Perceived toxicity stems from the 5v5 structure

Disulfiram··1 votes·444 views

2% of the player base means very few people, doesn't it?

But 2% blamers + 2% ragers + 2% afk + 2% trolls + 2% intentionally feeding = 10%

10% of the playerbase is enough to expect to have one of them in every 5v5 match , and 5% for them to be in every other game.

Of course the numbers don't have to be these, and likely aren't (+the groups overlap): my point is that, when you think about it, the percentage of toxicity needed for it to be literally in every game is astonishingly low.

So it is very possible that the perceived toxicity in LoL isn't the community's fault, but rather is caused by every match requiring this many players.

The consequence of this is rather sour: we can't reliably have toxic-free matches unless RIOT manages to squash toxicity well below 5% of the base, which is for all intents and purposes impossible; as it has even been pointed out already, the sheer amount of power outages and people having a bad day are enough already for it to be this noticeable.

3 Comments

ShinkoMinori1 votes

I don't have toxic games normally... maybe one in 13 games or something.

Disulfiram1 votes

That's fine; the point of my post though was another. More specifically, I was trying to point out just how small a number of toxic people is required for them to be a tangible nuisance in a 5v5 environment, which compared to the physiological number of random incidents (blackouts, disconnects, etc) makes it an effectively ineliminable phenomenon.

scazzman1 votes

also. take into account how many of these toxic players are in bronze or silver. a player in low elo may encounter MULTIPLE toxics in the majority of thier games

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