The problem is, that it's the very same design that gives it both incredible highs and lows. Other games, you win some, you lose some, it's alright. In MOBAs you lose and get dragged through the dirt with 4 other miserable human beings berating you for 20 minutes or you can come together as a team, magically cohere to a unit and pull out some amazing shit to win.
What these games need beyond anything is a way to create teams, groups, friendships that have roughly the same mindset and where toxicity is just highly discouraged. My experience with premade groups was infinitely better than with randoms. I used to play with a Lebanese stack of friends who would meet up at a LAN cafe and let me join if they needed a filler and we just had a blast, even when we lost.
The problem is, that it's the very same design that gives it both incredible highs and lows. Other games, you win some, you lose some, it's alright. In MOBAs you lose and get dragged through the dirt with 4 other miserable human beings berating you for 20 minutes or you can come together as a team, magically cohere to a unit and pull out some amazing shit to win.
What these games need beyond anything is a way to create teams, groups, friendships that have roughly the same mindset and where toxicity is just highly discouraged. My experience with premade groups was infinitely better than with randoms. I used to play with a Lebanese stack of friends who would meet up at a LAN cafe and let me join if they needed a filler and we just had a blast, even when we lost.