Quote Originally Posted by Nakanishi View Post
Only thing that's toxic is the horrid matchmaking.
That's not entirely correct - The buzzword "Toxic" originally meant players that behave negatively to the point other people would be so infuriated/frustrated by them that they start behaving negatively themselves in turn, causing a chain reaction in which many people simply stop playing because they don't want to deal with that kind of behaviour - like a toxin that spreads through the veins and kills cells.

It has since been broadened to apply to mechanics and systems with a similar effect as well, but if you use it that way, you'll quickly find that the chance to fail/not win as such is "toxic" - and that's not even accounting for rewards based on win/loss. On the one hand, an interesting revelation, on the other, it's got bad implications for competitions as a whole.

Quote Originally Posted by Cidel View Post
Not to say there probably aren't other solutions that satisfy both, but it's been funny to watch.
I would argue there aren't. All they can do is to optimize matchmaking so that "if" there actually are 2 tanks, Melees, Ranged and Healers of similar rating in the queue, they'll play against each other. But if there aren't, SE can't conjure up players, much less skilled ones - it's either wait or make a match with what is there.

And with strict matchmaking you run into these funny situations where one guy is getting pop after pop while you've been in the exact same queue for over an hour with nothing simply because the Matchmaker can find many matches for his skill level but none for yours. And then the matchmaker finally DOES make your game and one of the guys in your team has got a bad day and you lose by a landslide anyway. Fun!