URF ideas

AeroWaffle·2/1/2019, 10:09:24 PM·1 votes·1,174 views

It's pretty obvious at this point that Riot and at least a large portion of the community want URF to work in some way, shape, or form. But the gamemode keeps getting stonewalled by the same problem regardless of it being random or not. The viability of each champion can be vastly different due to the nature of the gamemode.

If people can choose their champion, only a small pool of champions often gets chosen because of how overpowered they are compared to other choices. And while you could argue this is also the case in the normal game mode it's not nearly as extreme. Bans only change the pool size slightly.

If champions are assigned randomly the game can be decided at champion select without much control on the player's end. While the pool of champions is large, the games are almost always going to be lopsided unless both team happen to get the same number of powerful champions. But since the champions assigned are random this is completely up to a roll of the dice.


So enough complaining that URF version XYZ sucks, I want to hear some brainstorming that will help make the gamemode more fun.

Riot could attempt to balance each champion specifically for this mode. But I don't think this is going to be a realistic solution. If Riot couldn't do it for dominion mode despite trying in the past I don't see it happening for URF.

I wouldn't have made this post unless I had my own idea for a solution;

We have MMR for each person to determine who they should be matched with and against. What about using a similar sort of system for the champions themselves?

The more that a champion wins games in URF, the higher the MMR for that champion. The more that champion lose, the lower the MMR set for that champion.

Keep URF random champions with re-rolls. But instead of getting a random champion out of the entire roster, the matchmaking will first pick a random point on the champion MMR spectrum as everyone enters the lobby. Then for every player in the lobby they can only get a champion within a certain range of that point while attempting to keep the average champion MMR relatively equal between the two teams.

For example: Players 1-10 enter the lobby and the champion MMR system picks Lulu as the middle point. All players in that lobby can only get the champions between those with MMR 10 worse than Lulu and champions with MMR 10 better than Lulu. Making the possible champion pool 21 champions with Lulu as the average.

I speculate that this would help keep games more fair while still making it so the entire roster has a chance to appear. The MMR for each champion would adjust on their own as they receive buffs/nerfs which would also lessen the need for specifically balancing on the mode.


Thoughts on my idea? Your own idea? Or are you fine with a specific version of urf? I included a poll listing the versions of URF that I remember.

TL:DR Which version of URF do you prefer? Do you have any ideas on how to improve on a version to help make it more of a permanent gamemode?

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