A toxic meter in the profile somewhere is an intriguing idea, but one with some pretty large concerns. One initial data point that players might not know is that the vast majority of players in League are neutral or positive. if the vast majority (and I'm talking 95%+) of players are not innately toxic, what's the point of having a meter that only moves for a very small % of players? We could change the resolution of the meter and apply some fancy math to make a meter still work for the entire playerbase, but our latest research points us in a different direction.
Some of you are probably wondering, "Lyte, if the vast majority of players aren't toxic, why do my games seem so bad?" Unfortunately, the problem here is context. All players have bad days. A player could have a bad day at work and get raged at by his boss for no reason. They go home and play some League and play a terrible game (because they are distracted by what happened at work!) and his teammates rage at him all game. He snaps. He rages back. But importantly, he probably doesn't rage in the next 50, or even 100 games.
This really shows you the power of context, and how context outside the game can affect behaviors in-game. With millions of gamers with unique lives and situations... a lot of gamers are having their 'bad day' in any given game. We've found that this is the source of our problems.
The Tribunal is great at identifying the systematically toxic players--the players who are just toxic in a huge chunk of their games. It's not great at solving the above problem. This is the problem I've been working with my team on.