Prior to League of Legends, I was into "Defense of the Ancients" (DotA) when it started out originally as a mod for the popular Real-time Strategy (RTS) game, "Warcraft III: The Frozen Throne" (WC3: TFT). I played that during high school quite a bit and learned the mechanics and hotkeys of every hero. My favourite characters were Axe, Pudge, Weaver, Clinkz, Centaur Warrunner, and Techies (I still remember scoring a "Monster Kill" with one lucky detonation of remote mines down the middle lane, and Unreal Tournament '99 was another amazing game by the way). Like most games I get my hands on, I liked to play hard but always keep it fun, friendly and cool. After all, we play games to have fun and not to rage, right?
Despite the fact that tournaments had been running for a few years since the release of Dominion, a ranked Dominion queue was never implemented by Riot. Some of the main reasons I thought were because it would split the total player base and increase queue times for Summoner's Rift, that Dominion was "too imbalanced" and not "professional" enough to be taken seriously (even though many previously overpowered champions were nerfed over time such that the map actually found more balance than before, and that the map design itself spawned a clone created by another game company), that it was hard to balance champions specifically for Dominion without affecting the other maps, that Dominion lacked "objectives" or "phases" in the game which alleged that there was less impact after each team fight, and that Dominion was "too easy" for anyone to just play and achieve an easy Diamond or similar high rating (which would undervalue the achievements done on ranked Summoner's Rift and Twisted Treeline). By this time it was about 2013 and ideally when I should have quit League of Legends in general, as the highlights of my LoL gaming "career" peaked in 2012 only when Dominion was at its prime in regards to fun. I should have realized that all of the RP I won would later mean nothing, as I would have to quit the game some time in the future.
It seemed that the greatest challenge was not in winning any more games, but by simply being able to not play them any longer. The real victory was being able to walk away.