: I think that's kind of the point - major objectives mean a lot. I don't think URF-mode should be balanced so heavily, the team that does really good at the start usually gets dragon, and then they usually end up winning (unless you have something like a jax who figures out the OP jax build halfway through the game and get a comeback)
> [{quoted}](name=nyanis bf,realm=PBE,application-id=AYQh7p7O,discussion-id=5GQvtAva,comment-id=000d00010000,timestamp=2019-10-22T23:51:52.986+0000) > > I think that's kind of the point - major objectives mean a lot. sure objectives should mean something, but when major objectives at 9 min that are so strong they nearly out right end the game single handedly its a bit much. would it not be better to have the objectives at least scale over time like the regular dragons.. it is not uncommon for a team to ff right when elder dragon is taken.thats hardly fun for anyone when the game ends at 10. many of the games end up just being 10 min lanning phase then a stomp or ff.from what i have seen there are many people that want more then that. none of the games last more then 30 min,even when in many games people fountain camp for 5 min. this shows people are looking for longer games. elder dragon is something riot has added to the game some what recently and since then all games have been short.(20 min) but if you remember from before when it was just regular dragons. urf games could range from short to long.i believe this is a much better experience,when the games can have variance. as is the elder dragon is making all the games feel very much like the same short 10-20 min game. also what of the champions that do poorly in lane?its kinda hard to contest such a game winning objective like elder dragon when your coming from a bad laning phase.it seem like bad design when you start excluding many champs from the mode due to having a weaker laning phase. we are kinda wasing the pick/ban we got back when we have to limit our choices to just strong lanners so we can contest dragon. also the stats elder dragon gives are semi hidden stats(listed in tooltip) so there are some people out there that dont know how much power that elder dragon is really giving. which means some people on your team might not even try to contest the dragon, cause they dont know its almost an auto win. which can lead the game feeling really bad when there is nothing you can do about that.even more so when its at such an early point of the game. i feel that the games are being dictated far to much and far to early form a single objective.i dont know about you but i want to win and lose games based of my skill not some silly objective at the 10 min mark.this mode is for fun not the lcs so forcing it to be super team coordinated over one objective is quite contrary to the point of this mode,which is to have fun.
: Hi! We've gotten the testing we need for URF, and are disabling to make room for other 9.22 content that requires testing
> [{quoted}](name=Riot Bazaam,realm=PBE,application-id=AYQh7p7O,discussion-id=5GQvtAva,comment-id=000d,timestamp=2019-10-22T21:03:12.992+0000) > > Hi! We've gotten the testing we need for URF, and are disabling to make room for other 9.22 content that requires testing hello, is there anything you can say regarding the status of urf elder dargon when the urf mode is released to live? as there were quite a few people in the pbe that felt elder dragon was making 100% the urf pbe games extremely snowbally/antifun and short.
: Hey all sorry! I got the server status message up late. We're doing some server testing at the moment and it's almost definitely causing this. Specifically we're squeezing the servers to simulate them under heavy load. You can probably guess why we might need this data in the near future. {{sticker:slayer-jinx-wink}} Thanks for bearing with us!
> [{quoted}](name=Riot Porosite,realm=PBE,application-id=A4D2003433C8FCD715185A7264A9CC6FDFAD7FEF,discussion-id=wElkPHBh,comment-id=0008,timestamp=2019-10-21T22:52:39.957+0000) > > Hey all sorry! I got the server status message up late. We're doing some server testing at the moment and it's almost definitely causing this. Specifically we're squeezing the servers to simulate them under heavy load. You can probably guess why we might need this data in the near future. prob stress testing for the urf release to live and/or other games riot working on.. i dont know if this is your area but could you pass on the concerns below, if not,thanks. urf elder dragon is creating some major issues with the urf game mode.. since each dragon gives a 20% damage swing, plus true damage, plus all the other stats.this is making the game majorly snowbally..worse thing is these stats the dragon gives are semi hidden stats(listed in tooltip) so there are somehow people still out there that dont know how much power that damn dragon is giving which can mean some people on your team might not even try to contest the dragon, cause they dont know its almost an auto win. as is right now allmost all the games are boil down to a 10 min lane phase then a stomp once a team gets a dragon forcing the game to end fast.this is anti fun.its also kinda wasting the champ picking/ban that was added back. as you need to pick strong laners so you have a chance to fight for that urf dragon. when it comes up. i yet to have a urf game get to 30 min since they added elder dragon and thats even with ppl not ending the game for 5 min while they stand on top of losing teams nexus waiting for them to respwan so they can kill them in fountain. the dragon is making the winning team so strong so fast that they can drive the losing team(team that did not get dragons) in fountain and still prob kill them, often times even before 20 min mark. that assuming the non dragon team didn't surrender the second the dragon is taken at 10 min. the fountain camping shows two things. people want the game to be longer then 20 min. since ppl mlik the game for like 5 min like this in almost all the games. the dragon is making the winning team way to strong to fast. they can drive the losing team(team that did not get dragons) in fountain and still prob kill them often times before the 20 min mark. and still easily win most times even if the winning team ints a bunch in fountain for a few more kills. i fear for the future of urf mode if it is released to live again with this elder dragon. URF balance team should take some time for serious consideration on removing elder dragon all together.
: These boards are out of control.......
I am not a fan of changes to urf, and want nothing more then for it be how it was when they first released.as i am pretty sure most people would be at least content with it that way. i am pretty sure a good amount of stuff people complain about stems from how unfair/antifun that elder dragon riot added is making the game feel right now. each dragon gives a 20% damage swing, plus true damage, plus all the other stats. its basicly a free auto win to the team that gets it. which leaves the game feeling short and unsatisfying.
: The sad thing is. Riot is going to see the poor response to this version of URF and go, "See, we knew ARURF was superior the whole time." The dragon and cannon make sense in ARURF since its all random but don't work with a normal champ select even with bans. I just wanted to play original URF, not this abomination.
your prob right about that.given riots history of reluctance to undo changes. i am pretty sure that the elder dragon will go to live despite most ppl not wanting it. riot is strangely overly attached to the changes they make to this game even when they are clearly bad design/hurt the games fun. its prob more likely they will add more changes to try to justify the dragon, rather then simply remove it. though i guess that just human nature to be defensive/justify such things rather then to just admit a mistake.
: clearly u dont understand that URF is literally suppose to be snowbally ASF. SO elder turrets and baron are there to do what they are suppose to. GIGA SNOW BALL THE GAME. Use ur brain. If RIot wannted to make a game where u scale and secure obj then they would, and they did. Its called normal league of legends.
> [{quoted}](name=WeebPowers,realm=PBE,application-id=AYQh7p7O,discussion-id=9tAsbJct,comment-id=00000001,timestamp=2019-10-19T17:57:51.749+0000) > > clearly u dont understand that URF is literally suppose to be snowbally ASF. why? it did not start off that way. games used to be able to range from short stomps AND to 40+ min back and forth games, when urf first came out.... as is right now its just 20 min stomps on 100% of the games. based off of ONE objective at 9 min, seems like bad design to me. > [{quoted}](name=WeebPowers,realm=PBE,application-id=AYQh7p7O,discussion-id=9tAsbJct,comment-id=00000001,timestamp=2019-10-19T17:57:51.749+0000) > > If RIot wannted to make a game where u scale and secure obj then they would, and they did. Its called normal league of legends. for normal league of legends there was a lol win statistics site i remember looking at a while back.(you could prob google it) that stated that if a team got 2-3 of the early game objectives (fist blood, first tower, first dragon) you would have something like 70%-80% win rate chance, if i remember correctly.( though it may have changed since they added tower gold plates...)those objectives could be gotten in the 1st 10 min.. where is that scaling game?
: I agree, When the game becomes all about getting that one objective, URF fails to achieve what it’s supposed to do. The buff is so game breaking so all that matters is killing it. Had some games where my team was far behind. Then someone stole the drake and we started winning. Wonder what the win rate is for the team that takes the first elder... The buff doesn’t make fights skillful anymore. For instance I played Ap Ezreal, was doing decently well. Then we got elder. I fought a Lux, missed all my skills except E and gunblade and a few autos. When URF is not about outplaying your opponent, but instead getting a buff, something is wrong if you ask me.
> [{quoted}](name=P00P,realm=PBE,application-id=AYQh7p7O,discussion-id=9tAsbJct,comment-id=0000,timestamp=2019-10-18T15:55:01.215+0000) >Wonder what the win rate is for the team that takes the first elder... A average probably could be found out if someone wanted to do the busy work and sift through the match history of a few thousand games from different players.as it will tell you you which team gets 1st dragon, tower,first blood ect.. Though there are a quite of few other variables that would have to be considered like which team got first blood how well they did in lane before dragon,how well that team champs scales with the buff from the dragon.and how well they can leverage the dragon buff to push for towers,baron and team fights. If i had to give a rough estimate based off my games i would say its in the 65%-80% winrate range for first dragon. however i feel that number can quickly climb if towers and baron and winning a team fight/picks are gotten shortly after a team gets the dragon buff. And if a team can secure 2 dragons in a row i'm pretty sure the win rate goes to something like 95%. I have only seen a couple games where a team got with 2 dragons in a row lost.though i suspect the reason for a team to lose after 2 dragon in row is more of an issue when it was arurf as some match ups could be pretty bad due to RNG of champ select.
Rioter Comments
: URF is fine. All these changes over the years, the canon, dragon ect. are what ruined the game mode. We need original URF. NO CHANGES
> [{quoted}](name=GemJoe,realm=PBE,application-id=AYQh7p7O,discussion-id=gmAza2yT,comment-id=0001,timestamp=2019-10-17T09:03:52.613+0000) > > URF is fine. All these changes over the years, the canon, dragon ect. are what ruined the game mode. We need original URF. NO CHANGES i agree, removing the dragon will make the picks a lot better since you would be able to pick more champs,cause as it is now you need to have a strong champs for when dragon spawns since its basicly a auto win,because it gives so much damg. which limits it to strong lane champs.
: URF is so bad right now
IMO its the dragon that ruining it more then anything.each dragon is a 20% damage swing plus other stats and true damage.its get dragon or lose,so all you can do is pick strong lane champ lane for 10 min and then go for dragon then get a free auto stomp for the team that gets it. dragon is killing all the fun of the mode. removing the dragon will make the picks a lot better since you would be able to pick more champs,cause as it is now you need to have a strong champs for when dragon spawns which limits it to strong lane champs.
: > “If your gold from minions is greater than half your gold from monsters, lane minion kills will grant 10 less gold. This penalty is removed upon completion of an enchantment on a Skirmisher's Sabre item Skirmisher's Sabre or Stalker's Blade item Stalker's Blade.” If you and your opponent both farm jungle camps. You get the exp edge, and they get the gold edge. Since machete gives you bonus exp, but your opponent gets the full gold from lane minions.
that is just on the non completed item. unless they changed something, you can still use smite without the item at start, right?
: [URF] Remove Smite from URF
I did notice one good use for smite. on solo mid lanners with good wave clear(like karthus) you can clear out 1 camp inbtween waves and can give you an edge exp and gold wise, though the lane will tend to be low interaction. also smite can give better chances to secure/steal that OP dragon...
: What in the world is wrong with Garen, he gots no damage whatsoever in ARURF. Last round of ARURF from last year, he was doing fine. This time around he just awful. I tried all the builds and he flat out sucks now. ARURF is dead just like ARAM is dead. All these pointless nurfing should have never happen in this mode. It was supposed to be unbalanced fun. Now its flat out awful to play, since the last nerfs and these nerfs and the stupid dragon buff just killed this mode. Revert everything back to how it was. This is just awful.
> [{quoted}](name=Meepie PBE,realm=PBE,application-id=AYQh7p7O,discussion-id=mA4Lz9ER,comment-id=0023,timestamp=2019-09-16T01:40:32.171+0000) > > What in the world is wrong with Garen, he gots no damage whatsoever in ARURF. Last round of ARURF from last year, he was doing fine. This time around he just awful. I tried all the builds and he flat out sucks now. ARURF is dead just like ARAM is dead. All these pointless nurfing should have never happen in this mode. It was supposed to be unbalanced fun. Now its flat out awful to play, since the last nerfs and these nerfs and the stupid dragon buff just killed this mode. Revert everything back to how it was. This is just awful. iv yet to play him but when i went vs him i did notice to was not really doing much. perhaps this is due to the e changes(i know eve got a bit weaker on urf after her rework due to the q delay and other kit changes) I think garen used to stack up his e spins before and was doing a lot of damage cause of that. But ya, i think champions changes/nerfs should be very conservative and rare if at all. and only on the extreme outliers of weak or strong as the mode is best/ most fun when things are crazy broken. though i think adjustments/buffs on a few weak runes/ items to bring them up to a urf/broken level is more acceptable in terms of balance. as for the dragon i agree the dragon is completely sucking all the fun out of the mode and making the games way to short.i dont understand why riot want to force interactions of objectives and short games here. this mode is not for lcs viewers. the mode actually benefits more fun wise for the players when the games can be long and indecisive/hard to close at times..
: For #2: my tank Mundo begs to differ...
well, as we all know mundo goes where he pleases. he dont care what game mode it is.
: Lmao I disagree with a few things, Tank mundo and tank mao are super. Imagine them being buffed lmao
yes, mundo and mao are strong. though i feel this is more from the sustain/cc of the kits of the champs, then the tank items being strong. i am more looking at the numbers as a whole rather then the individual champs.(as those could, in theory, be adjusted individually if they got out of hand) but for many champs in the roster the attack speed and cool down buffs urf gives add a lot of incentive to build ad and ap items even active items have incentives because of the lowered cds. but in many cases(not all) i feel SOME of the tank items are more of a trap items do to the low power level due to the rate damage can be dished out.
: ARURF Available for Testing!
I have a small list of suggestions for urf. 1.Lower cannon range to just behind outer towers. my reasoning, a lot of people cannon in on top of the enmey and forgetting the self stun and about how bursty this mode can be which lead to a lot of "accidental" feeding...it was funny the first 100 times but people are not learning still doing this quite a lot. 2.Defense could use a bit of urfing. While i understand the spirit of the mode to be crazy damage and cds. The defense items dont need to be good but maybe a little less bad. Defense items are just so much more worse then damage and active items due to all the free attack speed and cds. maybe throw them a bone and urf up some stuff on the resolve tree a bit.. like for example like giving conditioning could give a much larger bonus to like 20% or more extra armor magic res. 3. You should remove urf dragon all together or just make it give a bit of gold..The damage is all ready crazy we dont need the dragon buffs.(i know you toned them down a bit but..) The dragon buffs are ruining the urf experience. They add a lot of damage and hidden strength to the team that gets it. More often then then not the already winning team gets it. Leading to all most all games to be compete one sided stomps..neither side finds this fun at all..(expect maybe the those guys that like to say GGEZ) Despite my best efforts to explain how strong dragon is or how it is ALMOST a free auto win many people dont understand/believe this. And often times just dont contest it enough these forced interactions to battle over objectives that near auto win game in the first 10 min are bad for the game, they are unfun and unfair. I really dont want urf to be like this please remove all dragon buffs.i want to win and lose based off my play not the hidden strength of op buffs.(wasn't it not liking hidden stats/strength the the whole reason you reworked old sona and aura items??) 4.towers can go down to like 3 auto attacks at 20 min....some of this is the dragon buff but still its pretty sad how bad they are this is urf maybe the should get some urf buffs to make them like crazy strong at least for the base ones would be nice.. since they attack so maybe give them more attack speed true damg... some defense/hp. 5.most games end by 20 min again this is mostly duo to dragon buffs followed by baron...I hardly get like any games that get even close to 30 min. maybe make it _at least possible for a for the game to go longer._ would be nice as i get tired of just playing the same 10 min laning phase followed by a stomp... old versions of urf i used to get games that could go to 40 of even an hour they were always my most fun games.. indecisive back and forth games lots of late game fights where the game can go either way...that was fun. you know whats not fun? 20 min stomps and objective blitzes on 100% of the games.. this is not quite urf related but i have to say this. riot please end your crusade against the longer games and stalling tactics. end this madness of forcing interactions of objectives that give way to much power and basically auto win the games with crazy strong buffs and tons of gold.end your blatant favoritism for moble and early game champs. end the crazy snowballing that happens from a single early game mistake. it been almost 2 years with this horrible unfun meta please bring back the old league i just want to have fun again...
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