Originally Posted by
CasimirEffect
My only assumption is that competition must begin with parity, or something close to it, for any league system to provide a meaningful indication of relative skill level.
As for learning from tougher competition - this is true, but I can promise that our group will not improve from our current war where TH11 count is 16 to 6 in a 25v war- the opposing clan is on an 88 win streak and can simply play looser and take more risks with no downside. One could conclude that if we want to be "better" we should have our 9s all skip to TH11 and upgrade heroes to 40/40/20 while focusing on walls, add multiple max offense defenseless at the bottom, and eventually run a variety of TH11s with max walls that look very much like 10.5, 10, 9.5, 8.5s, ..., all the way down to defenseless. Here "better" can only be defined as win-more as it requires almost no skill, strategy, and attention to detail for these 32 TH11 attacks alone to clear 25 bases including 12 TH10+ if we include the other 9 accounts on the roster which provide additional wiggle room. Match-ups like this are a waste of time and should not create a barrier in a new league based system as a result of good performance.
Since your system would not do away with clans like this in a new game mode, it is as broken as the current system and provides almost no value to clans interested in parity and victory through strategy and skill, NOT ASSETS and manipulation of a broken system.
A system rigidly defining roster constraints split into multiple leagues to accommodate as many interested clans as possible, each league having ranking within separate from the others, is far superior - and may only exist at Dream St on Lollipop Island.