I think people are getting the hit cap wrong.
LoL currently:
1st Enrage - 5m 35s
2nd Enrage - 11m~
So the 2nd phase generally doubles the first
If we follow the 120 CR for 120 skirmish charges, then 2nd phase must logically double the hit count before all charges are lost, meaning 360 hits (120 + 240) to get rid of all charges and trigger the unstopp/unblock. mode
For context, 185 hits with 5/65 Ghost and no boosts (suicides active) can take out 3.3m HP on Starlord. With double hits, its easy to clear around 7M HP (as the Assassin range will also last twice as long and not trigger damage cap under normal circumstances).
Another #MATH observation, the damage cap is now 85k which is a 70% increase from 50k. If we follow that logic (BIG IF) then 70% more of 3.3m HP would be 5.7m~
So assuming that most regular fights (not sure if they will still follow inner/outer fights for more/less HP) would be lets say even 100% of current HP on inner LoL fights, that puts us to 6.6M. Heck, lets even round it up to 7M HP. With the above MATH, Ghost can take out that same HP amount within the alotted hit charges. Of course, its RNG dependent as keeping the 5 cruelties up and having aggressive AI is vital.
Just an observation. Also, if you can clear content easily, then its not fun (Ive spent 20hrs+ and 3 days on God of War boss fight and it was worth it). So Im not too mad about the hit counter if my MATH above applies and checks out. I dont think taking out each champ in under 3-5 revives would be plausible for AoL otherwise its too cheap for the rewards.
Going by the leaked info, it doesnt seem like there will be more than 6-7 fights per path (probably including boss fight too). So even if its 10 revives per fight with 20 for boss, 3k units for completion rewards are definitely worth while lol so IDK why complain so much?

Lastly, I HATE THE LOCKED CAMERA!