: VM is the issue. Riot's recent Cheat Engine upgrades (...about a year ago I think?) made it more difficult for VMs/Wine to run the game properly.
It normally runs completely fine. I haven't been able to reproduce the issue since then, either. Weird.
: PBE, wtf ?
> Why people can't understand that PBE is for testing and URF for fun. 1. PBE is the only way to play URF right now. Nobody playing on the PBE is actually interested in testing. We just want to play URF. If these are the hoops Riot forces us to jump through, these are the hoops we will jump through. 2. Losing is not fun.
: Not a new feature but Make players in their own fountain invincible?
: I had her twice in URF. She comes very rarely. Its sad because sona is very OP in this mode :)
Don't think she's that strong to be honest. She sort of does everything a bit but nothing really well.
: "A critical error has occurred" every few seconds
Restarting the VM seems to have fixed it for whatever reason.
Rioter Comments
: Sylas Bug Thread
The chat message is misleading. It says "Sylas has stolen XXX's ultimate", but I feel it should say "Sylas has copied XXX's ultimate". The former implies that XXX is no longer able to use their ultimate.
Rioter Comments
: Rune pages should be 1BE
I agree. Rune pages being 1 BE would make it much less frustrating to test out new content.
Rioter Comments
: Remove smite as a summoner option for URF?
> The accepted 'meta' for URF is 2 top and bot and one mid This is the first time I've heard of it, so how can it be an "accepted meta"? Also, 1v2 is fine as long as you just send somebody into the solo lane who can farm at ranged. On many heroes I actually prefer being 1v2, since it means I get my levels faster than the opponents, which mostly offsets the numbers advantage IMO. Besides, if they're overconfident enough to tower dive you early on it's usually easy to end up with a double kill and a won lane as a result of it. tl;dr I don't think jungling in URF is a problem. If anything, I think people don't jungle *enough*. If you're stuck with an unwinnable lane matchup it's often a better idea to just give up the lane and deny them the kills and focus on jungling or winning the other lanes instead.
: No, on live it will only be available for 1250 RP.
What a joke. Then they should remove the +1 reroll. I would buy it if that was the case. In its current form, I refuse to fund this disgusting cash-grab.
: Golden Spatula Club
Will we be able to buy it for BE once it hits live too? If that's not the case then I simply won't participate once ARURF leaves PBE, I refuse to do pay2win.
: My opinion about the cannon
> [{quoted}](name=ImTouchk,realm=PBE,application-id=AYQh7p7O,discussion-id=1WBLimZ1,comment-id=,timestamp=2019-01-15T15:16:10.806+0000) > * Now, this was not that mentioned before, but I think the cannon **should have a cooldown**. Not the old way of having a cooldown, but rather a **cooldown after you respawned**, that lowers depending on your level ~ so if you are level 18 for example, you have to wait **2 seconds**, but if you are level 6 you have to wait **5**. This would fix the issue of the cooldown of teleport, while still preventing enemies **to immediately get back to lane if you killed them**. That gives both the enemies and you more opportunities: **you can go back to base on time ; and if they finally kill you, they have a bit of time to get EXP from farming** This sounds like a fancy way of saying that you think the early death timers should be increased. Realistically, adding a cooldown just makes you stand in base a few extra seconds before re-entering the game, so the net result would be the same. Increasing death timers would be a bit less annoying (since you can see the timer on the HUD etc. better) Agree with the rest of the feedback.
: Every single URF so far has been one-shotty. And I agree, it's unnecessary. URF is defined by low cooldowns and lack of mana costs. I think the main reasons you're noticing it more now than before: 1. The absence of picks (and bans) of course makes the games much more one-sided, but this has been the case in past ARURFs as well 2. The gold changes means that on average, you're gaining gold much faster than before. This makes the snowball champions skyrocket into insanity, while in general allowing everybody access to significantly more damage items more quickly. In a glass-cannon meta, this means that everybody now kills everybody else much more easily. 3. The elder dragon is way, way stronger than the old dragon system from past URFs. This tips the scale even more heavily in favor of random one-shots. 4. Changes in the base LoL metagame such as the new rune system, assassin reworks, etc. further compound the previous effects. All of these factors adding up makes this current ARURF even more stupidly broken than the previous ones - and with the lack of bans (or picks) - even less satisfying to play than the past ARURFs (with the sole exception of snow battle ARURF, which might have been the best URF event since the original 2014 event to date)
I realized another thing, 5. The addition of the cannon removes teleport from the meta, therefore everybody has one combat summoner extra. This makes fights even more explosive and/or one-sided.
: It's "All Random Utra Rapid Fire" for a reason. There should be no banning phase, its all about having fun, while you want to win.
How is it fun if I stop playing after a day due to the frustration of not being able to play the champions I want, combined with dying randomly to broken picks like jax, hecarim or zed that offer you virtually no counter-play?
: ARURF: Too much damage, anyone just drops in half a second.
Every single URF so far has been one-shotty. And I agree, it's unnecessary. URF is defined by low cooldowns and lack of mana costs. I think the main reasons you're noticing it more now than before: 1. The absence of picks (and bans) of course makes the games much more one-sided, but this has been the case in past ARURFs as well 2. The gold changes means that on average, you're gaining gold much faster than before. This makes the snowball champions skyrocket into insanity, while in general allowing everybody access to significantly more damage items more quickly. In a glass-cannon meta, this means that everybody now kills everybody else much more easily. 3. The elder dragon is way, way stronger than the old dragon system from past URFs. This tips the scale even more heavily in favor of random one-shots. 4. Changes in the base LoL metagame such as the new rune system, assassin reworks, etc. further compound the previous effects. All of these factors adding up makes this current ARURF even more stupidly broken than the previous ones - and with the lack of bans (or picks) - even less satisfying to play than the past ARURFs (with the sole exception of snow battle ARURF, which might have been the best URF event since the original 2014 event to date)
: Hecarim desperately needs to be removed from ARURF
I got him once by random and had the most snowball game of my life. This was my first time playing Hecarim and it just felt like a joke. I pressed E and got a kill. My only deaths were when tower diving the entire team. Without exaggeration, it felt like playing versus A.I. It was a complete joke. But Hecarim is far from the only problem. The problem is champions without counter-play in general. The ones that can become spell immune, unstoppable, untargetable, etc. and just kill you simply because they want to. This is why URF mode desperately needs bans.
Rioter Comments
: So the number one question we know we’re going to get asked is “Why ARURF+? I want URF+”. The real answer is no matter how we look at the problem of URF, we keep coming back to the same problems that we talked about last time here: https://nexus.leagueoflegends.com/en-us/2017/12/ask-riot-urf/ In addition to those issues, we find that the URF game mode is at it’s best when you have exciting highs and cool moments that you weren’t expecting to happen. With all random champions, the possible combos and interesting interactions are so much higher, that we think there’s a lot to look forward to. However when the champ selection isn’t random, we’ve seen it with pretty much every game mode that eventually a meta evolves and the champ diversity drops dramatically. We don’t want to heavily control/balance URF, since we think having those extreme moments is what makes it fun and exciting to come back to over and over. There’s a world where we could get the mode balanced, but some of the changes we’d have to make would ruin a lot of the fun fantasy of those particular champions. (Imagine WuKong in URF but we have to remove the CDR from his W so that he can’t be repeatedly sneaky. It might be balanced at that point, but we believe that takes out a lot of what would make WuKong fun in URF.) We’d rather keep it exciting and fun when you get some of those champions! We think a lot of the changes we’ve made to ARURF+ should make it a much more fun experience. Some of the best/worst champs aren’t as extreme, but still have cool moments. And with the shorter game length, if you get a bad champ or match up, the game is over quick so you can move on to the next one. Also the Catapult and objectives change the power dynamics a bit, so hopefully we’ll see some creative new ways to play the mode. We’re committed to keep bringing the best possible URF to all of you, and we understand the desire for non-random from many players. But given all the considerations, we still believe that ARURF is the best possible URF. We hope you have fun with the new ARURF+!
ARURF is not more balanced, it's just more random. You haven't solved the problem of some champions completely dominating the metagame, you've just changed it so that it's random which side gets the dominant champions. Victories feel uninspiring and losses feel frustrating if the RNG decides the direction the game goes in. That being said, I don't think ARURF is a complete lost cause, because e.g. the snow battle ARURF was genuinely quite fun, but this was mainly because due to the "winter skins only" restriction - a lot of the completely broken heroes were locked out from that mode. This, I think, raises an interesting point: The problem is not the champion selection per se, the problem are the champions themselves. By trading a champion selection for an all random selection, you're not addressing the core problem, which results in a metagame that's even more unsatisfying than the "same champions in every game" metagame. [1] I think the best solution to this is going to have to be addressed on a couple of levels: 1. **URF mode inherently, desperately needs bans.** Simply adding 10 bans per game (before the random champion selection) would pretty much solve all major issues I have with the mode. We can draw parallels to Nexus Blitz, which is just as "crazy" and dominated by a few key champions. The difference is that you can always ban these champions, leading to a much tamer metagame in which experimentation is not as severely crippled. 2. If you're hell-bent on keeping in the RNG, **we need better ways to influence the RNG.** I generally have a few champions that I'd enjoy playing, maybe 10 in total. Even if I create a new account and only unlock the champions that I want to get in ARURF, there's still the free rotation pool to deal with. We need a better system. Maybe I could select a "pool" of heroes, by marking them as "favorites"; and then set a checkbox that restricts me to only get champions I marked as "favorite" (assuming I have some minimum number of them). 3. As an alternative, **we could try addressing the core problems** that make champions too strong. To me, URF is all about fast-paced gameplay and spamming abilities. It doesn't mean "die in one hit". I would like the ability to see more "sustained" fights in URF. That might require toning down damage (and healing) by an order of magnitude or more. It's possible that the current ridiculously OP champions wouldn't be so OP if they couldn't kill you in one hit before you had the ability to react to them. [1] I'd like to point out that I don't think this is a real problem, even though you seem to think it is. I'd rather play a hero I like 50 times in a row, than play 10 different heroes I don't like in a row. Guess which URF events I've quit after a day or two versus which URF events I've continued playing until the time expired?

nand chan

Level 36 (PBE)
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