GamePress
Abysmal was a mistake
I know that we needed another dificulty level because infernal right now is easy for some players but honestly I don't think abysmal is the correct answer, abysmal right now is a map whose difficult comes only for the unfair stats that the units has and the reinforcements only make it worse, forget about clever design, forget about creativity just buff the units. I've been playing since the release but this is the first content that I willingly not going to play.
I hope IS take note because with the arena changes and now this abysmal recently they've been only making mistakes, at least from my point of view.
Answers
If they did that for a non-recurring battle (the legendary hero ones) then ye that would be bad.
But if its for one thats on rotation or is coming back in the future. Then ur point it mute. If its too hard to finish of this round, you can just wait till the next time the map comes around. The rewards dont disapear.
- Log in to post comments
I understand that this new difficulty is'nt for everybody, only for the ones who wants a challenge(Myself included) but I do agree that the stats for the enemies are just over the top. I would like IS to make a difficulty that is actually difficult because of the builds and the postion of the enemies making it much more "unique"( Takumi's Infernal GHB was already hard since the positioning of the enemies are really planned out and Takumi's Skadi making it harder.
- Log in to post comments
I understand your frustration, but how else do you want to increase a map's difficulty? The mechanics of this game are limited, so there is really not much that they can do to increase a map's difficulty.
You can give us an example of how you would improve the abyssal legendary battle for Robin for instance....one thing is crying and complaining about an issue, and something else is bringing an actual constructive point, which you certainly haven't done yet.
- Log in to post comments
It's true that Takumi's map was challenging due to the limited movement options and the whole layout, but you still didn't really answer my question tho. What would you do in Robin's legendary map, that would make it more challenging while not deviating from the original map layout at the same time?
I can't really think of anything and to be honest, I learned to appreciate the enemy layout of the abyssal Robin map, because it was the first time that a LHB/GHB map actually made me give specific skills to a unit, unlike all the normal (Infernal) maps, where I can just take out my regular arena core and don't even need to think about the enemy layout or their skills.
The abyssal Robin actually made me think unlike its infernal version and through small adjustments after a couple of fails, it was beatable.
- Log in to post comments
To be honest I can't think anything neither, the map was designed to swarm the player with reinforcements and due to that if you want to increase the difficulty you have to increase the stats or the number of reinforcements both options being dumb if you ask me, but, Why not change the layout? It could diferenciate the abysmal difficulty and make the map more interesting and also could work the same as how in other games some bosses add new mechanics when you increase the difficuly.
- Log in to post comments
I agree about the part on abyssal difficulty, but i disagree about the fact that the change in arena is a bad one.
In abyssal difficulty they inflated the stats of the enemies way too much, and on top of that all enemies carry seals, which adds too many layers on the difficulty.
About the arena change, i'd say that is very positive, you don't necessarly have to fed the bonus unit the kills, it just gives you bonus points, for example those who stayed in t18 if they manage to give many kills to the bonus unit they may reach t19 which was not possible before. Also now it's easier to rank higher from t20 to below since the people who ranked the highest got into t21, for example last season i was able to rank top 2000 in t20 which wasn't possible for me before.
- Log in to post comments
The thing is that the "bonus" points becomes imperative if you want to stay in t20 or reach t21 and for players like me who have built +10 powerhouses you find yourself in a situation where these units are now useless because you have to kill with a unit that you may or may not like.
Thats why for me the new system is the worst because in the highest tiers of the arena forces you to have the bonus unit and 3 cheerleaders.
- Log in to post comments
Hi!
I like the Arena changes personally, as I like building a variety of units to be effective at what they do. I agree with you on Abyssal, though--I think it's an attempt to alienate F2P players. Granted, the rewards aren't great, and it is optional content, but it's still frustrating to have an entire game mode that's inaccessible to a lot of people. I understand that's appealing to some folks, though, so this is just my own opinion.
- Log in to post comments
Even as a Whale (I consider myself half of one, or as a "Psudo-Whale") it's a bit ridiculous to do Abysmal. It's not even about having +10 units either. With all my units that are currently above +5 (3 of which are maxed out at +10), absolutely none of them were able to do a thing on Abysmal. I ended up using a guide that called for no merged units and ended up clearing both difficulties without too much trouble. I'm glad that it's just for cosmetics but god damn, that was far more trouble than what it was worth.
While I dislike the Arena changes, it did provide a very different way in approaching it that made things interesting. That being said of course, the only reason why I actually enjoy the new Arena change is because I can adapt (Infuriated and annoyed, but can still adapt) while others cannot as easily. Makes getting into the new tier all the more easier.
- Log in to post comments

Fate Grand Order
Dragonball Legends
IV Calc
Heroes