I don’t see Ludia doing this.
Before update 12, trophies had very little value once you’ve gone above 2,200. Your arena chests were the same if you had 5000+ trophies or 2500 trophies. The only benefit was to get the occasional rank reset reward, which happened all of twice that I can remember.
But now trophies have a definite repeating value associated with it in the form of League Chests.
Your ask is for the rewards designed to be access only to the top 50 or so players to be accessible to the top 1000 or so.
The way I see it, the loss in progress is directly tied to the new league rewards as a justification to restrict the benefits to a subset of players. So if you want old bots you’ll likely also have to let go of the league rewards. Or if you want league rewards, you should accept the difficulty bump in climbing PvP trophies.
This is a plain and poorly executed attempt to use FOMO to encourage spending on the game by creating unlocked monthly rewards for the majority of players. After all, if you achieve everything you want, what’s the point of spending money in the game?
The Hearthstone ladder reward system is an example of a much better monthly reward system to encourage casual play. For one, the capstone reward is unlocked at the second highest Tier (rank 5), rather than the highest Tier (legend). The highest rank is worth more but not that much more, so there’s something to strive for. It takes a mature account about 30-50 PvP games a month to maintain rank 5, and about 100-200 games to maintain legendary (or more for first time climbers) . They also have “rank floors” such that you don’t fall below ranks 20, 15, 10, 5 or legendary.
While Hearthstone induces FOMO as well, the real prize is much more accessible. Whereas less than 1% of the total playerbase reaches legend, I estimate around 5% hits rank 5 (based on the 2% metric that released before significant changes were made to make climbing easier).
I think that locking the legendary guaranteed chest behind the highest arena league makes intuitive sense, but is terrible in practice due to the negative emotions it generates in the player base.
Moreover, they dragged most player’s overall win rate to below 50% once bots turned into an unappealing option.
Overall I think they failed at their psychological prediction of player reaction.