Originally posted by
lynxbird
So Tier I teams from the bottom portion of Tier I will be more likely to play other Tier I teams from the bottom of Tier I, rather than the Challenger/GM teams at the top.
And this makes it even worse, you are punishing the good players in the same tier by giving them harder opponents just because they are good, while keeping the same rewards in the tier. As it is now, if you have a smurf, there is no good reason to not use it.
And smurfs are often not just the bought accounts, often they are accounts borrowed from friends just for the clash tournament so that the best ranked player does not pull remaining of a team up to next tier, smurfing is a requirement at the moment.
I have a solution tho
LoL successfully copied and improved ELO ranking from chess.
Why you do not use chess Swiss system for the clash tournament.
With 12 rounds you can cover up to 4096 unique teams to find a winner and rank them all. With 14 rounds you can cover 16,384 teams per server.
That would be a real tournament and smurfing would be useless, better you are, you rank higher.
Totally get your concern on matching teams of similar skill together, but we think the benefits of competitive games outweigh the min/max potential. Most of Clash's rewards are just for bragging rights anyway, so shifting rewards around to try and deter smurfing is not going to have as much impact. In the case you're describing, where someone smurfs to pull up their friends, they're not getting any rewards on their main account anyway - so making the rewards they're not getting better or worse probably won't change anything.
Definitely not trying to say smurfing isn't a problem - we have a lot more tools at our disposal that we haven't implemented yet, but this is going to be a continuing fight.
Swiss tournaments are pretty good for large groups, but they are very inefficient time-wise. Since you need to wait for a round to complete entirely before moving to the next, if a game runs long it tends to drag out the whole experience, and it also results in too many game starts happening at once when each round resolves. You also end up with potentially complicated tiebreakers (as someone who's played in plenty of Swiss MtG and Netrunner tournaments, I know the pain of missing the cut on Strength of Schedule).
But personally, the biggest argument against Swiss tournaments is that they don't have a particularly good story - you don't know who you're up against until a round starts, most players can't even say how well they're doing until near the end, and players are often incentivized to intentionally draw in the latter rounds. For what Clash is trying to be (a competitive team event that most players can participate in), Swiss tournaments don't really check all the boxes.