Platinum is not supposed to be farmed with an 80% win rate. It's supposed to be a challenge for you to keep adapting to keep a 30-40% win rate if you have all the cards to work with.
I'll certainly agree there, however I think we also don't want to have a situation where if you don't have both an adequate amoint of quanta sources AND a PA in your opening hand, you might as well instantly quit against any deck with fire, earth, or dark in it. At the very least, I think the outcome of a match should be in doubt for a while, not having it be over as soon as you see which 2 decks are matched up.
My last game is a perfect example of the kind of thing we should avoid. My opponent's oracle card was unstable gas. My opening hand had 3 quanta towers, supernova, LS, AM, Mirror shield. Looking pretty good so far right? I play the towers and end turn. AI plays 3 explosions right away, along with a couple creatures. ok, at least I can use the supernova now and drop the shield which should help somewhat. A couple turns later, I draw another tower and play it..instantly blown up again. I play a couple scorpions..instantly firebolted. AI plays fahrenheit..ok, I don't have a PA yet but he has a lot of fire quanta so I need to do something. I play both an hourgalss and pulverizer, hoping he's burned off all his pc and knowing the hourglass will be targetted first..hopefully can at least get one use out of the pulverizer. Nope, 2 more explosions.
You could say it was an unlucky draw, but I've seen quite a few games go like this using a variety of different decks. I don't expect to win every game or even the majority of them but I do want to be able to at least PLAY against these decks, not have everything be instantly wiped out. Also worth noting that the false gods which most people seemed to have the hardest times with were Rainbow and Hermes, again in both cases because of their extremely high levels of permanent control.
Simply put, they have too many ways of destroying or stealing permanents and there are not enough ways to protect them. A similar situation exists for poison which is another type of deck that I see being fairly dominant right now. Again, there is only one card which directly counters it. At least here things aren't as bad though since poison takes a while to kill you and gives you some time to either heal yourself or just outrush it. At most, I would say making upgraded purify be free to play again or cost 1 of any quanta rather than water would adequately fix poison, if indeed it needs to be fixed at all. Permanent control will be a far more difficult one to balance but I do think something needs to be done there.
And lastly, hope it doesn't sound like I;m complaining too much on this as I do think Arena overall is a very big improvement to the game and a lot of fun. I knew as soon as I saw the idea for it that balancing it would also be very difficult. I also know that the only way it WILL get fixed is if we point out where we feel the issues are which is why this is in a beta like this in the first place.