What is Riot's definition of Toxic in terms of balance?

Limakoko808·2/28/2014, 11:14:36 PM·1 votes·348 views

What i mean is why are some in game mechanics considered toxic but others that are similar are not?

One that keeps coming up a lot since skarner rework is permaslow being toxic. Does the balance team really feel this way? Because if so what made skarners slow toxic but ashes slow not?

And in the same regard wouldnt permanent move speed steroids like udyrs be considered toxic as well? I mean it has counter play because of slows and cc, but isnt that what tenacity/boots of swiftness for? Couldnt the same be said about slows?

I mean i can understand certain abilities not having any enemy engagement/counterplay being bad for the game, like warwick's e there is nothing an enemy can really do about it. But I am not a game designer so i dont understand the tiny nuances that could determine whether or not something is toxic/bad for the game.

3 Comments

MackleDoge2/28/2014, 11:22:21 PM2 votes

I believe that a few Rioteers have referred to "toxic" gameplay being parts of kits, items, champions, or features (like permaslow) that make the game no longer fun to play against. Something along the lines of permaslow being toxic is because it doesn't allow you any real chance at outplaying to get away, because even if you juke, the slow on you allows them to just catch back up over and over.

In all honesty, I feel like the issue of "toxic" gameplay is really complicated, because really identifying and using counterplay is something that isn't equal across all levels of play. Being able to effectively use counterplay increases with a player's skill, and sometimes counterplay depends on other members of the team to accomplish effectively.

I feel like Riot tries to address gameplay mechanics or champion kits that make it so achieving the appropriate counterplay is either very complicated (it mandates certain team compositions, or requires completing different team positioning) or it makes the game no longer enjoyable (forcing certain items to be built that aren't appropriate on some characters). Another aspect is the reverse where an item or kit is such a strong source of counterplay that it's just too easy to use. For example, if Liandry's could stack it would be too strong.