That's generally not true today, where 'organic' marketing driven by professional streamers is a large part of potential players' initial exposure to a game. Streamers can easily kill a game in its infancy simply by providing negative feedback (as we're seeing here).
But the pro players will only commit if they think there will be a successful pro scene revolving around a balanced, relatively low RNG, high-skill-cap game.
So developers are forced to attempt to appeal to two very different markets and occasionally stumble badly.