Enemies now fight with kits built for their tier. Low-tier foes keep it simple; higher-tier and boss-grade enemies bring debuffs, damage over time and defensive wards, so a fight's identity lives in what it does, not just how hard it hits.
Arena opponents are generated per rank, scaling smoothly instead of spiking at rank boundaries, and tier 2 gained two missions whose enemies are calibrated to what a tier-2 entrant can actually face. At the top, the first dungeon - Blackrift Delve - pits a tier-5 entrant against a boss-grade kit in its final wave. Several fight-shape bugs went with it: non-PvP fights are bounded by a turn cap, stalled encounters can be reclaimed, and the Arena's turn dispatch and reward receipt were hardened.
