Surrender Votes vs. Deciding a Game is Over: A Suggestion
This seems to be an inconsistency inside the League's design. Why does it take four people on a team coming together and agreeing to surrender for a game to actually be over before the nexus falls when it only takes one person giving up and trolling to create a scenario where the expected result is a loss? The depressing situation comes up often after one player has died a few times, and either they or a teammate gives up which is then followed by a stream of name calling from both parties. They waste their time and energy calling each other trolls and toxic when they should still be playing. A 4v5 is still a winnable scenario, but the odds of success are made that much lower when the person who stopped participating in the game continues to participate in the chat. Maybe the people who think playing a losing game is a waste of time should go find a game to play that they enjoy even if they don't win, or maybe League could evolve to accommodate those people. (And, in doing so, also help those who would be hurt by them.)
I propose that surrender votes should require only three votes to pass in general, but also that, in accordance with the understanding that individuals who have lost the will to win can just as easily all-but guarantee a loss anyway, a game should still be able to be ended with less than three votes just with an additional penalty shared with the players who voted yes. This could work like the Queue Dodge penalty, and whatever the penalty is for being a lone surrender voter could be reduced for the duos.
The implementation to this could be such that the penalty isn't considered so much a punishment as a cost for the surrendering player(s) to weigh against the costs of continuing the game. The people who declare in-game that continuing to play is a waste of time could have this option and would make use of it if they internally measured the costs to be less than the benefits of no longer having to play/waste their time. Not to suggest that every use of this function would be ideal, just that having this choice available would overall increase the fun-times/bad-times-spent-playing ratio for both the people who decide they don't want to keep trying in a game and the people who do want to keep trying that fall victim to those that give up.