Talk:Taric/@comment-25320798-20150501185345/@comment-6281696-20150518145524

If it's the designers who call him toxic then I'd really like to know what the hell they define as good... He's clunky, mostly due to his E and passive, he has considerable statproblems & doesn't really work in such a burst focussed meta, but toxic I really wouldn't call him...

And meh... I wish they'd stop wanting to go for flashy and just tried to make a good game.. flashy isn't something you should aim for, if you make a good game its something that'd happen naturally... Games that go for flashy tend become very superficial. Which is a feeling all competitive e-sports/games tend to give me. There's obviously some skill involved, but then there's some weird rule/meta/thing that just completly throws it all out of the window. E.g. the fact that a rengar can be utterly useless for 40 minutes, but as long as he manages to sneak up on a priority target just once and kill him he can still turn the match around. I can't think of any esthablished sport where you can pull of an equally absurd comeback... Anyway the focus on making it popular and recognized as a sport feels like it's doing serious harm to the games as a whole. Makes me curious if classic sports and games suffered from similar issues.

Also, it might not be the meta but it heavily influences what the meta is. E.g. flashy play encourages offense and damage while discouraging defensive plays, "harrasement" hitting for 20-30% of someones max HP, health regen being borderline useless (bar a few champions that specialize in it) yet lifesteal heals for increadible amounts, and so on... If the focus was for example less on flashy and more on tactics we might for example see "harrasement"/burst toned down and regen/defenses in general increased among other things.