Making URF More "Believable"
Hello. Name's Rogue E. I have a few ideas about our favorite featured game mode: U.R.F. or Ultra Rapid Fire.
First, a little about myself (the relavant stuff, anyways), I have played League of Legends since about week 12 after Launch. I have been around for every single U.R.F. event, which began with the Unveiling of Lee Sin, The
Monk.
Moving along, I've always thought that U.R.F. could be marginally improved to provide a wealth of great quality, so without further delay, let's get into some ideas and perhaps demonstrate the impact some changes could potentially reveal underneath the gameplay's dream fantasy.
To date, we know that U.R.F. is not friendly towards high costing cooldown items. We're already amped up to the 80% bonus never before conceived of, and some of our more ascetic (
) and maybe less... than aascetic (
) ascetic companions are subject to some pretty harsh conditions considering their kit basics.
That said, I'm proposing that we keep the cooldown cap at 80% (85% with the given mastery potential), but we lower the starting cooldown bonus inherent to the game mode to 40%. This potentially alleviates the gold value issues associated with Cooldown intensive items. Players no longer have to consider weight the deficit they face from buying items like
wondering "How much of a disadvantage am I setting on myself given the way heal works, but I need it for that
...."). I think you would agree that weight options such as those against their diverse peers is not in the player's best interest when you consider how carefree the gamemode is intended to be. This would help bring more depth and multidimensionality to the game play for off roles in U.R.F. mode.
I was toying with the idea of starting the game off with a bit more gold, and just cutting the ambient gold back also, kind of more in line with Howling Abyss.
One Final thing. With these changes, I would suggest renaming Ultra Rapid Fire mode to Ultra Rapid Fighting mode.
What do you think?