If you're wondering what's breeding the toxicity in games...
It's your ranking system.
Give me a couple minutes to break this down for you.
Currently, you have a mixed as fuck ranking system: you're placed in a certain rank but are then faced up against people based upon your MMR or ELO (who really gives a fuck which one it is anymore, point is that's who you're facing). Now, your MMR/ELO system is erratic, inconsistent, inaccurate at times, and - oh, you know what, it's going to be quicker just to say it's "stupidly flawed".
But that's just that single part of your ranked system. The other part - your ranked part - is even more backwards. Only reason I'm bothering right now is that a hot topic is getting rid of promos - and that's entirely right. Promos are hands down the stupidest things ever. Basically, you're saying that somebody could have made it to promos in a league, get trolled out of it, lose their LP, and now they're at zero LP. Suddenly the next game is life or goddamn death because it's only going to take a single loss to knock you down - but it's going to take 3 or 4 straight wins to get you back up to where one game dropped you from. And if that doesn't make you cringe when it happens, you're probably not a high enough rank to actually give enough of a shit about a ranked match.
That being said, the ranking system is actually what you should keep with some modifications - your MMR/ELO system is a piece of shit, and the reason is because it results in ranked games being luck. You can haul yourself up by your skill, but dear god if your luck deserts you and you're popped in with a bunch of unranked people who haven't played in two years who're only even close to your MMR/ELO because that's where they sat in season 2, I'd suggest you put on your chastity belt to try and protect yourself from the multitude of dickings you're going to receive.
And that example's not a joke. That's actually happened multiple times from Plat II - Plat mother-fucking-II. That's how haywire the MMR/ELO system is - it's a ranking number that's such an absolute crapshoot that it ruins more games than it improves for people. There've been people requesting to get rid of ranking and just keep the MMR/ELO, but ranked would get so much worse - with the limitations placed on only being able to play with others within a certain distance of your current rank (I.E., Silvers and Golds, Golds and Plats, Plats and Diamonds all only able to play in a single ranked game), that's the only thing stopping a Silver I from being placed with a Plat I just because the Plat I had a couple of bad games and the Silver I just happened to go on a winning streak - you can already see evidence of this kind of nonsense happening from Promos where people are thrown into games based on approximate MMR/ELO rankings (sometimes incredibly inaccurately even). This is not a good system as it is nothing but chaos.
The Bronze, Silver, Gold, Plat, Diamond, Master, Challenger ranking system is better - it is. Cut out the promos and work it like this:
- You'll receive LP by a fixed amount (say 15-18) + a small bonus based upon your performance - with some fixes to the mastery system to best measure your performance in a role, the ranking you get out of this system will dictate how much of a bonus you get (this bonus will not be excessive and shouldn't in theory exceed 10 for an S+).
- Without MMR/ELO, you will be matched with players within your rank with an error margin of one rank above or below (Silver III, Silver II, and Silver I, or Gold IV, Gold III, and Gold II all being one game for example). This will ensure that there is not an excessively sparse player pool in each rank, but that you will not find yourself being placed in excessively lower or higher ranked games. What this does is ensures that the reason you are moving in or out of your rank is because you are (not) performing well within your own rank and that your games aren't negatively affected by the randomization of MMR/ELO. Basically, this truly removes the possibility of ELO/MMR hell because you will always fight people at your own level - if you belong higher at this point, you will be grouped with appropriate people who actually will enable you to climb and you will climb out if you have what it takes.
- Without promos, you will level up your rank by just getting enough LP. Each time you level up a rank, you receive a small cushion (25 LP ideally, while skimming off the excess from the previous rank [sorry if you got 28 LP from a game and you were sitting at 99]) that ensures that you aren't immediately kicked out of a rank again. Alternatively, if you like bouncing between the two, you can just have it always add/subtract from each 100 (from 99 you'd have a cushion of 27 then with a 28 point game, and if you fall from 14 LP into the previous rank from a 20 LP loss you'll have 94).
- Leveling up from a full rank difference (Gold to Plat) will take more LP total to make it - basically, you don't have to win 3/5 to jump to the next rank, you just have to perform well enough to ensure you are on a constant rise through ranks.
The benefit of this system is stability and consistency over fluctuation and luck. You can ensure that your rank is because of yourself and your own place if you are always playing against your own level. It makes all the fucking sense in the world.
Suddenly, the game just became seven times less toxic - now you know for certain that yeah, if you've been in a single place for a while, it may be something you're doing. All the people you're playing with? They must have gotten there somehow the same as you - no, they couldn't have had that lucky of a winning streak because it'd be like 6 straight games just to go from one rank to another if they weren't always performing highly. And that loss at 0 LP? Ah, well - you can make back those points within a game and be fine. If somebody is a higher rank than they belong in? Well they're always playing against people in or close to that rank - so duh, they're eventually either going to shape up or ship out. If they belong in a higher rank? They're probably going to outperform and gain more LP from performance than they'll ever lose from a game.
Now there's no guesswork. Now the game's suddenly not fucking stressful. Now everybody can have goddamn fun. Now if somebody trolls your game big whoop, you can feel like the damage won't actually have a lasting impact. And if you encounter a whole string of trolls (which happens a lot thanks to Riot just being terrible at identifying this)? Well, you don't have to worry about your MMR/ELO being tanked to several ranks below yours, so you'll just wind up against people who you're better than and then you move back up because you fucking can. And you're not incredibly delayed by it. Wow, gee - it's like shit actually makes fucking sense.
But I don't expect Riot to do this - they get better publicity by saying they're working to remove toxicity rather than just curing it altogether - after all, how can there be a news story about it if the subject never exists?