So the game is DarkDXZ's MOBA. That means:
3 lane map, 4 players per team, 2 teams.
+possibly multiple versions of the map, or multiple maps.
++Each map has different set-ups in regards to turrets, size, "jungle", lane connectivity, minion spawning.
+Each team starts at equal strength, based on player ranking and character level
++Character level is more a messure of how much that character is used by the player then their power.
++Player rank fluctuates as they play, all players start in a low-middle rank.
Permadeath and Drop-in mechanics.
+When you want to play, you are dropped into a large queue of players.
++Multiple games running at once, but you have no choice which one you enter (beyond a yes or no toggle on certain maps allowing you to not play certain ones).
+++Which one you enter depends on your rank, the ranks of the players in the games, and random chance.
++Sometimes players ahead of you in the queue will be passed over depending on what rank of player is required to fill in.
++When the queue gets too full, a new game is started with players from the queue, on a random map depending on their preferences.
+When you die in a game, you do not respawn, but are kicked out of the game.
++When you leave a game for whatever reason (you died, you lost connection, your team won, etc), you earn points and your ranks is adjusted based on how long the game was, how long you were in it, and how well your team was doing.
++Your place in the game is then filled with a player from the queue.
+++If not enough players are avalible, then an AI using a random character is dropped in.
++++If a game consists of only AI, it is ended immediately with no victor. Since no players are left to adjust their scores, this has no effect on the players.
+If a game ends due to victory or loss, it's players are disbanded.
++Combined with new games starting when the queue is too full, this allows there to be a constant stream of games.
+++The number of games currently running is taken into consideration when determining when the queue is too full. More games means a larger queue size.
++++This also means that games should not end due to AI overpopulation, unless the number of players playing drops signifigantly at once.
+You pick up to three characters before going into the queue, so that you don't know what game you'll go into, so that you can't hard counter the enemy team.
++Once you are entering the game, you have 20 seconds to pick one of those three characters, allowing you some ability to pick what your team needs best.
+++This means that you will be able to be relevant without being overpowered.
++You start with a certain amount of money for upgrades when you spawn based on how long the oposing players have been alive, and how much they've been upgraded.
+++This allows you to not be rolled over immediately, but not start with so much that you wipe out the enemy team singlehandedly.
Multiple characters.
+Ability to customise each character, with skins, alternate abilities, etc.
++Customizing a character costs points but does not increase or decrease their effective power level significantly.
+Each character has signature abilities and customization paths, while there are still generic customisations you can take instead.
+Each character has strengths and weaknesses that cannot be changed by customization. The fragile speedster will still be speedy and fragile even if you customize him with a rediculous amount of tank passives.
++Each character is carefully balanced in accordance to existing customizables so that there are no infinite loops avalible that make any one OP character.
+A roll of Unlocked characters avalible to everyone each week, with the ability to unlock more with the points earned.
++Points cannot be bought with real money, that would be cheating.
Minions that spawn periodically
+Possibly the characters that the players are used affect the minions that spawn?
++This may cause character builds that are centered around spawning minions instead of combating other players, and hiding from the other players.
+++These abilities should be balanced by affecting the character's ability to survive.
+Minions always stay in the lanes and fight the first enemy they find.
Surviving and achieving victory should be the most rewarding part of all.
+Earn the most points if you leave the game due to winning.
++Also increase your player ranking accordingly.
+The top players should not be the only ones winning the games, so spawn in lower rank players when new ones are needed; try to match the game's average rank, though.
++Top players should be up against top players in order to lose and win just as often.
+Perhaps victory can also yield achievements?
Achievements to encourage players to play.
+As much as I'm loathe to admit that the achievement model is a good one, it sells. "Sex sells", but instead of sex, achievements.
++In order for the game to not run out of achievements, have achievements that once you achieve them, they generate the next level for the same achievement (beat "Win 2 games"? It creates "Win 5 games" for you.)
+++This of course creates achievement levels. Perhaps you could have a redundant achievement line where your goal is to "Achieve level III for one acheivement".
++++Achievement levels should be designed in such a way as to encourage better play to achieve higher levels.
+Have a wide variety of achievements, including some similar achievements that can be achieved at the same time.
++Such as "Kill X PCs with a Poison ability", and "Kill X PCs a certain character."
+++If an achievement doesn't appear to have a number or obvious way to level itself up, it should tweak itself when it levels up by making it's goal harder to achieve "Kill character X with Y" becomes "Kill character X with Y after doing Z" or "Kill character X with Z").
+Achievements should have an effect on the player's ability to do something.
++I pick to customize their characters. Certain alternative powers or customizations require Achievement level X.
+++This allows you to pick customization Y, then later make customization Y more prominent (let's say that it makes you faster in exchange for attack power. You achieve achievement Z, so you come back and put more points in it to make you even faster and do even less damage).
+By encouraging players to play more, you keep the queue full and games running.
I think those design philosophies would fit your criteria. And I think it sounds fun, and it's quite possibly designed for a fast pace.