'Unhealthy' is an unhealthy addition to League vocabulary

Rebonack··4 votes·543 views

A Rebo topic that isn't about Kog? Shocking, I know.

But this is something I've been thinking about for a while and I figured that it's high time to bring up a gameplay subject that has nothing to do with balance. We don't get enough of those.

I don't like the term 'unhealthy'. It has a rather nasty undercurrent of inherent negativity in addition to being really vague. In nearly every instance that Riot has used the term 'unhealthy' what they've actually been talking about are kits (or single skills) that are non-interactive. What that non-interactivity looks like varies greatly from one champ to another, but the end result for the person on the receiving end is always the same.

Frustration.

So what does non-interactivity look like? Well, it could be quite literal as in Poppy's old Ult. If she ulted someone without any CC, for the next several seconds your team has no real way to interact with her, save for running away and hoping she remembered her lube this time.

Non-interactivity can also look like kits that encourage the champ to avoid enemies. Teemo and AP Shaco are both classic examples of this. They lay their traps, use the occasional high AP ratio projectile, and generally dance around being assholes. Also of note here are the dedicated split-pushing champs. It's in their best interest to avoid fights whenever possible, so when your only tools are aggressively pushing buttons at things that want to team fight, then suddenly you feel like you're lacking in options.

Non-interactivity can mean that it's hard or difficult to catch a champ. This is usually the result of some combination of either high range and mobility or extreme range. Nid, Ezreal, and LeB all fall into that first category while basically any Artillery Mage falls into the latter. It can, however, apply to kits with ample ability to avoid damage as well. (insert icon of your most hated champ with untargetability here)

Non-interactivity can mean that a champ simply stat-checks so hard that you feel like there's nothing to be done once they get rolling. Having lived through the Gunblade stacking days, I still have reoccurring nightmares of Jax and Akali.

Basically, non-interactivity in all its forms comes down to feeling powerless because your champ lacks the tools to deal with the asshole you're playing against. Now, personally? I don't think that's a bad thing. In fact, it's a good thing. When the game has viable niche hard-counters it helps to keep gameplay fresh. Ideally, popular generalist champs should have hard-counter picks and team comp strategies that shut them down. The problem is when a niche hard-counter is so strong that they become a generalist pick, invalidating whole sections of the roster in the process. When she was good, Kalista fell into that category.

And that's bad.

Really bad.

So what say we remove 'unhealthy' from our vocabulary? 'Non-interactive' is quite a bit more descriptive. And ideally, we should be looking to make these non-interactive niche picks into hard counters meant to shake up a game when the picking pool gets too stagnant.

6 Comments

Weathered1 votes

So is nearly every overused word, but people gravitate to a poster word so that people understand what they mean without them having to put forth effort to explain their thoughts.

Sona Ping1 votes

{quoted}

So is nearly every overused word, but people gravitate to a poster word so that people understand what they mean without them having to put forth effort to explain their thoughts.

So it's that they are using the word "unhealthy" instead of taking the time and effort to actually put forth any reasons or justification for their stance or to give any credible grounds as to why something should be changed; they just make baseless assertions saying it's "unhealthy"?

I agree.

Weathered1 votes

Exactly. A lot of people sometimes just don't have the vocabulary also. You kind of have to guess what their meaning of "unhealthy" is.

Dolasaur1 votes

"Unhealthy" contains an appropriate negative connotation for what the people that use it want to express. Whether or not the person offers additional explanation for the statement is a separate issue; "unhealthy" is a time saver. The whole purpose of language is to communicate ideas, and doing so succinctly increases the chances people comprehend what you wish to convey.

"Unhealthy" is neither a subset nor a superset of "non-interactive". Jungling early on is inherently PvE; unless you pick an early invade jungler, you can't really affect the enemy jungler's ability to gain early levels and gold. That's non-interactive, but I don't think jungling is unhealthy just if there's no invading. Illaoi's E debuff back when it lasted more than 12 seconds was very interactive (could control generally where the tentacles spawned, dodgeable tenacles, and you could remove the debuff by killing 3 of them). But the duration made it obnoxious to play around, making it unhealthy for the game.

I can get behind wanting people to stop making bait claims without supporting them. But I don't think the term "unhealthy" is a problem on its own.

Rebonack1 votes

{quoted}

"Unhealthy" is neither a subset nor a superset of "non-interactive". Jungling early on is inherently PvE; unless you pick an early invade jungler, you can't really affect the enemy jungler's ability to gain early levels and gold. That's non-interactive, but I don't think jungling is unhealthy just if there's no invading.

Non-interactive in terms of ability for other champions to make a meaningful impact on a champion's play through their own actions. Jungling or just CSing and ignoring your lane opponent isn't the sort of non-interaction we're talking about. We're talking about non-interactive in terms of how the champion functions as a whole.

Old Poppy is, of course, the poster-child for non-interactive effects. She Ults one target and proceeds to whomp your team. Aside from running away (good luck due to her speed boost) you have zero means of interacting with her. Making an effect too one-sided in its interactions is bad (see: old Poppy) since it results in deep frustrating since the people playing against it can't do anything. The opposite can be a problem, too. An ability with too much counter play can make players feel like all the cards are in the (usually highly mobile) enemy's hands.

Illaoi's E debuff back when it lasted more than 12 seconds was very interactive (could control generally where the tentacles spawned, dodgeable tenacles, and you could remove the debuff by killing 3 of them). But the duration made it obnoxious to play around, making it unhealthy for the game.

Abilities with plenty of interactivity can still be over-tuned. That's a whole different subject.

CerealBoxOfDoom1 votes

unhealthy is a healthy addition to our lexicon

However it is often misused as many don't understand the difference between unhealthy and unbalanced

an op champ is toxic a toxic champ isn't necessarily op

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