I am here to answer some of the more pressing questions about this patch and the nearest updates.
And is there a date for this patch?
That's all good and great but when you're going to give us that?
Sadly, I cannot say a specific date for the patch, but it should be released a bit closer to the end of the month.
Could be nice theoretically, but so far the strength value is not even closely related to the actual strength of a team in any conceivable way.
In Tag Team Arena, placement on the Progress Bar is the main criteria, and we are improving the system to minimize the chances of much weaker or much stronger adversaries in the opponent lists. Hopefully, we will achieve matchmaking with challenging opponents, without a direct connection to the team's Strength stat.
At one point months ago, classic arena had pretty good opponents. Then you guys changed something on the back-end and it became really easy. Every few refreshes I could clear an entire list. Then you guys changed something again and it became stupidly hard and since then its stayed that way. So just revert the logic back to a few months ago because just not showing inactive players is not gonna be the fix.
Difficulty spike in the current Arena is not a bug, but a result of the increase in competition on the Classic Arena. Sadly, there is no bug to fix, but changes have to be made to improve Arena matchmaking overall. Such changes need time and careful planning.
Facing OP teams in the lowest tiers of bronze in classic arena is the problem and add most new players are not able to realistically benefit from the rewards i.e. progress missions, medals for great hall bonus.
We are working on improvement in matchmaking on the Classic Arena. Changes in this patch will improve the current situation, and there will be further changes to flatten recent spike in difficulty.
How about fixing the bug with Tormin ignoring Block Debuffs and freezing right through it, which you have already claimed is fixed?
Tormin's interaction with buffs and debuffs was generally improved, but if you run into this problem after 2.12, please make a video and post it here, we look into this problem further.
However there is one slight concern... The AI improvement that's supposed to favor powerful skills over finishing of a single enemy... Won't it result in our AOE farmers and attackers finishing the last, barely alive enemy, with a powerful skill and thus moving on to another stage with their AOE skills on cooldown?
This improvement should mainly be for the Arena interactions, but if you encounter such issues, please send a video or screenshots of such occurrences.
You must be already passed the Milestone missions to have X amount at level 4 and later on higher. But the problem is when you're on the cusp between transferring from what's a bronze to Silver and then later on silver to gold. You can waste 30 Arena tokens in one day get barely two fights in Sioux the next tier. Enter a fight in said tear come out and be back down in bronze four or silver for when you are just in Gold because you lost a defensive match you didn't even know you were in. Making it to where when you need 900 tokens of said quality or more earning them one at a time you might get a Max of five a day if Lucky. So all I'm asking is if I make it to Silver one don't drop me back down to bronze
Thank you for this suggestion, we discussed the inclusion of the milestone system in the Arena. The thing with such systems is that you might enter a higher Arena tier in many ways. If the player is ready for it, his defense should not be easy to overcome. However, if the player's current team can't compete in this Arena tier, he will not be able to leave if we use the Milestone system. We do not want anyone to be stuck in such a predicament.
Have a nice day and stay safe.