The smaller map and amplified importance of objectives favored speed above all. It also didn't help that Dominion was, initially, horribly balanced. And that's not even factoring in the zombie hordes that resulted from the lack of Riot attention: Dominion was absolutely infested with bots farming account levels to sell in the gray market, and they weren't even the "good" sort of bots designed to preternaturally dodge (and land) skillshots. ![]() Without a ladder and without purpose, it was entirely plausible for a Challenger-tier player to find themselves queued up with Bronze-tiers-a horrible experience for both. Few can name off-hand the last time a Dominion-related article was written, or a tournament announcement given attention on the subreddit, or if there were any such thing as a Dominion-specializing caster, writer, or other community figure.Īll that translates directly into the game itself. The lack of Riot attention certainly didn't help, but the general community were just as focused on the "normal" game as well. Second, nobody actually knew there was a grassroots competitive effort. Even ARAM had more attention-thanks largely to the fact that its win conditions regarding towers down and minions farmed were based on Summoner's Rift design and balance considerations in the first place. One, it sat in the shadows of the LoL esports initiatives-the LCS and other circuits acted as a multimillion advertising drive for Summoner's Rift as the sole proper form of League of Legends, while Dominion didn't even get lip service during the sillier All-Star games. There were efforts to organize a competitive scene, but the grassroots approach had some inherent flaws left unaddressed by Riot. But Riot seemed to have underestimated or overlooked a critical aspect of competitive games in general: a large chunk of their appeal, regardless of whether the player is "casual" or "hardcore," is to prove mastery or excellence by progression, and none of that was available to Dominion players. Certainly, concerns were expressed about splitting up the playerbase too much, thus lengthening queue times to absurd levels. Perhaps the intent to cater to casual players was to blame here. ![]() The biggest issue was the lack of a proper ladder.
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