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Over-nerfing in MOBAs solves the problem immediately and gives immediate feedback on the results. Under-nerfing leaves the problem running for a long time and doesn't give immediate feedback.
https://www.reddit.com/r/gamedesign/comments/kpwtkn/mitigating_complexity_and_toxicity_a_look_at/
A look at Leage of Legends and how to reduce community toxicity in it, and in MOBAs in general, by changing the game design. Add opportunities to learn rules, make rules self-describing, speed up game, reduce the impact of a single bad player, and more.
https://gamedev.stackexchange.com/questions/83251/why-are-character-classes-used-in-game-design
RPG JRPG roguelike MOBA balance classes
Benefits of adding classes instead of using a class-less system in your game. They make it easier to balance, they help new players, they can provide class-specific quests or story plot points, and more.