All Random U.R.F defeats what U.R.F is about.

King Odin··9 votes·489 views

TL;DR It kills the fun and balance.

1 team tends to get a team full of OP champs and the other team might get 1-2 OP champs and 3 mediocre resulting in a one sided slaughter fest.

Playing champs that aren't OP is now a gamble and that makes it worse for me, when I play U.R.F I would always take the unconventional champs and try and make them into something special or try new things with them. Now if I get Zed I am stuck with him or have to gamble my one roll and I get....Velkoz..Nice.

I have an issue with the fact I can't go bot with my duo and play a neat combo like Poppy and Vayne for wall smashing or Nautilus and Blitz. I just feel like it limits too many options and also creates an unhealthy game play in which you are stuck with unhealthy champions and stuck playing against them as well. Atleast before you could have a zed on either team or a lux. Now one team has them and that team usually wins.

10 Comments

Gary B Enkelis3 votes

URF was ever balanced?

King Odin2 votes

No, but it was more balanced because at the very least if someone picked Sona, then the enemy team had the chance to do the exact same thing. But now if someone gets Sona then there isn't even a possibility of the enemy team having her and this is where the issue lies. Random means that someone will get something op and only they will have it where as before you could had equal chance of picking an OP or even banning it out.

Gary B Enkelis1 votes

Uhhhhhhhhhhhhhhhh

URF is blind so Sona could be on either side.... I don't recall it ever not being blind, but my memory is bad. Oh well. I'm going to play another game of ARURF soon.

DrCyanide1 votes

URF use to be blind draft, so each team got bans first.

Gary B Enkelis1 votes

Yeah but I mean there was no draft pick after bans. Either team could get Sona and neither team knew what the other was getting. It's the same in AR URF except maybe bans (I didn't pay attention when I played).

VivaLaKitten2 votes

Amen

Jbels1 votes

Um...what did Urf stand for? Oh yeah, the same 16 champions every single game. No thanks.

King Odin1 votes

Now it stands for 1 team getting 3 out of the 16 op champs and slaughtering the other side :) and you don't even get to play what you want to try out.

Jbels1 votes

[{quoted}](name=Emperor Odin,realm=NA,application-id=3ErqAdtq,discussion-id=iedoHsGE,comment-id=00020000,timestamp=2016-09-24T02:29:13.940+0000)

Now it stands for 1 team getting 3 out of the 16 op champs and slaughtering the other side :) and you don't even get to play what you want to try out.

The issue is literally fixed as soon as mages are balanced for URF, because, as I have pointed out, when URF originally came out, mages were balanced around having to purchase massive amounts of AP to be relevant. Since the mage update, they now revolve around being gated by mana, and needing to get CDR as fast as possible. Guess what URF removes? Both of those intended weaknesses. Simply put, Mages are breaking URF, and as soon as they are brought more in line, the whole experience can start feeling better again

DrCyanide1 votes

There are far more fearsome things than Mages in URF...

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