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I actually can't tell you how many times my Clash team has run into this situation as a result of the way Clash is designed:
Lose game 1, opposing team forfeits game 2, and you are forced to either wait an hour in order to maybe play a third game, assuming no further forfeits, or forfeit yourself in order to go play some league of legends. This completely ruins the clash experience and makes the entire experience feel terrible.
There are plenty of reasons why this is the case. The tournament is "single elimination" when it comes to first place, so once the first game is lost, the best result is technically 5th out of 8 teams, which is relatively demoralizing. Second, the rewards for winning clash scale down drastically from 1st and 2nd place to the remaining teams, meaning that an initial loss means that forfeiting doesn't really cost you the chance of winning anything good even if you go 2-0 in your remaining games. Finally, the lost potential of those rewards is the ONLY downside to forfeiting- there is no actual penalty for doing so, which I'm well aware of since my team usually prefers to forfeit in order to play more games with the rest of our evening rather than wait an hour to maybe play 1 more game.
I'm not very picky about what Riot does to solve the problem. Pick one:
Make Clash rewards tied more to the W-L record of a team than the final placement. 3-0 best rewards, 2-1 still good rewards, 1-2 and 0-3 can be meh. If someone forfeits the last game, it's not nearly as bad since you can immediately go do something else with your day.
Make voting yes to forfeit clash more punishing. Prevent you from playing in 1 subsequent clash, or something.
Let people who have to wait for a match join a "Clash spare queue" or let us play a ranked flex game while we wait.
Or come up with your own solution. I don't care, I just don't want every other clash I play to feel like a complete waste of time, based entirely on whether or not we win the first game.
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