[{quoted}](name=Ariel the Cruel,realm=NA,application-id=3ErqAdtq,discussion-id=j20kR2aI,comment-id=000e00000001,timestamp=2016-12-06T22:28:25.379+0000)
For a single game of URF, you basically take everything that happens (background) in a normal game and multiply it by 3 - in the same time window.
Using that rough estimate as a base line:
If a normal game calculates AA damage once per minute, and 3 times per minute in URF.
Then in 30 minutes the servers have to pump out an additional 60 calculations.
Now make 5 games of URF, and it's pumping out an additional 300 calculations.
This amplification applies to every calculation in a game.
When I refer to "resources", I'm not referring to balance or UI changes. I'm referring to all the under-the-hood over-clocking the servers have to deal with. That's why Riot prepared to shut down non-SR game modes the first two times it was released.
What? That's not how it works at all. Calculations are more frequent but it's no larger a load than adding cdr. You're assuming 5 players are casting spells 24/7 and are assuming those calculations are taking up large amounts of available resources. You're trying to make it sound like the game isn't meant to run under those circumstances when it has no real tangible effect apart from increasing the amount of calculations done for damage because spells are cast more frequently. I mean technically yeah, but it should have no real effect what so ever.
Unless you're talking about calculating total damage dealt for end game, which is asinine because it can be easily done locally or just adding the value together as it goes like it normally does. Honestly speaking the servers aren't anywhere near their max load as we've lost a lot of players. Adding urf compatibility is perfectly possible.
The real reason it's not available 24/7 is just like how the mcrib isn't always available. It doesn't sell well unless you take it off for a while then add it back on to prevent it being stale.