The fundamental flaw currently in arenas is that they feel like a job at both levels and depending on which end of the spectrum you are at, you either loved or hated one system over another. The heart of the love hate argument is essentially whether or not you agree that a more powerful deck (many times necessitated by spending) should net an advantage in arenas. The short answer is yes, it should. The reason is because in raiding certain cards vs aggregate deck power matter more. Thereby, I agree that fundamentally spending should net you savings of time via having great cards. That said, "skill" should also have some value in the system at large. Skill being my ability to "choose" a smart target vs simply grinding. As you improve your deck, the necessity of grinding should be reduced because of relative power alone. I.E. You create an incentive to not only be powerful, but to be intelligent. Thereby making choices "interesting".
As such, I propose the following system:
Currently, Kabam has a large player base divided into realms. For the purpose of arena, like realms should be matched with 4-5 other like realms to create a potential pool of decks with which to compete against. The reason for this is one of the issues currently is that given the span of power decks can have, there simply aren't enough individuals participating to provide a large enough non-repetitive sample to match each person against. I.E. I personally know who I can beat and who I can't right now. So I either have to skip / wait or grind. That's not interesting. There's no feeling of control when I see my guilds top 3 decks in my easy -> challenge slots randomly. Further, the game knows who can win a match-up, it's simply a matter of chance. What I propose is that the game selects the people you could potentially fight out of 3 categories:
Easy - 95%+ victory rate
Hard - 80%+ victory rate
Challenge - 60%+ victory rate
When I'm in arena I should NEVER face a fight where I have 0% chance of victory. My deck is 420/120, my "Challenge" shouldn't be 800/200. That's like giving me a pocket knife and telling me my "challenge" is a guy flying an Apache. There should always be a "can I win, can't I win" choice that isn't obvious.
That said, as I noted before, being more powerful should be an advantage. It shows some level of spend / time spent (usually a correlation). Money / Time (assuming both are done wisely) should reduce my time spent in the future. Essentially power is an annuity that pays out time savings. In the proposed system, this difference would be manifest in the # of points gleaned per kill. Someone with a 150/50 deck would get say 5,8,10 points where someone at the opposite end would get 10, 16, 20 points. There should be exponential gain to point improvement to a point, then level off and become more difficult. The rough idea would be a y^2=2x type graph (factors could be tweaked).

The overall goal of the system would be 2 fold:
1.) Make it interesting for those who seek something other than a mindless grind.
2.) Make it so having a better deck gives an inherent, but not unbeatable advantage.
The reason for the two above is that eventually arena feels like a job. Just a mindless grind you have to do to compete. That's bad for any game. So by making it engaging it starts to eliminate the "ugh...more arena" feeling. Then by making it so deck power isn't worthless, it gives incentives to play and gives an advantage to those who spend time and/or money (likely both). That said, just because you have the best deck shouldn't be an auto-win button, because it serves as a barrier to entry. If #10 spends 20% more time than #1, with all other factors constant, then #10 should beat #1. This keeps #1 from resting on their laurels lest #10 catch them. This would emulate just about everything in life and wouldn't be inherently unfair.
Just my two cents...
As such, I propose the following system:
Currently, Kabam has a large player base divided into realms. For the purpose of arena, like realms should be matched with 4-5 other like realms to create a potential pool of decks with which to compete against. The reason for this is one of the issues currently is that given the span of power decks can have, there simply aren't enough individuals participating to provide a large enough non-repetitive sample to match each person against. I.E. I personally know who I can beat and who I can't right now. So I either have to skip / wait or grind. That's not interesting. There's no feeling of control when I see my guilds top 3 decks in my easy -> challenge slots randomly. Further, the game knows who can win a match-up, it's simply a matter of chance. What I propose is that the game selects the people you could potentially fight out of 3 categories:
Easy - 95%+ victory rate
Hard - 80%+ victory rate
Challenge - 60%+ victory rate
When I'm in arena I should NEVER face a fight where I have 0% chance of victory. My deck is 420/120, my "Challenge" shouldn't be 800/200. That's like giving me a pocket knife and telling me my "challenge" is a guy flying an Apache. There should always be a "can I win, can't I win" choice that isn't obvious.
That said, as I noted before, being more powerful should be an advantage. It shows some level of spend / time spent (usually a correlation). Money / Time (assuming both are done wisely) should reduce my time spent in the future. Essentially power is an annuity that pays out time savings. In the proposed system, this difference would be manifest in the # of points gleaned per kill. Someone with a 150/50 deck would get say 5,8,10 points where someone at the opposite end would get 10, 16, 20 points. There should be exponential gain to point improvement to a point, then level off and become more difficult. The rough idea would be a y^2=2x type graph (factors could be tweaked).

The overall goal of the system would be 2 fold:
1.) Make it interesting for those who seek something other than a mindless grind.
2.) Make it so having a better deck gives an inherent, but not unbeatable advantage.
The reason for the two above is that eventually arena feels like a job. Just a mindless grind you have to do to compete. That's bad for any game. So by making it engaging it starts to eliminate the "ugh...more arena" feeling. Then by making it so deck power isn't worthless, it gives incentives to play and gives an advantage to those who spend time and/or money (likely both). That said, just because you have the best deck shouldn't be an auto-win button, because it serves as a barrier to entry. If #10 spends 20% more time than #1, with all other factors constant, then #10 should beat #1. This keeps #1 from resting on their laurels lest #10 catch them. This would emulate just about everything in life and wouldn't be inherently unfair.
Just my two cents...
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