Kabam's view on Abyss?
Kerneas
Member Posts: 3,846 ★★★★★
With the Abyss being out for a while now, I wonder how do the authors/devs evaluate it?
From my perspective: it was said that Abyss won't be completed nor explored in the next weeks. In reality, it took about 48 hours to explore it and about a week to explore for the top endgame players. On the positive note, those who pushed on Abyss used a lot of units, which surely generated a nice income. However, the Abyss was an argument in the discussion about releasing new content, in which Kabam repeatedly said that Abyss is their main goal now. So they potentially postponed some projects by a couple of weeks to feed the endgamers some content to play. Anyway now, a mere weeks after Abyss release the endgamers are back to hating everything that isn't viable for them in terms of progression. So from my perspective, it didn't help to solve the eternal "I have nothing to play in mcoc anymore" problem at all.
So now my questions for Kabam employees:
How would you evaluate the Abyss? Did it fulfill your expectations?
Did the abyss generate more money than you invested in it? Did it pay off? (A daring question for sure)
Do you overall evaluate is as a success? Or did it generate more problems than before?
From my perspective: it was said that Abyss won't be completed nor explored in the next weeks. In reality, it took about 48 hours to explore it and about a week to explore for the top endgame players. On the positive note, those who pushed on Abyss used a lot of units, which surely generated a nice income. However, the Abyss was an argument in the discussion about releasing new content, in which Kabam repeatedly said that Abyss is their main goal now. So they potentially postponed some projects by a couple of weeks to feed the endgamers some content to play. Anyway now, a mere weeks after Abyss release the endgamers are back to hating everything that isn't viable for them in terms of progression. So from my perspective, it didn't help to solve the eternal "I have nothing to play in mcoc anymore" problem at all.
So now my questions for Kabam employees:
How would you evaluate the Abyss? Did it fulfill your expectations?
Did the abyss generate more money than you invested in it? Did it pay off? (A daring question for sure)
Do you overall evaluate is as a success? Or did it generate more problems than before?
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Comments
Also about the locked camera for the so called "labyrinth environment" lol. Community warned them it would be useless just a pain in the ass checking on another website. But hey...
They clearly missed the mark if you compare their expectations about difficulty to what it really is. Which also explains the complain about act6 rewards since they were supposed to be earned before abyss.
I think the release of Cavalier Crystals and Greater Gifting Crystals has eliminated the chance to ever have any content go unbeaten for more than a week again.
However, I don't know that it's fair to say it was a failure. Sure, there are some big spenders who completely explored the content very quickly. But it'd say it'll take the other 98% of the player base the weeks/months/years that the devs intended for the content to take. The whales blowing through content certainly isn't the typical experience for most players.
Don't tempt Kabam just because you completed the content already. It also helps justify the rewards of not having a t5cc selector as well.
Void can one-shot Darkhawk, Joe Fixit, and Howard the Duck
Ronan can one-shot Red Skull
Doom can one-shot Bishop and Cull Obsidian
Star Lord can solo Karnak
She-Hulk and Stealth Spider-man can one-shot a number of champs
So I agree, it's not easy. But Torch certainly isn't the only one who can get a solo in Abyss.
I have 3 people in my alliance with initial clear and they are far from top players but they have 0 plans to explore it anytime soon. That is the difference that I'm talking about in rewards. I can do initial clear today myself but waiting on 6.4 because with the initial clear you do not receive a for sure t5cc in the class that you want so I got a 1/6 chance to completely waste my time and resources. With content of this magnitude anything outside of a sure bet will never be deemed good rewards.
A requirement to revive ad nauseam does not mean it's difficult at all. You're allotted an amount of hits/blocked hits in a fight before kabams rules state the fight is over because you've met the quota of hits given or taken.
Outside of a select few fights, the skill level required to complete the abyss is fairly mediocre. Are there some difficult fights, sure. Just because a majority of the fights aren't solo-able doesn't mean it's "difficult content" in the slightest.
For clarification, I've 100% The Abyss.
6.2 The Champion (boss) is something I'd consider a difficult fight. You have the ability to solo the fight with a variety of champs as well, (Doom, Symbiote Supreme, She-Hulk, etc.) and it's not a 30 minute grind fest compared to AoL ex. Luke Cage
Abyss was far easier than most of us expected but there's a difference between being easier than lofty expectations and just being easy.
I also agree Luke Cage is a much "harder" fight with Aegon vs using Stealthy.
I don't think the length of the fight plays a major role in the difficulty of it, does it add a little . . .. maybe. I equate it to beating ROL Winter Soldier with a 3* champ, sure it's a longer fight but it doesn't make it much more "difficult".
I didn't find AoL difficult as a whole, compared to act 6 or even LoL. Yes there are difficult fights, but the majority are a bore fest of getting to the hit cap, dying & reviving. rinse & repeat. IMO it's simply annoying that Kabam set up AoL in such a way, that you have a maximum amount of damage you can do. Lets say that amount is 40% of total health, depending on the champ you're using and how well you play doesn't matter, because using the right champ and playing perfectly, you'll still only be able to chip away 40% health.
That's a generalization, there are some fights that are solo-able but the majority currently aren't. I do understand that impatience made it more expensive using resources or actual money. My point is that just because it's more expensive doesn't mean it's more difficult, it means you have to do more of the same, and "difficult" doesn't come to mind, "tedious" does.
I just think the pendulum has swung a bit too far in the opposite direction from pre-release. It's far from the most difficult content in game for sure. I still wouldn't call it easy. Highly skilled players that have all other content completed probably don't find the difficulty that hard to manage at all, but your average player that's say barely cavalier and hasn't explored LoL would probably really struggle with some of the fights at least.
Not a fan of the "enrage timer" either. It's forced spending, as in: at minimum you're forcing unit farming as a requirement from the start (ie arena), at maximum purchasing units.
I wouldn't call AoL easy, I also wouldn't call it "difficult", although I did call it mediocre. In terms of end game content its towards the bottom for difficulty and towards the top for the expense imo.