Now add in its RTS roots - an overhead God's eye view lets you watch your teammates. RPG elements means a bad player isn't merely useless, but he's actually feeding power to your opponents.
So a long game, with a prolonged endgame that often results in 10+ minutes of moribund gameplay after the match is prettymuch already decided, without even the dignity of a quick execution like an rts generally provides. No leaving allowed, either. And you get to watch your teammate (you only have 4) who brought this fate on your head, and you're stuck together for the whole round.
They couldn't have designed a game that makes you hate your weakest teammate more if they tried.
You say players aren't allowed to leave? No one can prevent someone from quitting the application or shutting down their computer. But I'm guessing that the service won't let you join a different game until the current one finishes...
Is there a way for a team to resign? Surely if a team unanimously thinks they've lost, they can surrender immediately...?
On the other hand, my worst experience with Dota was that a lot of players were leavers, so any sign of losing and someone left the game. And after that it's really game over. No fun to lose the game this way, even no fun to win the game this way. But with HOTS that's completely different. Almost everyone tries to stay until the defeat and it's not that rare to see a comeback and victory.
So I'm supporting that notion of not allowing anyone just to leave. It's not a chess and there are other players who might want to fight until the end. On the other hand, quick anonymous poll, initiated by one player, if anyone wants to stay, and defeat if everyone wants to resign wouldn't hurt anyone, I guess.
Your team can resign, but it requires at least a 4/1 vote. You typically end up with that one try-hard player who refuses to end with dignity and get 3/2 non-resigns, forcing everyone to play out a lost game.
On top of that if you afk or troll yourself there is a reporting feature at the end of the game where you can flag players, which can also result in account suspensions and bans if they occur too often.
It really is a terrible system all the way through.
* A simple majority vote for designating a player 'too weak for this level of play'.
* A strong majority vote (>75%; in a team of 5 this would be 4+) for designating a player 'a troll'.
* Either of the above ejecting the player from the team at that instant.
* Allowing all other votes to proceed as normal (N-1 required to resign a match).
To use a RTS example since you mention playing them, imagine a 3v3 game. If one player leaves and it becomes 3v2, the 3 player team has a huge advantage.
Now in MOBAs, you can let the ennemy team kill you or die repeatedly so they get more resources and xp than you. Imagine for the RTS game that it is possible and one player starts helping the other team and that game becomes a 4v2. The 2 person team will have pretty much no chance of winning.
Playing a dota game with someone feeding (ie diying intentionally to the other team) is pretty much a game ender but there is no way to concede so you still have to play for ~20min with 1% chance of winning.
Though there's nothing that raises your blood pressure like being accused of feeding when you're already frustrated because you're having a bad game.
Unfortunately endemic to all MOBAs :(
One is triggered if there are network connectivity issues, in which case the game isn't scored for anybody. This is to get around the MMR abusers that would queue bots to leave on the other team so they would get a quick win.
The second state is usually triggered if a player has left after first blood. Even then, there are compensatory mechanisms. You lose less MMR than you would normally, and if a player leaves, your team will receive unreliable gold at a faster rate.
Why would anyone do something like that? Every time you played a legit game you'd lose.
Prior to ranked matchmaking, the top 1% was typically around 4.2k hidden MMR. After ranked was introduced, it became closer to 5k. Now you have close to 8-9k MMR, because people are buying 5-6k accounts, and lose until they reach their true skill level (usually somewhere between 2-3k).
The account buyer essentially feeds 3000 MMR to their opponents, which is why a 5k player back when ranked was introduced is now an 8k player.
There are also those who legitimately enjoy griefing dota: their account is probably so deep into low priority stacks that it is effectively banned. Or perhaps they are shadow banned into the bot/multi box pool. So they buy a new account to try and ruin games at high MMR.
LoL is heavily team focused w.r.t. strategy.
Why is this? I've played online FPS and RTS games for about 15 years now and have never felt like I "had no choice" when it came to engaging with trolls or joining in their behavior. Granted my only experience with MOBAs is Heroes of the Storm, but is LoL that much different?