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Omega Strikers - April 17th Micropatch | Update Notes

Hey gang, how’s the new season going?? Are ya winnin' son?
You all had some things to say about the new season and we are listening!!
This micropatch is live NOW with a couple of changes you probably will welcome.
Let us BEGIN!~
[hr][/hr]
SYSTEM CHANGES
[h2]New Gameplay Rule[/h2]We’ve heard your feedback on this one. We’re reverting the "ability cooldown from striking the core" change that came with the Season 3 update. The original goal was to add additional gameplay depth by giving players the opportunity to make more dynamic decisions around what to do with the Core once they have possession. However, it’s become apparent that this new rule has negatively impacted game pacing and promoted some unhealthy play patterns.
  • Hitting the CORE with an ability will continue to reset your STRIKE cooldown (once per ability cast).
  • Hitting the CORE with strike now reduces your ability cooldowns (Removed)
[h2]Maps and Modes[/h2][h3]Ranked[/h3]
  • We’re aware of the issue of not displaying which team is 1st pick in the draft order.
    • We’re exploring some solutions to see if we can amend this in a future patch.
STRIKERS
[h3]Atlas[/h3]The weight of the world is proving a little much for Atlas. We're increasing the uptime of his ranged tools to compensate him.
  • Astral Projection [PRIMARY]
    • Cooldown :: 9s → 8.5s
[h3]Finii[/h3]Finii was kinda bad, now she will be good?
  • Base Stats
    • Speed :: 460 → 470
    • Power :: 90 → 95
[h3]Kai[/h3]Goalie Kai is running circles around the competition, we're bumping his cooldowns a touch to give the rest of the cast some breathing room. As much as Kai probably dislikes that.
  • Barrage [PRIMARY]
    • Cooldown :: 11s → 12s
  • Giga Blast [SPECIAL]
    • Cooldown :: 20s → 22s
[h3]Mako[/h3]Mako’s struggling to find her footing this patch. With this change she may knock some other players off their footing too, so I guess that makes them even?
  • Perfect Pitch [PRIMARY]
    • Projectile Base PvP Damage and Knockback :: 100 (+50% Power) → 105 (+52.5% Power)
      • i.e. Fully charged player hit with no Awakenings :: 310 → 326
    • Projectile Base Core Knockback :: 1180 (+100% Power) → 1190 (+105% Power)
      • i.e. Fully Charged Core hit with no Awakenings :: 1613 → 1632
[h3]Octavia[/h3]Reverting this preemptive nerf on Octavia. She did not need it. Sorry Octy.
  • Flow State [SECONDARY]
    • Cooldown :: 20s → 18s
[h3]X[/h3]X got way too buff way too fast this patch… what’s his diet anyway? We are stepping and hitting him with some immediate action from us.
  • Bell Ringer [PRIMARY]
    • Cooldown :: 8s → 10s
  • Bull Rush [SECONDARY]
    • PvP Damage and Knockback :: 210 (+105% Power) → 190 (+95% Power)
    • Core Knockback :: 1385 (+202.5% Power) → 1360 (+190% Power)
  • X Strike [SPECIAL EMPOWERED STRIKE]
    • Strike Diameter :: 325 → 315
AWAKENINGS
[h3]Might of the Colossus[/h3]The Colossus was a bit more mighty than we intended.
  • Power per 1% Size :: 1 → 0.75
[h3]Stinger[/h3]I’m allergic to bees :(
  • Normal hit burn :: 10% → 9%
  • Light hit burn :: 3.33% → 3%
[h3]Reptile Remedy[/h3]This remedy wasn’t able to keep up with the damage, we're increasing its healing powers with some new ingredients.
  • Missing health heal per second :: 3% → 4.5%
[h3]Quick Strike[/h3]Since we’re removing the strike CD change, we’re reverting the Quick Strike nerf that was affected by it.
  • Strike Cooldown Reduction:: 15% → 20%
  • Energy gain :: 2 → 1

Omega Strikers - April 12th Update | Season 3! | Update Notes

GOOD DAY STRIKERS!!
We're here with Omega Strikers update 4 POINT 0!!!!!!!
We've got some new things we cooked up for you, ranging from a new friends list, new awakenings, new custom game options, and new gameplay changes to like every striker! (Keep reading for that)
This will also mark the beginning of A NEW SEASON!!!
With all of that out of the way, let us begin.

[hr][/hr]

SYSTEM CHANGES

[h2]New Friends List[/h2]

  • Now displays current game status!

    • Online, In Queue, In Game.

[h2]Custom Lobby Ping Filter[/h2]

  • Filter out some custom games so your ping isn't hella high.

[h2]Divergent Base Stats[/h2]

  • Strikers now have different initial speed/power/stagger.

    • Each striker is currently on a "tier" of the new base stats, but we these stats will likely branch out in the future.

    • On average, strikers recieved an increase to their base stagger to dampen damage-focused playstyles moving into 4.0

    • For example, in general, bigger characters will have more power and stagger but will be slower in contrast to smaller characters. These changes are also to help strikers develop their unique themes and sharpen their identities.

    • Also, this will serve as another balance lever for us!

[h2]New Gameplay Rule[/h2]
We want to reward players for their sickass dribbling and passses while further disincentivize pingponging, so we're changing things up a bit. This new strike/ability adjustment should open up room for some new combos on many strikers while also shaking up "optimal" playstyles for everyone else. You can probably expect cooldown increases to strikers in future patches as we fine tune the game with these new rules.

  • Hitting the CORE with an ability resets your STRIKE cooldown (once per ability cast)

  • Hitting the CORE with strike now reduces your ability cooldowns

[h2]Custom Lobby Changes[/h2]

  • Can now choose starting awakenings, draft type, sets, goals per set, etc.

    • How customizable! Go check it out!
SEASON RESET
Big changes to Ranked are here! We'll be rolling out the new season starting today. The new season will feature all the goodies we mentioned before!
Ranked Rewards:

  • Aqua Cannon goal explosion

    • (This isn't a seasonal reward btw, this is a forever thing that you'll unlock once you hit challenger any time in the future.)

  • Top "x" titles

    • ex: Top 5, Top 10, Top 25, etc

  • Kazan Recolor

    • For anyone who reaches Gold!

  • An emote for reaching plat

  • An emote for playing a bunch of games

    • 25 Ranked Games to be exact

Most rewards will be based on your Season *Peak* rating, but the titles for "Top X%" will be based on your leaderboard position at the end of the season.
We are also working on an external match history webpage for you to track your progress!

[h2]Maps and Modes[/h2]
[h3]Ranked[/h3]
Picking teams in ranked is getting a shakeup. We're introducing a couple things to the game that'll change up the whole Striker draft. Snake draft, no mirrors, slot trading. Check it out. These changes will hopefully add more game-to-game variance and add to the dynamics of picking!
  • Snake Draft

    • Teams now take turns picking their characters

      • Blue team picks 1, red team picks 2, blue team picks 2, red picks 1.
  • No mirrors

    • You can't pick the same character as your opponent. Time to learn 3 more characters.
  • Slot trading

    • Want your goalie to go first? Trade them!

    • You'll be able to trade before the pick-phase for your team.

      • Ban and pre-selection phase have been slightly extended to give players time to trade.

[h3]Map Rotations[/h3]

  • Rotated in

    • Clarion Corp

    • Inky's Splash Zone

  • Rotated out

    • Atlas's Lab

    • Ai.Mi's App
COSMETICS
We whipped up a couple cosmetics and some other goodies for your enjoyment! Especially if you're rich. Also our good ole' community sent some emotes our way. Shouts out to them.
[h3]Skins[/h3]

  • Gold Kazan (Ranked Reward)

[h3]Nameplates[/h3]

  • Big Spender

    • 2,000,000 SC

  • New Community Nameplates

[h3]Emoticons[/h3]

  • New Community Emoticons

[h3]Steam Community Items[/h3]

  • Trading cards, badges, profile wallpapers, and more can be YOURS!!!

    • This is kinda unrelated to game cosmetics but I'm putting it here anyway. Fight me.
STRIKERS
Like I mentioned above, Strikers are getting changes to their base stats. We've changed pretty much every Striker because of that, so there will be lots of numbers here.
[h3]Unlocked Strikers[/h3]
[h3]Ai.Mi[/h3]
Ai.Mi's been all sass and no swipe for the last few patches - especially at low-mid ranks. She's sharpening her claws now!!

  • Cyber Swipe [SECONDARY]

    • Cooldown :: 14s → 13s

[h3]Asher[/h3]

  • Base Stats

    • Speed :: 450 → 440

    • Power :: 100 → 125

    • Stagger :: 1200 → 1400

    Breakthrough
    • Buff Strike CD reduction location :: Own goal zone -> Own side of the field
    • Buff Strike CD reduction :: 33% -> 15%

[h3]Atlas[/h3]

  • Base Stats

    • Speed :: 450 → 440

    • Power :: 100 → 90

    • Stagger :: 1200 → 1400

[h3]Drek'ar[/h3]
Shotgun Lizard developed an upgrade to his active camoflauge. We've shifted some of his power towards his secondary to give help him relive his dreams as an assassin when he ambushes his opponents.

  • Base Stats

    • Speed :: 450 → 460

    • Power :: 100 → 90

    • Stagger Growth :: 500 → 375

  • Lock and Load [PRIMARY]

    • Cooldown :: 8 → 9

  • Xeno Cloak [SECONDARY]

    • Rework: Become invisible and gain 50% Speed for 1s. Using an ability during this
      invisibility will reveal you and make that ability hit 25% harder (12.5% to
      Core).

      • The tooltip in-game is wrong for that, don't worry about it. It's right.

[h3]Dubu[/h3]
In addition to his base stat changes, Dubu is getting his old larger strike size back!

  • Base Stats

    • Speed :: 450 → 435

    • Stagger :: 1200 → 1500

  • Strike

    • Strike Range :: 275 → 285

[h3]Era[/h3]

  • Base Stats

    • Speed :: 450 → 460

    • Power :: 100 → 90

    • Stagger :: 1200 → 1300
  • Bewitching Beam
      Ally power buff :: +70% Power -> +70 Power

[h3]Estelle[/h3]

  • Base Stats

    • Power :: 100 → 110

    • Stagger Growth :: 375 → 250

[h3]Finii[/h3]

  • Base Stats

    • Speed :: 450 → 460

    • Power :: 100 → 90

[h3]Juliette[/h3]

  • Base Stats

    • Power :: 100 → 110

    • Stagger Growth :: 500 → 425

    • Stagger :: 1200 → 1300

  • Flying Phoenix [SECONDARY]

    • Cooldown :: 18s → 16s

[h3]Juno[/h3]

  • Base Stats

    • Power :: 100 → 90

    • Stagger :: 1200 → 1400

[h3]Kai[/h3]

  • Base Stats

    • Speed :: 450 → 475

    • Power :: 100 → 90

[h3]Kazan[/h3]

  • Base Stats

    • Power :: 100 → 90

    • Stagger :: 1200 → 1100
Luna

  • Base Stats

    • Power :: 100 → 110

[h3]Mako[/h3]

  • Base Stats

    • Speed :: 450 → 440

    • Power :: 100 → 110

    • Stagger :: 1200 → 1300

  • Drum and Base [SECONDARY]

    • Haste Granted :: 20% → 25%

[h3]Nao[/h3]

  • Base Stats

    • Speed :: 450 → 460

    • Power :: 100 → 90

    • Stagger :: 1200 → 1100

[h3]Octavia[/h3]
Flow State just got a lot faster with her base speed increase. We're gonna preemptively give her a tuning so she doesn't run over the competition.

  • Base Stats

    • Speed :: 450 → 475

    • Power :: 100 → 75

    • Stagger :: 1200 → 1100

  • Flow State [SECONDARY]

    • Cooldown :: 18s → 20s

[h3]Rasmus[/h3]

  • Base Stats

    • Stagger :: 1200 → 1300

[h3]Rune[/h3]

  • Base Stats

    • Stagger :: 1200 → 1300

[h3]Vyce[/h3]
In upper tiers of play, Vyce is a real star. Were turning her volume down just a touch.

  • Base Stats

    • Power :: 100 → 110

    • Stagger :: 1200 → 1300

  • Power Chord

    • Damage & Knockback modifier for chained hits :: 60% → 50%

  • Thunderstruck [SECONDARY]

    • Stun Duration :: 0.75s → 0.6s

[h3]X[/h3]
X was sad last patch, but nothing will make him feel better than hitting you harder and more frequently!!

  • Base Stats

    • Speed :: 450 → 440

    • Power :: 100 → 130

    • Stagger :: 1200 → 1250

  • Bell Ringer [PRIMARY]

    • Cooldown :: 9s → 8s

[h3]Zentaro[/h3]

  • Base Stats

    • Speed :: 450 → 460

    • Stagger :: 1200 → 1100


AWAKENINGS

  • Rotated out:

    • Spark of Strength

    • Spark of Agility

    • Spark of Focus

    • Spark of Resilience

    • Spark of Leadership

    • Built Different

    • Stagger Swagger

    • Fight or Flight

    • Glass Cannon

  • Rotated in:

    • [NEW] Reptile Remedy

      • Gain 350 Stagger and heal 3% missing Stagger per second for 3 seconds whenever you strike the core.

    • [NEW] Might of the Colossus

      • Gain 15% Size and 1 Power per 1% bonus Size.

    • [NEW] Rampage

      • Gain 5% Size. Whenever you destroy or assist in destroying an enemy barrier, gain 7.5% more size. Lose additional size when KO'd and between sets.
    • Stinger

      • Normal hit burn :: 12% Max stagger → 10% Max Stagger

      • Light hit burn :: 12% Max Stagger → 3.33% Max Stagger

      • No Longer stacks if multiple players apply it to the same target
    • Adrenaline Rush

      • Speed granted from takedown :: 100% → 40%

      • Cooldown refund on takedown :: 5s → 10s

    • Stacks on Stacks

    • Peak Performance

    • Bulk Up

    • Reverberation

[h3]Heavy Impact[/h3]
Heavy Impact had quite the impact on the last patch. We're turning down its cooldown refund capabilities to bring it fully in line with other similar awakenings.

  • CD Refund :: 35% → 30%

  • Maximum CD Refund :: 7s → 3s

[h3]Magnetized Soles[/h3]
Dust off these ole' boots, the weather is changing so it's time to try em out again.

  • Haste duration :: 1.5s → 2s

[h3]Quick Strikes[/h3]
  • Cooldown :: 20% -> 15%
  • Energy :: 1 -> 2

[h3]Siphoning Wand[/h3]
With base stagger going up across the board were preemptively nerfing Siphoning Wand to keep it from going CRAZY.

  • Normal Hit Drain :: 6% → 5%

  • Light hit Drain :: 2% → 1.66%

[h3]Stagger Swagger[/h3]
Stagger Swagger is being nerfed on its way out.

  • Bonus Movespeed :: 12% → 10%

[h3]Strike Shot[/h3]
Strike Shot is a staple gear in high tiers. We're nudging it down a touch to give the other options some room to breathe.

  • Cooldown :: 8s → 9s

[h3]Team Player[/h3]
Sometimes Team Player was a bit too gatekeepy about whether your "pass" was truly a pass or just a random redirect. This should make it stop being so stingy.

  • Increased what counts as a pass for close-medium ranges.

[h3]Timeless Creator[/h3]
What's even more timeless than timeless? Timelessless??

  • Creation Duration :: 65% → 75%

[h3]Unstoppable[/h3]
Unstoppable is still struggling to find a home across all tiers of play. We're giving it another nudge on the cooldown to see if it can live up to its dreams.

  • Recharge Time :: 7s → 6.5s
BUG FIXES

  • Fixed a bug where some creations visuals would disappear if the player had too much creation duration.

  • Clarion Corp: Project OBSCURA now correctly slows staggered players inside the zone

  • Clarion Corp: Project OBSCURA no longer adds multiple stacks of the intended slow onto staggered players

  • Improved consistency of Asher's Special once it is deployed (Some cases still exist where it will leak as the ability spawns)

  • Attempted to fix a bug where Recovery Drone and Atlas SPECIAL would revive players without cleansing their staggered state.

  • Mako's Primary Projectile now counts as part of her PRIMARY for the purposes of awakenings

  • Vyce Secondary now correctly grants her a Hit whenever she would stun a target with the ability

  • Reduced cases where Juno Blobbos would pass backwards to other Blobbos

  • Strike Shot now correctly has its knockback amped by Missile Propulsion

  • Fixed missing voice line from Shogun Asher's MVP celebration

March 19 Micropatch + Season Reset Info!

yo gamers
We got a couple things we want to talk about with you all today - namely a small micropatch to tweak some characters that we noticed (or heard from you) needed... tweaking and some info on the SEASON RESET. Make sure you read everything here so you know what's going on. (I know it's a lot and I don't have a cute VTuber bat girl to read it to you, but you gotta read it all!!!)

Anyway, let's kick it off with the Season Reset Info. I posted this on Discord a few weeks ago, but there's been some slight tweaks and extra things, so check it out if you haven't or get a refresher.
[hr][/hr]
Season Reset


[h2]We're aiming for the reset to happen EARLY APRIL [/h2]

So keep up (or start) YOUR CLIMB.
Now I know what you’re thinking, “BUT AESOP THE LAST RESET WAS KINDA WACK” Well, we took all your feedback and cooked up some new stuff for this reset. Last season reset we identified a couple problems:
  • Player ranks were too greatly reset, which felt like it was a waste to climb.
  • Hidden rating wasn't maintained, so it took way too long to reclimb to old ranks (and we had a bug that prevented us from fixing that swiftly)
  • Players couldn’t access central servers in some places (Particularly NA)
  • Duo/Trio limits were rough and created a big rift at higher tiers
SO, we made lots of tweaks.
For the next season reset, we're going to be implementing the following changes:
  • New rank reset parameters (more on this below!)
  • Retaining hidden rating (to a degree where you won't have to climb forever just to get where you were last season)
  • Making sure players keep Central server access (though since Central server capacity is very limited, we maybe have to raise the entry threshold later on into the season)
  • Allowing Duos in all ranks and Trios in challenger
  • New rank rewards! (more on this below too!)
As for the reset parameters, simply put, the rank reset will not put you lower than 2 ranks below your season end rank.
For example, ending in Challenger will reset you somewhere to Plat - Diamond, Diamond will reset you to Gold - Plat, Plat to Gold - Silver, etc.
And, like I mentioned previously, you will still retain most of your hidden MMR from last time. So if you're reset to Gold and retained your Diamond hidden MMR, you'll climb quickly.

Also, I mentioned RANKED REWARDS right?! We’ll be handing out some things like:
  • Aqua Cannon goal explosion
    • (This isn't a seasonal reward btw, this is a forever thing that you'll unlock once you hit challenger any time in the future.)
  • Top "x" titles
    • ex: Top 5, Top 10, Top 20, etc
  • A skin recolor! (who it is I shall not say yet, but it’s someone without a skin hehe)
  • An emote for reaching plat
  • An emote for playing a bunch of games
^ Requirements to unlock these are pretty confirmed BUT ARE SUBJECT TO CHANGE!!!

Most rewards will be based on your Season *Peak* rating, but the titles for "Top X%" will be based on your leaderboard position at the end of the season.

We'll also have monthly exclusive "Title Awards" for those with the top 5 or so most goals, saves, KOs, etc!

*Unfortunately we can't do a new battlepass with the limited resources we have, but we're hoping the rank rewards at least make up for some of that a little bit.

So yea. We're pretty confident that these changes will make a season reset like 1,000,000x better. (You cannot quote me on that)

Also THATS NOT ALL THO We're also trying to explore more minor gameplay changes/updates (not limited to just balance fixes) for a future season!!! Though I can't give you details yet, or if it’s something we can even do still, but stay tuned for that because we're still testing all of it.
[hr][/hr]
Micropatch

Alright, for those of you that are still with me (Which it better be EVERYONE), here's the deets of the micropatch. Like I mentioned above, it's just a couple small tweaks to a few things!

[h2]Strikers[/h2]Asher
  • Barrier Beam [PRIMARY]
    • Shield on her side of the field size reduced by 14%
Estelle
  • Piercing Shot [PRIMARY]
    • Cooldown :: 9 → 10
Mako
  • Ensnare Drums [SPECIAL]
    • Cooldown :: 45s → 40s
Zentaro
  • Slashing Strike (STRIKE PASSIVE)
    • Hits until passive activated: 12 → 16
[h2]Awakenings[/h2]Chronoboost
  • Buff/Debuff duration :: 20% → 22.5%
Recovery Drone
  • Size 30 → 25%
Spark of Agility:
  • Speed per spark 6% → 5%
Spark of Leadership
  • Allied Spark Effect Gain: 40% →30%
  • Cooldown: 5 → 4
  • Stagger: 150 → 125
  • Power: 8 → 6
  • Speed: 2% → 1%
Spark of Strength
  • Power per spark 22 → 20
Unstoppable
  • Recharge time :: 7.5 → 7



Omega Strikers - February 14th Update | Update Notes

What's up gang! Like I said in a previous patch, most of the team is still working on super secret stuff.
(If you want to test that super secret stuff, make sure to sign up here: https://forms.gle/PEUXrw7ArEBidhaS8 )


BUT the rest of us are COMMITTED to bringing you the updates that we can!! We love OS just as much as you all
That being said, today's update features a couple goodies that you might enjoy. (FINALLY, OCTAVIA SKIN!!! STOP TWEETING AT ME!!!)

So let us begin!!

SYSTEM CHANGES

[h2]FRIEND TO FRIEND CHAT[/h2]

  • YES you can DM your friends in OS! Had a good teammate and want to play with them again? Add them and shoot em a DM directly in the Omega Strikers client!

    • I swear to god if you use this to be toxic I'll send you to your room and take away your iPad time

[h2]IN-GAME HUD UPDATE[/h2]

  • Things look a little different, a little slicker in-game now! Check it out 8)

    • Original HUD can still be used via game settings

[h2]MAPS AND MODES[/h2]

  • Rotated in :: [REWORKED]Gates of Obscura, Night Market

    • Gates of Obscura

      • Goal barrier shape changed

      • No longer spawns corner portals

      • No longer spawns additional portals in overtime
      • Here's what it looks like

  • Rotated out

    • Clarion Corp, Ahten City

[h2]STRIKERS[/h2]
[h3]System-Wide[/h3]
LIGHT hits now grant "regeneration lockout" for less time than normal hits. (Regeneration lockout meaning the time it takes until you start to regenerate stagger.)
We expect this change to effect a number of strikers, so we'll be keeping an eye on those impacted to make sure no strikers were caught in the cross fire.

  • Regeneration lockout from LIGHT hits: 2.375s → 1.625s

[h3]Ai.Mi[/h3]
Ai.Mi enjoyers have worked their way back to above the top of the win rates.

  • FIREWALL SENTRY [SPECIAL]

    • Cooldown :: 30s → 35s

[h3]Asher[/h3]

  • BARRIER BEAM (PRIMARY)

    • The Core should no longer go through Asher's Primary Shield (I think for real this time) ive written this 90 times dude. yeah but this time I did the fix xdd. Unironically I actually think its fixed. I applied the same fix to the special and it worked too well and I had to pull it out cause it let you insta farm max energy and I was worried about performance. Cause they just hit between each other insanely fast. Truly made unstoppable force vs immovable object xdd

[h3]Atlas[/h3]
The Steadfast Protector has fallen out of favor for a bit, this'll open up more opportunities for his teammates to LIVE.

  • CELESTIAL INTERVENTION [SPECIAL]

    • Cooldown :: 50s → 45s

[h3]Drek'ar[/h3]
Drek is sleeper OP and his mains are winning hella much.

  • LOCK AND LOAD [PRIMARY]

    • Cooldown 7.5s → 8s

[h3]Dubu[/h3]
Forward Dubu is a menace. Kill him.

  • Stagger Growth Tier :: 600 → 500

[h3]Finii[/h3]
Finii is kinda on the struggle bus recently.

  • BIG FINISH [SPECIAL]

    • Cast range :: 700 → 750

[h3]Juliette[/h3]
Last patch we hit Jules with a couple nerfs and she is still performing a touch below expectations.

  • Fiery Fist [Primary]

    • Cooldown 8 → 7.5

[h3]Juno[/h3]
Stepping on them blobbos was hurtin.

  • STRIKE WITH FRIENDS [PASSIVE]

    • Blobbo PvP Damage & Knockback :: 165 (+82.5% Power) → 150 (+75% Power)

      • Core Knockback unchanged

[h3]Kazan[/h3]
Kazan's ban rate was through the ROOFS. We get it, we're bringing him back into the house of the roof he broke. (Does that make sense? Does anyone even read these? Hello?)

  • CARRIED AWAY / MADDENING DESCENT [OPEN SECONDARY SPECIAL COMBO]

    • Cooldown :: 15 → 16

    • PvP Damage & Knockback :: 230 (+115% Power) → 215 (+107.5% Power)

    • Core Knockback 1395 (+207.5% Power) → 1387.5 (+203.75% Power)

    • Base hitbox size :: 420 → 350

    • [BUGFIX] Now scales properly with size.

  • THE SLIP [CLOSED SECONDARY]

    • Cooldown :: 10 → 11

[h3]Luna[/h3]
Fixing a bug affecting her most popular Goalie gear is a buff to her, so we thought we'd shout it out up here instead of the Bugfix section.

  • B.O.O.S.T. [SECONDARY]

    • [BUGFIX] Should now correctly have cooldown reduced by eject button on all casts originating on your side of the field.

[h3]Nao[/h3]
Nao was proving to be notably powerful at higher tiers of play where her healing is best utilized. We're taking out some of the power from her SPECIAL as well as providing more counterplay options against her.

  • Stagger growth Tier :: 250 → 125

  • LIFELINE [SPECIAL]

    • Cooldown :: 40s → 45s

    • % Missing Health Healed :: 50% → 40%

    • Range :: 1600 → 1500

  • PROXIMITY DRONE [SECONDARY]

    • Disarm Time :: 0.6 → 0.5

[h3]Rasmus[/h3]
Forward Rasmus wasn't really doing much in the brawl department, so we're touching that up a bit for him. Hope he notices and gives me a raise.

  • WHIPLASH [SECONDARY]

    • PvP Damage & Knockback :: 140 (+70% Power) → 150 (+75% Power)

    • Core Knockback :: 1260(+140% Power) → 1280 (+150% Power)

  • DEATH TOUCH [SPECIAL]

    • PvP Damage :: 200 (+100% Power) → 230(+115% Power)

    • Core Knockback :: 1350(+400% Power) → 1395 (+400% Power)

    • PvP Knockback unchanged

[h3]Rune[/h3]
Rune was struggling at higher tiers where players were often blocking his pillars before they could spawn. Generally we like this kind of counterplay, but the interaction felt a bit too one-sided. We've lined up his Pillars LIGHT hit damage with their knockback to add some more OOMPH to those fizzles.

  • UNSTABLE ANOMALY [PRIMARY]

    • PvP Damage :: 150 (+75% Power) → 187.5 (+93.75% Power)

    • Knockback unchanged

  • SHADOW SWAP [SECONDARY]

    • PvP Damage :: 150 (+75% Power) → 187.5 (+93.75% Power)

    • Knockback unchanged

[h3]Vyce[/h3]
Similar to Luna, this is a bugfix buff we're calling out here instead of making you read all the bugfixes (which you should anyway).

  • POWER CHORD [PRIMARY]

    • [BUGFIX] Now properly chains to nearby enemies if it initially hits the Core.


[h2]COSMETICS[/h2]
FINALLY OCTAVIA IS GETTING DRESSED UP!!! AND ANOTHER ASHER SKIN HOLY HELL LOOK AT THAT Also Dubu got a new partner on the force in Ludwig and Vyce is becoming an Oni of your dreams.

  • NEW SKINS!!!

    • Ludwig Dubu

    • Dream Octavia

    • Dream Vyce

    • Shogun Asher

  • New Nameplates

    • Ludwig Break Time

    • You Know Rayditz Had To Do It To 'Em

  • New Emotes

    • A handful of community made emotes! (More to come!)

[h2]GEAR AND AWAKENINGS[/h2]

  • ROTATED OUT

    • Super Surge

    • Big Fish

    • Peak Performance

    • Reverberation

    • Egoist

  • ROTATED IN

    • Spark of Leadership

    • [NEW] Recovery Drone

      • Gain 30% size. The first time each set you would be KO'd, prevent it.

    • [NEW] Explosive Entrance

      • DASH range, BLINK range, and HASTE effects increased 70%. Your IMPACT abilities hit 12.5% harder (2.5% on Core).

    • [NEW] Siege Machine

      • PROJECTILES gain 30% travel or cast range. CREATIONS gain 30% duration and hit 15% harder
        (3% to Core).

    • [REWORK] Unstoppable

      • Gain a shield that protects you from 100% of the damage and 100% knockback from the first hit
        you take. This shield recharges at the start of each round and after 7.5s of not getting hit.

[h3]Cast to Last[/h3]
We're happy with the direction of the changes for CtL and Chronoboost, but they're a bit weaker than we'd like. We're giving them some love. A lil smooch for Valentine's Day.

  • Buff & Debuff Duration :: +40% → +45%

[h3]Chronoboost[/h3]
We're happy with the direction of the changes for CtL and Chronoboost, but they're a bit weaker than we'd like. We're giving them some love. A lil smooch for Valentine's Day.

  • Movement ability boost :: +70% → +75%

[h3]Eject Button[/h3]
EB was exceptionally strong on Strikers that made good use of it!

  • Secondary Cooldown Reduction :: 30% → 15%

[h3]Spark of Leadership[/h3]
From the early data we scoped out from the last patch we noticed the initial implementation of Spark of Leadership was stronk.

  • Ally Effect share 50% → 40%

[h3]Vicious Vambrace[/h3]
Core hogs were pigging out on the VV healing. We're hoping this will pull VV back in line.

  • Healing from core hits :: 10% → 8%

[h2]BUGFIXES[/h2]

  • Vyce SPECIAL VFX is now always displayed.

  • Mako's basic strikes no longer count as normal hits for the purposes of Awakenings / Energy generation.

  • Mako's SPECIAL hitbox should now properly trigger in the right location.

  • Mako's PRIMARY no longer travels in an incorrect direction when cast at the last second.

  • Juno's Blobbo's hits should now properly be attributed to the abilities that spawned them for the purposes of awakenings.

  • Eject button now correctly grants reduces the cooldown for all SECONDARIES cast on your side of the field.

  • Core hit sounds are no longer significantly louder on some Clarion Corp map variants.

  • Evading will now prevent damage from Project OBSCURA pools on Clarion Corp.

  • Fight or Flight speed boost will now correctly activate on allied hits.

  • Spark of Leadership no longer grants your teammates an additional SPARK for their awakenings and the ability to share their SPARK effects.

  • Adjusted how Team Player determines if the hit was a pass. On average, it will be less strict on close passes, but stricter on far passes.

  • Games will now only surrender if at least one person on the team starts a surrender vote, even if all players on that team are detected as inactive.

  • Fixed a bug that would result in Zentaro dashing in place under various circumstances

  • Dubu's SPECIAL no longer interrupts his SECONDARY

  • Dubu's SPECIAL no longer blocks players who are ELUSIVE

  • Nao PRIMARY tooltip adjusted to reflect actual cooldown

  • Drek'ar should no longer briefly lose his stealth if he casts his SECONDARY right after casting another ability

  • Players should (hopefully) no longer bounce off the hole in Ai.Mi's App in rare circumstances

  • Various other small bug fixes

Omega Strikers - January 10th Micropatch | Update Notes


Hey gang! We're back with another micropatch for ya!!
Despite most of the team working on a super secret new project, we're gonna keep the balance changes coming.
Today's patch features a couple of rather "large" changes to awakenings and maps, so, for now, let us begin!!

[h2]Maps and Modes[/h2]
We heard a lot of feedback from you all about the map pool, and we decided to increase the active pool from 5 maps to 7 maps. We know it can be a little annoying playing the same maps over and over - which could be even worse if your favorite map isn't even in the rotation! We're hoping this change makes things a little more SPICY for ya.
[h3]Map Rotation[/h3]
Rotated in

  • Oni Village

  • Atlas's Lab

[h2]Strikers[/h2]
[h3]Estelle[/h3]
No funny blurb here, Estelle was just a little weak!

  • PIERCING SHOT [PRIMARY]

    • Cooldown :: 10 → 9

  • CRYSTAL THORNS [SPECIAL]

    • Cooldown :: 22 → 20

[h3]Finii[/h3]
Finii now gets a little bit more time to aim her core in the right direction!

  • BIG FINISH [SPECIAL]

    • Duration :: 2.25s → 2.5s

[h3]Juliette[/h3]
Juliette has stood atop the field for a while and has been pretty strong always. We're tuning her down just a touch to give her foes a fighting chance.

  • FIERY FIST [PRIMARY]

    • Cooldown :: 7s → 8s

    • PvP damage and knockback :: 155 (+77.5% Power) → 145 (+72.5% Power)

    • Core knockback :: 1290 (+155% Power) → 1270 (+145% Power)

[h3]Kazan[/h3]
Kazan was kinda cooking too much as a goalie.

  • CROOKED LEVERAGE [CLOSED PRIMARY]

    • Cooldown :: 8.5s → 9.5s

[h3]Mako[/h3]
Mako with a coordinated team goes real crazy. Too crazy, one might say.

  • DRUM AND BASE [SECONDARY]

    • Haste Granted :: 30% → 20%

    • Size Granted :: 30% → 20%

[h3]Nao[/h3]
Nao can use her ability more, but it's a little weaker against enemies and cores.

  • Proximity Drone [SECONDARY]

    • Cooldown :: 12 → 10

    • PvP damage and knockback :: 110 (+55% Power) → 100 (+50% Power)

    • Core knockback :: 1200 (+110% Power) → 1180 (+100% Power)

[h3]Rune[/h3]
We hit Rune with a Core KB nerf a bit ago, and he's still struggling to find his footing. We're pulling some of that back.

  • UNSTABLE ANOMALY [PRIMARY]

    • Core Knockback :: 1175 (+170% Power) → 1275 (+185% Power)

    • PvP knockback & damage unchanged



  • SHADOW SWAP [SECONDARY]

    • Pillar Core Knockback :: 1175 (+170% Power) → 1275 (+185% Power)

    • PvP knockback & damage unchanged

[h3]X[/h3]
"You should nerf it by 2 seconds so I have something in common with Bell Ringer: We're both 10s"

  • BELL RINGER [PRIMARY]

    • Cooldown 8 → 9

[h3]Zentaro[/h3]
Despite the Manatees pitching a buff to Zentaro's primary, we think these changes will more appropriately help him out.

  • ONI'S BLADE [SPECIAL]

    • Cooldown :: 40 → 35

  • IAI RUSH [SECONDARY]

    • Cooldown 18 → 16

[h2] GEAR AND AWAKENINGS[/h2]
We are reevaluating our awakening balance methodology and, as a result, we've got a ton of changes in this section. Since these changes are pretty fresh and different, we'll be keeping a close eye on how these changes pan out and are ready to follow up if needed!
[h3]Built Different[/h3]
At a mere 25% size, the size awakenings felt a lil' puny atm. We think that the size options may have been unfairly nerfed, just because they were generally good picks as opposed to being more specialized. We're gonna beef em up a bit.

  • Size :: 25% → 30%

[h3]Cast to Last[/h3]
Buff/debuff duration has proven to be a very powerful stat on strikers that really utilize it well. So much so that the strikers who use it best have seen their performances with and without their star awakenings diverge more than we'd like. This patch will see a big hit to Cast to Last and Chronoboost to try and remedy this. This is a relatively large change, so we'll be keeping an eye on CTL and Chronoboost users.

  • Buff & Debuff Duration :: 60% → 40%

  • Creation Duration :: 35% → 40%

[h3]Chronoboost[/h3]
See above!

  • Buff & Debuff Duration :: 30% → 20%

[h3]Demolitionist[/h3]
People were demolishing more than just barriers with this awakening. They'll have to get a permit if they want to keep it up.

  • Cooldown refund :: 6s → 3s

[h3]Extra Special[/h3]
Similar to the size awakenings, Extra Special may have been nerfed a bit too much because of its general usefulness, so we're putting more of a smile onto the happy star's face.

  • Special cooldown reduction :: 25% → 30%

[h3]Fight or Flight[/h3]
I still think this should be called Fight and Flight

  • Speed boost :: 15% → 17.5%

[h3]Glass Cannon[/h3]

  • Power per stack :: 6 → 5

[h3]Knife's Edge[/h3]

  • Power granted :: 40 → 30

[h3]Powerhouse Pauldrons[/h3]
Not many people picked it but PP was sleeper OP. We saw it tho. We saw it.

  • Size :: 35 → 30

  • Power 30 → 25

[h3]Primetime[/h3]
Similar to the size awakenings and Extra Special, we think the "extra ability charge" awakenings were nerfed a bit too much because of their general utility. We're bringing em back to where they should be. Hopefully.

  • Hit Reduction :: 10% → 5%

[h3]Quick Strikes[/h3]
We're making Quick Strikes quick again!

  • Strike cooldown Reduction :: 15% → 20%

[h3]Rapid Fire[/h3]
Rapid Fire was generally just always good. I know I took it whenever I could, just because I like it.

  • Primary cooldown reduction :: 40% → 33%

[h3]Twin Drive[/h3]
Similar to the size awakenings, Extra Special, and Primetime, we think the "extra ability charge" awakenings were nerfed a bit too much because of their general utility. We're bringing em back to where they should be. Hopefully.

  • Cooldown Increased by :: 7.5% → 5%