I agree with Riot.
The programming actually isn't difficult to avoid manipulation, and giving tier'ed/scaled rewards (according to bracket) creates excitement at almost all levels of players.

The best way to avoid manipulation is to create an algorithm of
multiple factors.
Player Level is the most common cut-off (in other games) but this is too easily manipulated. Same with power.
If one can make an algorithm of a combination of...
-- Level
-- Power
-- Royal Challenges defeated
-- HR bosses defeated
(and I'm sure there's more that I'm missing), and factor all these into a value number.
Then take this number and compare them to the...
--
Median player algorithm values (such as first quartile, third quartile, etc)
........ then it would be impossible for this to be manipulated.
For a simplistic example (if there were only 4 brackets):
-- First quartile get sectioned off as "Ultimate" (which receive a higher sign-up reward than the lower brackets, or a sign-up bonus when placed in bracket)
-- Second quartile (25-50%) into Bracket3 ("Kings") ... bigger sign-up reward than lesser brackets
-- Third quartile (50-75%) into Bracket2 ("Knights") ... bigger sign-up reward than lowest
-- Fourth quartile (75%-lowest) into Bracket1 ("Squire")
And I think there should definitely be rewards for top1, top2, top4, and maybe even top8 of each bracket.
I guess the bigger question is:
if we did brackets, how many brackets would Tynon want? Currently the CW rewards one gets are based on every 10 player levels.
(40-49, 50-59, 60-69, 70-79, 80-89, 90-99, 100-109, 110-119).
Anyway they make the decisions, we just come up with ideas and feedback on ideas
