URF needs to be a main, supported mode.

DiabolicalDude·3/31/2019, 3:21:05 PM·6 votes·4,635 views

I personally stopped playing this game years ago, because I've been playing since beta, and it was just super old after season 2. This is just my opinion, but I'm quite sure that the average person isn't capable of putting hours upon hours into the same video game, without it losing some of its luster. With URF, we have learned that a huge part of the player base enjoys a faster pace, with alot of action, rather than simply sitting around and last hitting minions, then grouping and taking an objective, to win the game in an unenjoyable, anticlimactic fashion.

I understand that it's just a fun, non-competitive mode, however, it has brought back an insane amount of players. And if you want to keep those players, you're going to need to make some QoL adjustments to the mode. Like getting rid of random pick, and putting more effort into balancing the mode. URF isn't huge because people love random happenstance, it's huge because people like a faster paced game, where the primary goal is to win fights, rather than sitting around and doing nothing, other than last hitting minions.

Get rid of the random pick, allow us to ban champions, and the mode instantly gets much better. Further balance would be icing on the cake, but not exactly necessary. If you really wanted to, you could actually created a competitive mode around the URF model, where fights and a faster pace are emphasized, but I'm honestly not expecting that much, because it seems like you guys just want to drag the same old game out, until no one is playing it any more, rather than innovate and be creative.

7 Comments

Slica4/1/2019, 1:23:22 AM3 votes

Bringing in it and out keeps it fresh in my opinion.

Schoenberg4/1/2019, 12:53:49 AM2 votes

It's the only mode where I can pretty much run it down and still do well.

DiabolicalDude4/2/2019, 4:08:39 PM2 votes

They use URF as a marketing tool, because the new Riot doesn't want to adhere to the wants of the playerbase. But URF always has the highest amount of players, compared to other modes.

Because it causes a swell in the playerbase, overall, it does a good job of getting players back to playing LoL. Then, once the base starts to fall off, primarily because no one wants to play the same game for over a decade, they bring URF out again, and simply repeat the process.

They don't want to support URF, and make it a permanent mode, because it doesn't have the esport appeal of SR. They aren't concerned with players having enough fun to keep playing, they're more interested in having the highest amount of players possible, playing SR.

Look at how quickly they made ARAM a mode, once they realized how popular it was. Now days, they're ran by corporate overlords, like EA, or Activision. Welcome to 2019 folks.

Oleandervine4/2/2019, 4:37:47 PM1 votes

URF is a horrible mode. It loses it's fun factor incredibly fast. The catch with URF is that the frustration and tilt with that mode is just as accelerated as the cooldowns. It's a fun mode for like 2 days, but inevitably doomed to fail because of it's very nature.

ILOVEH2O4/2/2019, 9:59:40 PM1 votes

I believe the reason they removed it was related to them not wanting their Ranked player base to move to AR URF and their Ranked player base dying out. If their Ranked player base dies out and good players leave, the competition will thin itself resulting in angry players and EVEN MORE players quitting league. More players would quit then more players coming back to League solely for AR URF. As you would know a huge portion of the League Community is based around Ranked and Normals. They're doing what's better for the game as a whole although I would agree on the idea of bringing back AR URF every now and then, like a "weekly special".