This mode, by nearly every single measurable metric, was one of the least played adventures. If I was going to put them into "tiers" based on actual time spent playing the modes and unique players the modes attracted it would looks something like this:
Top Tier
- Big RPG Dungeons (Herc, Loki)
Mid Tier
Low Tier
Horde Mode (Da Ji's adventure)
Racer
Domination
Deathmatch
Short RPGs (Xing Tians, Fafnirs, Heimdallrs)
Capture the Flag
Currently, we don't plan on bringing any of these back as full-time game modes because all of them had very bad retention. Meaning that lots of players played them on day 1 or 2, but they were quite often the least popular modes in the game by the end of the month (yes, even the high tier ones had this level of drop)
Our messaging for this year has been
- Lets invest in our core modes instead of one-offs.
This has a variety of advantages
Keeps player pools as large as possible for matchmaking purposes
Puts more effort and polish into things we know are successful, instead of risks or gambles
Makes the game easier to learn and understand, gets new players more excited about our primary modes
This has resulted in Mulan's Joust, Cthulhu Arena, and the Upcoming brand new S8 Conquest Map (Most of the work all year into conquest obviously)
Adventures were a fun experiment and a few of them were extremely successful, but they required a large portion of the team working on them instead of new gods and core game modes.
If we were going to bring anything back, it would likely be time limited, not permanent, and would be Corrupted Arena or Classic Joust.
Dungeons would not come back (and no new ones currently planned) due to their extreme difficulty in setting up the progression systems involved, and their extremely fast drop-off rates. Dungeons can't just be turned back on, a great deal of configuration, setup, and UI work would need to take place to return them
Speaking more directly on Domination - This mode might be fun if the ruleset was kept but the map was completely redesigned in layout. Having 3 points in a straight line is a design mistake, and the pathing and geometry on that map is clunky and awkward. Most of the SMITE team unanimously agrees the mode is bad, and player numbers strongly support that. Based on its poor performance during adventures and time limited resurgences, we don't currently plan on revisiting it.