[{quoted}](name=King Lego,realm=EUNE,application-id=3ErqAdtq,discussion-id=MqQQUxEK,comment-id=,timestamp=2019-01-28T13:21:42.757+0000)
To my perspective, I think if frustrating to play against, regardless if you stomp them or not, being unfun to play against is what I call a bad design.
And it's funny enough how certain mechanics can simply make a champion toxic even if it's meta or not. Even if it's just 1 mechanic.
However, one can argue that a champion overloaded with too any things can count as a bad design. Which I somewhat agree.
I ain't gonna give examples about which champ is which but I'll leave that to you and say if I agree on it or not. Give valid enough reasons of course.
Curious as it is, I sometimes ask myself "if a Rioter designed a champion that's very frustrating to play against, does it really mean it's a success or not? And does it also mean the champion should be removed due to customer feedback all the while the Rioter that designed it deserves to be fired solely for this?"
It's a curious topic really, would like to hear or in this case read other opinions about this.
I think I agree almost entirely with you - the one exception being that "even if it's just one mechanic". I don't think just one thing about a champion can make them a bad design. For example, the single worst thing in all of League in my opinion is Yasuo's windwall - I think it's completely bogus that he gets to deny all ranged abilities so easily. However, if Yasuo had been designed and balanced as a support with the windwall ability, I don't think anyone would have had a problem with it - I mean, that's pretty close to Braum and everyone is fine with him. No, it's the fact that Yasuo has a lot of damage, free stats (crit), a shield, no resource costs, hard cc and the ability to self-chain it, and then most importantly loads of dashes/mobility AND Windwall.
So, my definition of what I think is bad design:
I agree entirely it involves something being unfun to play against.
I think more specifically, it revolves around having too many of the following things in a kit:
Full value: Low cooldown Dashes, Easy to land hard CC, Resets, Stealth, 100-0 Burst Damage against Squishies with even a small lead, Innate tankiness/shields, Huge Range AOE damage, then specific abilities that don't really go into a group (Zilean R, Ekko R, Yasuo Windwall, etc...)
Half value: Low cooldown Non-dash mobility (e.g. significant MS boosts), Easy to land strong soft CC (e.g. Nasus' wither) / medium to land hard CC.