[{quoted}](name=Sir ArmaMalum,realm=NA,application-id=LFfTlAky,discussion-id=iIdcpvE5,comment-id=0000,timestamp=2015-04-03T17:40:25.509+0000)
To address your points individually:
What I'm assuming you mean here isn't the direct cost, but the cost to the community maintenance via community fracturing. i.e. too many people on URF will screw over other modes that have their own investment, meaning losses. I apologize if I'm misinterpreting.
To be honest, I'm not sure what "cost" really meant when Riot said it.
The first point is basically saying it's bad because people will like it too much? I don't buy that as a reason to not keep it. Quite the opposite in fact.
Not keep it because it'll have less people play other modes? Then why not remove TT, Dominion (espeically), and ARAM? Just make SR the only mode, and it kind of is considering your win/loss record only records games from that map, as well as ranked being only in that map as well.
Naturally the easiest way to rectify this from your side of the argument is to replace Dominion or TT with URF and tank the losses in favor of the high interest in URF. Personally I think this would hurt Riot and League more in the long run, as Riot has already promised to never remove Dominion as well as it and TT giving a bit of refresher in strategies from SR modes.
URF gives a refresher AND a stress-reliever. It's the ultimate mode for casuals we've seen so far.
It's not like Rito has broken promises before. It wouldn't be the first time. Removing TT/Dominion in favour of URF would be totally understandable. I don't see how it "hurts" in the long run considering Rito has made worse mistakes in the past.
Of course that just boils down to opinion and faith of URF's longevity.
Exactly. No one knows until it has been tried.
I for one have never seen a Red say there wouldn't be enough interest in keeping URF mode permanently. And I completely agree that should URF ever be brought about permanently there would be plenty of people willing to play it. (At the beginning)
They'll probably be more people play it at the beginning considering it would be "new", but that's normal and goes with pretty much everything that isn't SR.
Combining these two because they tread the same lines. When it comes to balance, yes, URF is broken. And rightly so, it's ridiculous. However I believe (and I know I'm not the only one) that meta-stagnation is a serious concern for URF's longevity. It's for that same reason that normal play is changed, as you say, almost weekly. To keep the same effect URF balance would more than likely have to be poked and prodded in a moderately frequent matter. You can't seriously expect to keep URF as is for more than a month before people start falling into a routine and the magic is lost.
Except how much of a concern is meta-stagnation when it's intended to be broken in the first place? I don't really see a problem there. By that argument, limited time modes shouldn't even exist cause of "meta-stagnation" (they have to do some balancing the first time when they're making it).
On that note, God forbid the developers having to "poke and prod" their game modes in moderately frequent matter. Because good games fall from the Heavens.
Falling into routine? Magic is lost? Might as well make all the modes limited time only then.
Yes, you could devote balance changes to URF, just as they already do with TT and Dominion, but it still boils down to needing additional assets and an inevitable meta being made. Personally I don't see a way to viably make URF permanent without at the same time taking away what make URF fun. It's spontaneity and over-the-top strategies.
You know what makes it the least fun of all? Not being able to play it for 50 out of 52 weeks in the year.
If you don't think it's fun, then don't play it, plenty of others will fill for you.
URF isn't meant to be a serious competitive mode, that was never the point. The arguments against keeping it can be made against keeping custome-made games.