I was a great supporter for the Club Champions feature. Still am. But some things must change.
In the early days, there were hasty players, rushing to get the girl. Unwittingly, they helped the Club get a handful of shards and the Impression was filled within hours.
Then came the War of the rushers, as the Rusher, without informing his club, takes off the cooldown, and hits like hell. When the others, who had expected 24 hour cooldown, go back to the Club page, they see they have been robbed of one day's action.
This happened in several clubs, I saw it in mine. And both: the Rushers boast and those who feel cheated post elsewhere, so it happened a lot.
For this reason, it was a good thing to make the Champ so hard to beat, and the shards so risky to get. For all their boasting, the Rushers spent a lot.
So, yay for Club Champions! We were having a good time playing together, and then playing detective to seek out those who rushed all alone. Great fun.
But after some days, the mood changed. At first,the biggest contributors complained of the too few shards they got. (Can't be helped. And if they did get 100 shards, they would stop challenging, and the lesser players would be all on their own)
And then the logical consequence: all realize that One day to impress the Champ isn't enough.
You need to spend "skip" kobans, and however many tickets you have, you realize you will end up scarce at some time. And even though most Rushers do get the girls inside 4 days, (despite the funny thing that you get 1 shard for 99% participation, well deserved punishment for backstabbing the Club) fear of deception, of wasting loads of kobans and tickets for a few pitiful shards, well, all this was too much: the top contributors just lose heart.
I myself am not really a top contributor. I pull my weight, I'm just behind the top 3. I try to encourage those above to keep going, but I'm ashamed to tell them go and do it, we behind are counting on you to pull us through.
It can't work in the long run, even the medium run.
SO IN CLEAR
Many players are hasty, can't wait to get the new toy. It's a sly idea, really smart, to push them to SKIP and rush to try to get the girl. The strife inside clubs and jealousy etc, that also, is predictable and acceptable.
So it was a great idea to launch the feature this way. But it can't work in the long run. I expect the Rushers to have a go next time and every time, but those guys are few, maybe 4 per club from what I've gleaned over various social media. In my club, only one. The others were fast to understand, and reserved their efforts. A bit too fast I dare say.
It appears that the situation now is that the stronger, above average clubs, now reach around 50-60% impression-- because some individuals try alone, for contests etc. A d fail to complete impression so it all goes to waste. No more rushers, and no collective defeat of the Champ except rarely. I don't even mention the smaller clubs, I've seen their moaning posts being mangled.
Well that's how it stands.
Next, it depends on what is the direction intended for clubs?
1) to have clubs of various levels enjoying themselves, welcoming newbies and playing together. If that's so, the time must be 3 days or like normal champs. Or somewhat reduce the hardness.
OR 2) to have Elitist clubs where the strongest players band together and the rich get richer, the powerful wax more powerful. They will be the only ones to nearly all get the Champ drop.
Either way, I don't mind. I can enjoy being part of the Elite, I totally get that. I had an interesting talk with Harem heroes on Facebook, and from my own experiences, i'm both a Creator and a gamer, so I can see both sides.
I post this here, as feedback, intended to be helpful.
The Champions club is a great thing, keep it, no matter which way it goes, the Social way or the Elitist.
As a gamer it's cool to be part of an Elite, but to keep new players inside the game without getting them discouraged and scaring them off at the sight of players so far beyond their league, enjoying features they have no hope of sharing, that's another thing.