It's like playing pre XBOX (Pre halo gen) games (say, shooters) where the objective of each mission is secondary to not dieing. In vs mode, you wanna kill the guy but you don't wanna die. You had health bars back then. Then, with Halo, generating sheilds and healing soldiers (get shot, see bloody vision, breathe heavy, hug behind a wall, you're perfectly fine in 3 seconds) People would now respawn instead of being taken out of the match when they died, and the point of the game was now about score and not how well you played. Pre halo gen player picks up, say CoD BO2, and in multiplayer, it starts witheveryone running and hopping forward tossing grenades and heading to their first kill. You could creep around and be all commando stalker you want, but you wouldn't do much good. Your "kda" wouldn't matter if you only died 2 times and the others average 10 to 15 deaths. Your 4 kills put you at the bottom of the scoreboard with an average of 9 kills per player.
URF Mode is COD. It's the infinite ammo cheat code activated. Put tactics and strategy and caution into the wind. Pick a mage with mana gate restrictions like Lux and go balls. Use URF to try out new champs, just don't expect to have the same kind of games with those champs when URF mode ends. That's basically what it is. I don't care it's back this year I played it a few days last year and got what I wanted out of it. My only gripe this year is it drains so many people from other ques.