
We might have been able to break out of that downward spiral with more dedicated resources, but we chose Summoner’s Rift as the core League of Legends experience with its depth of gameplay, match pacing, and path to mastery. Unhealthy queues that force players to endure long waits with fluctuating match quality ultimately creates an overall poor experience - one we take responsibility for. Because of how matchmaking works, the longer someone looking to play Dominion waits in queue, the wider the pool of potential foes the matchmaker can pull from - with such a small population, Dominion games can match up widely divergent skill levels after long enough queue times. In the absence of our attention, matchmaking and game quality in Dominion varies wildly based on daily engagement. We haven’t been supporting Dominion, and we’ve trapped ourselves in a vicious cycle where the queue isn’t large enough to warrant major attention, but falls prey to bugs and periods of imbalance from the introduction of new champs and items (which then drives down the size of the queue, and so on). Fewer than 0.5% of players actively play Dominion and we’re aware some number of even that small population is still bots. We want to support game modes delivering consistently engaging and competitive experiences. As League continues to evolve, our vision for the core game becomes more and more refined, and, after years of learning, it’s clear today that alternative game modes work better in short cycles rather than as standalone queues. Back then, we truly believed the mode would introduce new players to League of Legends and provide current players with an experience as captivating as Summoner’s Rift. We launched Dominion more than four years ago as an alternative game mode designed to challenge players with fast-paced skirmishes, capture-and-hold gameplay, and different skills to master.
