I'd like to rage about DOTA2 even though it's not much of an RPG. If it was 100% shit then I would ignore it but there are parts that are amazing. When you get a big battle between 5 people vs the 5 enemy people, and everyone is good and contributing, then it can be amazing. And it's always different because of the many different interactions between the many characters. But everything else about the game is completely retarded. You depend so much on the rest of your team and usually they are fucking morons. In games like NOX you had all the same cool gameplay but it was deathmatch so you could just enjoy it, you only had to rely on yourself. Teamplay could be great but mobas allow shit people to ruin everything for everyone. You also can't leave the game when if someone on your team is deliberately trying to ruin the game, if you leave the game punishes you. So you are held hostage for an hour by these stupid fucks. Also kill stealing is like the stupidest mechanic that goes completely against everything else in the game. It ruins everything, it makes the players play like useless bastards and rewards them for it. It punishes people who play well. Also having to 'farm the lane' for 30 minutes at the start of every game is boring and stupid. Basically everything about these games is really annoying shit and stupid, except a few awesome bits of gameplay. I can't believe someone hasn't taken the few good bits and made a new game out of it, but this retarded games business instead just copy pastes the same DOTAs with the same shit problems. Same thing happened with MMOs, all these promising genres die out because they all copied 1 game instead of trying a few things.
I happen to like the farming economy side of it (since it's the only thing I'm remotely good at), but fully agreed that the lack of any surrender option is so damn tedious. And the way the player base celebrates it absolutely reeks of insecurity. Of course I understand maximum tryhard, play until the ancient falls will net marginally more wins; and I don't give a shit. If you wanna do that, get a 5-stack that feels the same way. The rest of us don't want to waste half-an-hour tilting in a game we're 99% sure to lose especially in unranked. Dota sold its soul to the hardcore audience and as a result is utterly devoid of new/casual players to bolster the lower ranks leaving everyone else is on the mmr treadmill.
The absolute worst thing you can do as a game designer is cater to the hardcore audience. Hardcore gamers are some of the most retarded people on the planet, usually pointing to some individual mechanic as "skill" while ignoring or not understanding the core design principles that make games fun and interesting.
At least actual casual players will play something for a while, get bored, and move on without yelling endlessly into the void about how "the game is catered to people who arent me so its bad". I know plenty of casuals who know what makes a game fun other than "OH it needs to have super skillful headshot" or "oh everything needs to be a skillshot". Hardcore gamers are likely to call needing to eat and drink in a survival game "hardcore" despite most of these systems adding nothing to a particular game other than busywork.
The worst example of this is probably Rainbow Six Siege. The game is horrendously designed - sight lines are massive so you can instantly die from anywhere (including spawn) which encourages rushing to various "magic kill spots" on each map, characters are unbalanced, it's difficult to read opponents - there are a lot of issues. But because the game has a low time to kill, it's obviously good in the eyes of hardcore gamers, and criticising it makes me a "noskill noob" who just needs to play more (or something).
What makes a game "skillful" and "good" in the eyes of a hardcore gamer has nothing to do with good game design, and is entirely about how obtuse the game is to learn and play. Then when people struggle initially to overcome that hurdle, they can then smugly post "get good" or "play for another 1000 hours to master some skill" as if it justifies their shitty game design decisions.
League of Legends is the quintessential example. Everything is done in the name of "more skills" from Dota - more targeted abilities, more skillshots, more complex heroes, more complicated matchups etc. It should be a far deeper and more interesting game than Dota. And yet every other area of the game has basically regressed since their original Dota inspiration because the hardcore idiots that made it have no idea how a game works or how core mechanics function to create problem solving, tension and interactivity. Even something as simple as a town portal scroll - something that could require interesting resource costs, tradeoffs, and depth, is now just a magic teleport button. It didn't exactly require a lot of skill in Dota, but they could have moved forward, not regressed backwards. But because it wasn't a "skillshot", it's obviously not REAL skill so it was jetissoned.
This is why Counter-Strike has been in a broken state for over 20 years. It's also why it's completely devoid of fun. The game is broken on purpose. That's the way the community likes it. Certain guns aren't "overwpoered and broken", just "the community meta" (which is forever unchanging). 4 AKs and an AWP on every team forever, unless it's a save round. That's how CS "works" and if you suggest maybe some of the other guns (like the short range weapons aka shotguns) be made viable? "LOL you just want to use a high spread shotgun, just get good and learn how to use rifles", so the game is forever an unbalanced mess, because headshots are all that matter and all that counts as skill. The game is so stale and so barely functional to the point where the META is entirely broken, every game plays the same, and there's no strategy or nuance. Just shooty kill kill.
Don't even get me started on hardcore fighting game players. They think a game sucks if it doesn't require as much button mashing and "caters to casuls" as a result. Just ignore the character interactions, how each fighter can work, how balanced special abilities are. It's all about "those difficult to master combo moves". Divekick has more depth than a lot of professional fighting games and it was made as a joke parody of fighting games.
I have basically given up on multiplayer games at this point. All the interesting game design is happening in single player games. Multiplayer games are mostly just iterations on the same formula to cater to the same "high skill" hardcore audience of screeching autists, and I usually don't find them compelling or interesting enough to actually invest the time into to bother getting good, because all the higher leagues offer is the same game but usually with less content (since everyone sticks to the meta weapons and classes, rather than using everyting).
Certain types of skill are basically considered invalid because pro's have a very concise list of what count's as "skill". Overwatch is a good example of this. Take Torbion for example. The skill in playing Torb relies mostly on carefully placing a turret in a clever area to cover your team or surprise enemies. He's a very positional character. He is also underdeveloped and not complicated enough, so he caps off quickly and is not competitively viable, which I see as a game design issue. Because he doesn't rely on traditional aim or dodging skills, it's considered totally acceptable that he's not competitively viable because "only noobs play that class". It's a self fulfilling cycle where unbalanced game design is justified because a handful of pros have largely dictated what is the "correct" set of skills to be "pro" at videogames. Because his skill relies more on positioning and situational awareness, and not on aim, it's totally okay for the game to be unbalanced and him to not be viable because the pros said so. As a result, positional gameplay will not be developed, he will not be made more interesting, and will never be competitively viable. The design is stuck and will never go further. Personally I blame this phenomena on Quake, which is basically where these autistic pros came from.
Meanwhile single player game developers are free to explore every avenue.