius, ww, zed) and got zed once emminating the feeling of it not being random.

and having it random makes it more one sided. add more bans.

in game brb

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