An idea to prevent URF related league fatigue

Linna Excel·11/4/2019, 4:31:15 AM·1 votes·2,132 views

I've thinking about riot's main issue with URF, that the mode tend to burn people out of league and I might have come up with a solution if the problem still exists. You see one of my favorite mobile titles is azur lane (WW2 ship girls with oppai) and in that game, things like hard mode and daily challenges have a hard limit of 3 tries. What if riot implemented that for URF? Add some sort of daily or weekly limit in the number of games you can play so you don't get burned out of league completely.

Riot has to have the data available for how many games people play and how much they play after the mode ends. It should be possible to datamine a number of URF games played that cause a sufficient amount of burnout and just set the hard number of games you can play in a time to one or two less than that.

Sure the fans of the mode won't be 100% happy with this idea, but considering riot's concerns it might be the best way to get real URF back in the rotation more often.

3 Comments

Xavanic11/4/2019, 6:23:37 AM2 votes

URF fatigue is a couple of things,

  1. the gamemode itself is much faster paced making normal league feel slow
  2. poor balancing, like im not exactly sure why Leblanc and Jhin need to deal MORE damage then they already do
  3. repetition, just like normal league it gets boring seeing the same 10ish or so champs every game (in urfs case this year Fiora DrMundo Malphite Vladimir Akali Zed Morgana Shaco Ezreal Garen ) like legit, what fun it is to play against the same crap every single game?
  4. one sided games, this is a major issue with urf but games are extremely one sided and going on a losing streak kinda sucks (had a game go 8 vs 105 in 15 minutes, had to take a break after)
  5. poke is just outright fatiguing to play against, i understand skill shots are always in league, but not having an reprieve from dodging Morgana Q Lux skill shots Zed shadows Lucian dashes/aa's DrMundo Q etc. it becomes extremely draining, to the point of not wanting to play
  6. the toxicity is outright terrible, maybe its just me, but the sheer amount of toxicity in urf is just draining
Project Xayah11/4/2019, 5:02:41 AM1 votes

One of the major components of the "URF fatigue" is that players will find the "standard" game too slow and boring after playing URF for any significant amount of time. Adding in a "daily/weekly" limit isn't going to change the fact that there's a distinct, considerable difference that exists in the pace of URF compared to other modes.

RekSai CoffeeCo11/4/2019, 2:43:35 PM1 votes

[{quoted}](name=Linna Excel,realm=NA,application-id=3ErqAdtq,discussion-id=jAM0jJHi,comment-id=,timestamp=2019-11-04T04:31:15.268+0000)

I've thinking about riot's main issue with URF, that the mode tend to burn people out of league and I might have come up with a solution if the problem still exists. You see one of my favorite mobile titles is azur lane (WW2 ship girls with oppai) and in that game, things like hard mode and daily challenges have a hard limit of 3 tries. What if riot implemented that for URF? Add some sort of daily or weekly limit in the number of games you can play so you don't get burned out of league completely.

Riot has to have the data available for how many games people play and how much they play after the mode ends. It should be possible to datamine a number of URF games played that cause a sufficient amount of burnout and just set the hard number of games you can play in a time to one or two less than that.

Sure the fans of the mode won't be 100% happy with this idea, but considering riot's concerns it might be the best way to get real URF back in the rotation more often.

Oh i love RGM and agree we should limit everyone to 3 tries of SR normal/ranked/ranked flex and rest of time people can play ARAM/RGM so they don't get burned out on SR.

Playing RGM doesn't burn you out on league/SR, playing SR burns you out on league.