Arena in its current state is a copy & paste flowchart. Just copy the deck and play 5-6 rounds with the same placement. Maybe, you have to learn 2-3 different setups depending on the deck of your opponent. With that you are already at the peak of the game. That won't change through balancing the game because you will just add more paths on your flowchart but won't remove the flowchart feeling. So, there are no real decisions to be made in game because everything is already planned (hyper doesn't change that).
BUT! That doesn't mean that the base isn't adjustable to get really good. I believe the team knows about this and shifted focus for know until the reiteration of the design team for arena is finished.
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Arena has two big problems:
Hard to learn everything about Illuvials, affinities, classes, hyper and so on. -> This will be solved with gauntlet because people can just start playing and don't have to build a team first -
flowchart style / copy paste is too easy / no variation
This a design problem, but as I said it is one that can be solved. Obv. I don't have the exact answer to that but I can't stress enough that arena is a good base and it is good that they indent to improve on that.
Still some thoughts on underlying problems and possible ways to improve arena:
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An auto-battler without randomness or pick ban will always be a rather simple flowchart. That is even true for games with objectives like mechabelum. Every real advantage is based on developing a better deck which gets again copied by everybody within a day.
-> The real game happens outside of the actual game in the area of deck creation (Very few like that).
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The game has only 9 real positioning options ((left, mid, right) x (front, mid, back))
-> With that every round as hole is basically comparable to one chess move which means we only make around 8 moves (including augment picks) per game. That isn't enough to decide who is the better player.

