I'm seeing mixed viewpoints here because half the people are saying
A) 2 Ronans is strong when you are using them on your team against AI opponent.
B) 2 Ronans is weak when it is played by AI against your team.
That's fine, because arena is asymmetric anyway, and win rates are skewed to the attacking player for most teams. People are saying 2 Ronans are strong, or weak, but aren't talking about them in the same context - for attacking as you playing it, or for defending as AI playing it, leading to the impression of disagreements. My impression is that Mikan is referring to context A, while many replies are referring to context B, and can't agree with each other since you guys are not even talking about the same thing.
What's not fine is trigger archer teams which look like this:
A) 3 Archers is strong when you are using them on your team against AI opponent.
B) 3 Archers is strong when it is played by AI against your team.
See the problem? I don't think Ronans need nerfing, because there are counterplays against Ronan when playing against them. If anything, it's that some of the current Valiants job classes need buffing.
Well put.
Facing against A.I. already gives us a massive advantage in the sense that skill lockdown can be easily achieved through our targeting of opponent units with their skill cooldowns over. If you can't even achieve victory through that, it obviously means that you have forsaken lockdown in exchange for damage or survivability. What makes the archer lineup broken is that it's always broken, and attempting to come up with a "counter" through a specialized lineup means that you'll lose to your regular, average joe lineup. I run a champion-thief-defender-healer-mage lineup, and I eat these supposed archer-counter lineups alive because they lose so much in return for survivability.