It's a common problem in long running live service games: how do you onboard new players into something this complex?
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The issue is that the design of the MOBA genre inherently encourages players to be toxic

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Definitely. It was also massively exacerbated by the fact that there was no voice chat, surrender mechanics were extremely frustrating, there was essentially no punishment for inting, etc.

You’re not wrong that there is some baseline level of toxicity due to the genre, but I feel it was made infinitely worse by Riot’s failures in implementation.

For instance, the ability to forfeit a match immediately when one of your teammates had never connected. They literally wouldn’t even let you start a vote to forfeit until 15 minutes into the game, even if your whole team was afk. Even the other team was bored, but you all just had to go through the motions for 15-20+ minutes because of Riot’s infinite wisdom. And if you went AFK in that match, you got automatically flagged and put in leaver queue. Fuck sake I’m getting triggered all over again just explaining it.

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