Personally CL is the #1 reason I still play WZ. That said, I think it could use some improvements.
I love the suggestion of a revamped P/R system, as earlier proposed by Bodski and later echoed by Naviiso:
1. Reduce the number of Clans per Division from 7 to 5 reducing the total number of games in a season from 6 to 4 on each template.
2. Reduce the maximum number of slots per player from 3 to 2.
3. Introduce Tiered Divisions
Tier 1 - Division A has the Top 5 seeded Clans - the Clan finishing top is Champion and the Clans finishing 4 & 5 are relegated.
Tier 2 - Division B1 & B2 have Clans seeded 6-15 - the Clans Finishing top are Division Champions and they promote to Division A. The bottom Clan in each Division is demoted.
Tier 3 - Division C1, C2, C3, ....Cn have the remaining Clans in divisions of 5 Clans or fewer where the top Clan from each is promoted.
* In the event that there are more than two Divisions in Tier 3, more Clans will demote from Tier 2 much of that will be managed in concert with new Clans joining and others retiring.
4. Reduce Banked Time
I would personally further amend the proposed decreased banked time to: 1v1: +3 banked, 2v2: +6 banked, 3v3: +9 banked.
I find that when I have more banked time I don't tend to use it wisely, I just end up de-prioritizing it (e.g. I should think more on these picks... but I still have 8 more days, so I can let it simmer for a little longer...). Maybe that's a personal problem, but I see most others also routinely utilizing their full banked time too.
I also really like Plat's original suggestion of reducing templates to:
1 x 3v3 (5 points per win)
2 x 2v2 (4 points per win)
5 x 1v1 (3 points per win)
...1 player can only play 2 slots maximum.
I would further amend this to no player can participate in more than one team match. Currently, everyone is heavily incentivized to assign their best player into only team matches, and I'd like to see more top players in the 1v1 matches.*
If we maintain the current system (2 3v3, 3 2v2, 6 1v1), with 3 templates per player, I'd suggest no player can participate
What does this change?- Lower play loads. Individual players only have a commitment of 8 max total games (2 templates, 4 games on each) vs the current 18.
- Reduced individual weighted performance... meaning any one player has a lower potential point impact on their clan's overall score. My napkin math says that currently a single player can account for ~44% of a clan's points, whereas the revamped system would allow only for ~29%.
- Faster seasons, which can translate to either 1) more seasons, or 2) longer off-seasons. (My preference is for an annual event, with a longer off-season, with templates announced much earlier for a longer training period)
- Faster potential promotion for new clans.
I see all of these as positives. Less individual commitment puts a greater emphasis on each match. Less individual impact means a greater emphasis on a clan's overall talent level, rather than just a handful of elite players dominating everything. Faster seasons either allows more frequent CLs or longer off-seasons to get your clan prepared for it, either of which I consider a big plus. It also reduces the time commitment required to participate. I think a lot of players can burn out from the current system's play load and length of season. And finally it allows for more fluidity in clan promotion. This means clans won't have to wait eons to promote to the top tier, and there will be less incentive for players to temporarily clan switch to participate in the higher tiers while waiting for their parent clan to promote.
*If we maintain the current system of 2 3v3, 3 2v2, 6 1v1, with 3 templates per player, I would suggest limiting players to also only being able to participate in 5 points worth of templates. So you could for instance be in a 3v3 and two 1v1s, or 3v3 and one 2v2, or two 2v2s and one 1v1, etc.
Edited 6/12/2025 20:25:12