Infinite Crisis – June Patch Thoughts
Attention Protectors! Patch notes are out and they are a doozy. There is a bunch of stuff happening this month that feels like an honest attempt from Turbine to respond to player feedback across the map. This breakdown will be an overview of Champion balancing, Artifact changes and map alterations. So let’s get into it!
Read the patch notes from here – https://www.infinitecrisis.com/en/news/june-update-patch-1-release-notes
The Good: Turbine has made a lot of great champion balancing moves on this patch. A lot of champions the community have been screaming for touch ups are receiving some much needed TLC. Atomic Ivy, Shazam, Superman, Nightmare Batman, Robin and Flash are all getting some reworks.
Shazam has long been a feared power damage bruiser with the ability to not only engage headstrong at will but due to his naturally tank kit he is able to dive all in with little fear of repercussion. The changes Turbine has made to address the current issues with Shazam are a nerf to the overall power output of his “Speed of Mercury” ability. Also they decreased range and damage of his ultimate “SHAZAM!” These 2 alterations will change Shazam from the fearsome damage dealer he has been to more of a balanced bruiser.
More good news on this one for all you Man of Steel players out there reduced will costs, quality of life patching on his Kryptonian Might, reduced cooldowns on both Frost Breath and Heat Vision, extension of time on Heat Visions follow up mark and a damage increase to speeding bullet! Man of Steel is looking like he got Shazam’s thunder!
The remaining changes are not nearly as massive but are still worth noting. Atomic Ivy has had her silence dropped from her Wall of Thorns, Flash has lost on hits with his F=MA and his movement mechanics have been altered so that his Flash Attack will only allow him to pass through walls if Hyper Vibration is active. Robin has had his Emergent Leader Knockback slightly reduced and the attack lifesteal from his Dynamic Duo will only apply when used on him specifically.
Intentionally saving the best for last! Nightmare Batman looks to be back. The nerfs to his kit after last patch had the community left in awe. Never before has a champion fallen from the selection pool so hard and so fast. To resolve the issues with Nightbat the developers have forever closed the door on AP Nightbat (Sorry Krashy!). Nightbat is seeing his slow returned to his Batarang as well as a change to his Bat Swarm from AP to AD damage still with a 90% ratio. Be prepared to fear the early gank as well with Savagery being increased to a base 5s duration early game. Nightbat is back!!!
The Bad: Unfortunately not all is well in the multiverse. A new alteration has been made to turrets to supposedly make play more forgiving to the newer community. Reduced damage from turrets to minions as well as reduced damage from turret shots to champions are being introduced to allow newer players the ability to be under turret. The hope in this change is to remove some frustrations of the newer community taking excess damage from turrets when trying to push them down.
The sad part about this change is it is going to have exactly the adverse effect that Turbine was looking for. Experienced players now will have the ability to dive newer and less experienced players earlier in matches with little to no repercussion. New players beware cameras are no longer optional as early level ganks are going to be a reality. Also the harass new players will experience from seasoned Blasters and Marksmen will result in serious frustration as the ability to poke under turret becomes more viable.
The Ugly: We are all aware of the frustration Ra’s Al Ghul’s Robe has brought to the game. Matches last forever and we see time and again pros and amateurs alike stacking 5 modded robes and turning every team fight into a bore. As a response to the modded robe outcry Turbine has made an alteration to the modded robe ability. Sounds good right? Not so fast!
The current modded robe is providing:
Lazarus Effect: When you fall to 0 Health, you gain a shield for 100% of your maximum Health and a 25% bonus to Attack and Power Armor. You cannot act for 5 seconds. (Tier 2)
The new effect definition will be:
If you would fall to 0 Health, you instead gain a shield worth 300 + 100/level, your Attack Armor is set to 60 and your Power Armor is set to 50, and you become suppressed. If the shield is unbroken after 4s, the remaining shield is converted to Health and you regain 50% Will (4 minute Cooldown).
While this would seem like a significant change it in reality offers very little. The robe was not so much a cause of frustration early or mid but in the late game. As such this new definition will provide all level 19 champions 2200 life in shield still. Suffice it to say the nerf to this is actually a slight shift that still makes it slightly less effective on massive HP stackers like Gaslight Joker and Atomic Ivy but now provides some of the squishier
Marksmen and Controllers with a higher base armor and power armor and a shield that is still pretty close to 100% HP late game. This alteration to the mod brings little comfort and you can all expect to see those 5 stack modded robes to continue until the July patch.
Get to it!
There it is Protectors! Let me know your thoughts on the latest round of patching below. What are you most looking forward to? What were you hoping to see happen that didn’t? Leave your comments in the section below.
Credits for Dan Willis for the article.