Exercise in futility - Why Arena Progress Mission is a bad game design
I get it, "just git gud you pleb!"
Well yeah, I want to "git gud" that's why I follow the progress missions.
On any other type of games these kind of progress mission serve to teach new players a road map on how to git gud on the game, that's why they usually have a short waypoint from one achievement to another, and when the achievement point suddenly gets too far it gets confusing for new players, in a F2P mobile game like Raid, it could even be considered as a PAYWALL.
In the case of Raid, Arena missions are exactly that frustrating waypoint in the road map to "git fud", STARTING from the "achieve Silver I" mission, that one waypoint that is just WAAAAAAAAAY too far to reach from the previous waypoint.
Imagine your father teaching you how to ride a bicycle
Mission 1: identify which of this vehicle is a bicycle
Mission 2: learn to paddle this bicycle with side wheels
Mission 3: ride the bicycle without side wheels
Mission 4: place at least top 20 in tour de France
Mission 5: take your father for a ride on your bicycle
You see how ridiculous that mission 4 is? That's why the arena missions starting from get to silver I in arena is so frustrating, there needs to be more waypoint in the missions before you have to get toe to toe with ENDGAME PLAYERS! Yes even bronze III is an endgame content because there's just too many fully upgraded legendaries in that tier to even be a midgame content
So yeah, this is another illustration on why the progress missions need a rework.
My suggestion is to put ALL of the Arena Progress Mission at the VERY END of the progress mission line up, because that's what Arena is, an end-game content and it should be put as it is, AT THE END.
UNLESS you do intend to put those missions as PAYWALL