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Omega Strikers - September 21st Micropatch | Update Notes

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What?? Is it that time again? Yes, yes it is! We have some fresh faces and some old friends along for this micropatch. Some of our recent changes affected the likes of Asher and Rune a bit too much, so they'll have to be rebalanced. We also, however, have a good collection of buffs too; some Oni, some Blobbos, and... X?

One frequent visitor to these notes that you will not see below (this time) is our favorite trickster, Finii. She has been getting a lot of magical buffs almost every patch, but they haven't been sticking. We recognized we needed to do something a bit more flashy, so she'll be getting a larger set of changes next full patch!

[h2]STRIKERS[/h2]
[h3]Asher[/h3]
Asher, on the wings of some bugfixes (and some intended buffs) really carved her own path. We're reducing the effectiveness her SPECIAL has in locking people down, knocking them out, and scoring. We're also taking down her Barrier Beam damage substantially; it's proven too effective as a KO tool even without Awakenings backing it.

  • BARRIER BEAM [PRIMARY]

    • PvP Damage and Knockback :: 200 (+100% Power) → 175 (+87.5% Power)

    • Core Knockback :: 1380 (+200% Power) → 1330 (175% Power)

  • PATHSPLITTER [SPECIAL]

    • Cooldown :: 35s → 40s

    • PvP Damage and Knockback :: 120 (+60% Power) → 100(+50% Power)

    • Core Knockback unchanged

    • [BUGFIX] :: Minimum stun time for the knockback is no longer .3s (unintentionally got reverted, which caused players to get locked down by the ability more)

[h3]Era[/h3]
Era is battling with the best of them. We're bumping the Bewitching Beam back to better balance.

  • BEWITCHING BEAM [PRIMARY]

    • Cooldown :: 8s → 8.5s

    • Buff / Debuff Time :: 2.25s → 2s

[h3]Finii[/h3]
If you skipped the blurb at the beginning, first of all, how dare you, second of all: bigger Finii changes are coming in a future patch!
[h3]Juliette[/h3]
Juliette is the preeminent brawler at high MMRs and in tournaments. We're grounding her a bit, though she'll probably still rise from the ashes.

  • FLYING PHOENIX [SECONDARY]

    • Cooldown :: 16s → 18s

[h3]Juno[/h3]
We gave players more control over Blobbos, but that unintentionally made her a bit harder to use. We're letting her Strike ‘suggestions' to Blobbos last a bit longer - and are upping her damage as well.

  • STRIKE WITH FRIENDS (STRIKE PASSIVE)

    • Strike suggestion hold time :: .25s → .4s

  • FRIEND FLING [PRIMARY]

    • PvP Damage and Knockback :: 170 (+85% Power) → 185 (+92.5% Power)

    • Core Knockback :: 1320 (+170% Power) → 1350 (+185% Power)

[h3]Rune[/h3]
We might have given Obscura a bit too much power in the last micropatch. We're pulling back a bit on the range, and also pulling some power elsewhere from Unstable Anomaly to, well, stabalize it.

  • UNSTABLE ANOMALY [PRIMARY]

    • Cooldown :: 7s- >7.5s

    • PvP Damage :: 250 (+125% Power) → 200(+100% Power)

    • Range :: 750 → 700

[h3]Vyce[/h3]
We're making it so if you stick around for her show, it'll cost you. More visits to the School of Rock will end up in detention.

  • POWER CHORD[PRIMARY]

    • PvP Damage and Knockback :: 170 (+85% Power) → 185 (+92.5% Power)

    • Core Knockback :: 1320 (+170% Power) → 1350 (+185% Power)

    • LIGHT chain hit damage and knockback unchanged

  • SUPER NOVA [SPECIAL]

    • Max PvP Damage and Knockback Multiplier for Full Charge :: 2.25x → 2.5x

    • Max PvP Damage and Knockback :: 360 (+180% Power) → 400 (+200% Power)

[h3]X[/h3]
It's hard to hit things with your head, even when it's a big one! We're giving X more opportunities and more payout for his difficult-to-land dashing attack.

  • BULL RUSH [SECONDARY]

    • Cooldown :: 14s → 13s

    • PvP Damage and Knockback :: 190 (+95% Power) → 200 (+100% Power)

    • Core Knockback :: 1360 (+190% Power) → 1380 (+200% Power)

[h3]Zentaro[/h3]
Zentaro has been on the receiving end of a lot of buffs and then a lot of nerfs. While he is most effective (and annoying) at whittling enemies down, we're giving him some better finishing power for one of his harder to hit abilities.

  • IAI RUSH [SECONDARY]

    • PvP Damage and Knockback :: 160 (+80% Power) → 180 (+90% Power)

    • Core Knockback :: 1300 (+160% Power) → 1340 (+180% Power)


[h3]GEAR AND AWAKENINGS[/h3]
[h3]Big Fish[/h3]
Size isn't everything, but it is a VERY good stat. Like Stagger. In this case, Big Fish will remain big, but it will grant a bit less sturdiness.

  • Stagger :: 300 → 200

[h3]Bulk Up[/h3]
Bulk Up has never been the belle of the ball. We suspect it still won't be the best in slot for most, but it should provide a better offensive contribution when you've accumulated a bunch of stagger.

  • Power per 100 max Stagger :: 1.5 → 1.75

[h3]Reverberation[/h3]
Reverberation, like Bulk Up, grants good defense but doesn't really convert it meaningfully. We're taking a big swing here to make it live up to its promise.

  • Cooldown per 100 max Stagger :: .8 → 1.5

[h3]Sparks[/h3]
Spark of Agility is overperforming largely due to its base stats. We're going to be pulling that back, but give better bonuses to its neighbors in Sparkington City as they are currently lackluster.
[h3]Spark of Agility[/h3]

  • Base Speed :: 2% → 1%

  • Speed per Spark :: 7% → 6%

[h3]Spark of Focus[/h3]

  • Base Cooldown Rate :: 2 → 4

  • Cooldown per Spark :: 10 → 12

[h3]Spark of Power[/h3]

  • Power per Spark :: 20 -> 22

[h3]Spark of Resilience[/h3]

  • Base Stagger :: 50 → 100

[h3]Stacks on Stacks [/h3]
The pancakes have always been a staple of the meta. Lately, though, it's risen to the top of the heap. We're bumping it down to a more reasonable place, so it doesn't stack up so well against the other options.

  • Speed per Stack :: .12% → .10%

  • Max Speed :: 24% → 20%


Omega Strikers - September 7th Micropatch | Update Notes

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Hey there Strikers. We're back for some more micro'ing. In case you missed it, Kazan got some nerfs last Friday (September 1) and Finii got some bugfixes and buffs on our rogue off-schedule micropatch. There were also some immediate bugfixes following the big splash that 3.0 made. (Thankfully X stopped infinitely striking your face into the dirt shortly after).

With all that behind us, though, we have a standard balancing patch and rotation for Awakenings. Melee goalies are getting some taps down.
[h2]STRIKERS[/h2]
[h3]Ai.Mi[/h3]
Ai.MI has absolutely infected the hearts, minds, and computers of players. She's still our most popular Striker and is also winning a large proportion of her games. One culprit is the usefulness of Firewall Sentry, given its relative (to her other abilities) ease of use.

  • FIREWALL SENTRY [SPECIAL]

    • Cooldown :: 30s → 35s

    • PvP Damage and Knockback :: 140 (+70% Power) → 125 (+62.5% Power)

    • Core Knockback :: 819 (+91% Power) → 800 (+80% Power)

[h3]Asher[/h3]
Asher's shield was patched up a bit and is once again a dominant force at high levels of play, so we're slowing down her barrier-ing.

  • BARRIER BEAM [PRIMARY]

    • Cooldown :: 8s → 9s

[h3]Atlas[/h3]
Atlas has been the stoic angel, protecting his teammates a bit too well. We're reducing his save attempts and giving patient opponents some better counterplay.

  • CELESTIAL INTERVENTION [SPECIAL]

    • Cooldown :: 45s → 50s

    • Duration of Guardian :: 3.5s → 3s

[h3]Dubu[/h3]
Dubu (and Atlas) have been running the meta from the net. We're slowing his roll.

  • SOMERASSAULT [SECONDARY]

    • Cooldown :: 18s → 20s

  • ROLLOUT [PRIMARY]

    • PvP Damage and Knockback :: 180 (+90% Power) → 170 (+85% Power)

    • Core Knockback :: 1340 (+180% Power) → 1320 (+170% Power)

[h3]Estelle[/h3]
The consummate professional has been slowly creeping up the winner boards (that a thing?). She is great at putting the Core in the net! We want her to keep that strength, so we're just tuning down her damage a tiny bit.

  • CRYSTAL THORNS [SPECIAL]

    • PvP Damage and Knockback :: 130 (+65% Power) → 120 (+60% Power)

    • Core Knockback :: 1240 (+130% Power) → 1220 (+120% Power)

[h3]Finii[/h3]
Bumping up some of Finii's damage output, following bugfixes to her PRIMARY last micropatch.

  • DOUBLE TAKE [SECONDARY]

    • PvP Damage and Knockback :: 160 (+80% Power) → 180 (+90% Power)

    • Core Knockback :: 1300 (+160% Power) → 1340 (+180% Power)

[h3]Rune[/h3]
Rune has always been one of the trickiest of the Strikers to play. We're removing some emphasis on his damage combos and giving him some range so he can better control the Core.

  • UNSTABLE ANOMALY [PRIMARY]

    • Increase Pillar Range :: 600 → 750

    • Same pillar damage reduction :: 90% → 99%

[h3]Vyce[/h3]
Due to how impactful Vyce was with rocking out initially, we had her SPECIAL at unusually high cooldown. Players have learned better to counter it, so we're pulling back some of the protection. Time to DODGE.

  • SUPER NOVA [SPECIAL]

    • Cooldown :: 45s → 40s


[h3]GEAR AND AWAKENINGS[/h3]
With our micropatch we also bring a new rotation. Sparkington City is back!!! Orbs are out! ...temporarily. Oh, and Glass Cannon is joining them on the sideline. Aside from those, we have a couple small adjustments to some of the other ones.

ROTATED OUT: Orbs (Orb Dancer, Orb Ponderer, Orb Replicator) and Glass Cannon
ROTATED IN: Sparkington City (Spark of Strength, Spark of Agility, Spark of Focus, Spark of Resilience)

[h3]Built Different[/h3]
  • Impact bonus damage :: 10% → 5% (2% on Core → 1% on Core)
[h3]Bulk Up[/h3]
All the Stagger conversion trainings have been left behind again. Bumping up their durability and thus their synergy with each other.
  • Max Stagger :: 300 → 350

[h3]Reverberation[/h3]
  • Max Stagger :: 300 → 350

[h3]Peak Performance[/h3]
  • Max Stagger :: 300 → 350

[h3]Catalyst[/h3]
Catalyst has been the keystone of the Energy Exodia build. While the other Energy awakenings are performing below average, Catalyst has been seeing a lot of success and a lot of focus. We're bringing it down a notch and will reassess the state of the rest of the Energy options afterward.
  • Energy on taking hits :: 6 (2 for LIGHT hits) → 4.5 (1.5 for LIGHT hits)

[h3]Eject Button[/h3]
  • SECONDARY Cooldown :: 25% → 30%

[h3]Heavy Impact[/h3]
  • Cooldown Refund for multi-hits :: 25% → 35%
  • Max CD refund :: 10s → 14s

[h3]Missile Propulsion[/h3]
  • Damage Bonus :: 15% → 20%

[h3]Perfect Form[/h3]
  • Cooldown :: 15% (5% for light hits) (max 1.5/.5s)→ 20% CD reduction (6.66% for light hits) (max 2/.666s)

[h3]Primetime [/h3]
Primetime took a lot of nerfs and is STILL SLIGHTLY too strong. We're bringing it down just a final smidge.
  • Damage Reduction for PRIMARY :: 10% → 15%

[h3]Siphoning Wand[/h3]
Siphoning Wand has been underperforming slightly since its back-to-back nerfs.
  • Drain :: 3.5% → 4%

[h3]Specialized Training[/h3]
  • 55% → 50%

[h3]Super Surge[/h3]
  • Damage Bonus :: 25% → 30%


Omega Strikers - Season 2 Patch Notes | Summer Splash

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WELCOME TO OMEGA STRIKERS 3.0.


Our fattest update yet, this patch features a TON of stuff. A CRAZY new striker, two crazy new maps, a new Striker Pass, new skins, and of course, AN ENTIRE VISUAL NOVEL. RIGHT THERE. IN THE GAME.
With great changes comes great patch notes, so let's jump right into it. There's A LOT.

SYSTEM CHANGES

[h2]VISUAL NOVEL[/h2]
Yeah, you read that correctly. There's an ENTIRE VISUAL NOVEL now in Omega Strikers for Summer Splash.
Head to the beach with Asher, Juno, Estelle, X, Juliette, or Dubu! Progress through the event, hang out with your new friends, get to know them better, and unlock new stuff in game! There's even missions for you to complete, some of which will even grant you fresh new titles and emotes!
[h2]MAPS AND MODES[/h2]
[h3][NEW] Inky's Splash Zone[/h3]

  • We have a brand new map that's incredibly interactive and breaks the boundaries of our previous designs! It's always summer at Inky's Splash Zone, always wild, and everyone is always prone to getting SOAKED. When you take down a barrier on this map, the corner without the barrier turns into a KO zone and gives your team access to a water blaster that'll knock enemies into the deep end.

[h3][NEW] Gates of Obscura[/h3]

  • The Gates of Obscura take us in a different direction than the fun-loving Splash Zone. Here, we'll explore the depths of the void and source of Rune's power. The portals on the map will possibly get you turned-around and upside-down, but once you master them, you can melt the brains of your enemies and dominate the map. There's crazy new angles on this map and things will get even spicier in Overtime, so keep your head on a swivel.

[h3]Maps Rotation[/h3]
Like Awakenings, we'll now rotate maps in and out on occasion to highlight new options and improve the meta.

  • Rotated Out: Ahten City and Demon Dais will have their places taken by the new maps: Inky's Splash Zone and Gates of Obscura.
  • Maps' Chance to Roll: Historically it's been completely equal, but for the first weekend, Inky's Splash Zone will have a higher chance to appear! We'll probably highlight Gates of Obscura down the road as well!

[h2]UI / Systems[/h2]

  • Recast abilities now have a slightly different icon background color when they're reactivatable. Applies to:

    • Ai.Mi's PRIMARY

    • Era's SPECIAL

    • Finii's SPECIAL

    • Rasmus's SECONDARY

    • Vyce's SECONDARY

    • X's STRIKE

[h2]Ranked[/h2]

  • It's (soft) reset time! Congratulations on your climb for this season. We hope you climbed to where you wanted and didn't tilt into oblivion. Let's see what new heights you can soar to in Season 2!

    • Almost everyone will end up in silver or below, with the highest ranks (challenger and above) resetting to gold or platinum.

[h2]Skins/Content[/h2]
Yeah there's A LOT OF NEW SKINS. Some in the shop, some in the Striker Pass!

  • Summer Splash

    • Asher

    • Juno

    • Estelle

    • X

    • Dubu

    • Juliette

  • Spirit Warden Zentaro

    • Blackheart Spirit Warden Zentaro

    • Ghostwood Spirit Warden Zentaro

  • Red Rose Estelle

  • Cat Butler Kai


[h2]Striker Pass[/h2]

  • There's a new Striker Pass in the shop, full of tons of new goodies!
    • Grindable XP has been reduced by about 25% compared to the Season 1 pass

[h2]STRIKERS[/h2]
[h3]ALL STRIKERS[/h3]
We've seen some higher lethality overall during the early stages of matches than we'd like. We're giving strikers a bit more breathing room before the brawl becomes overwhelming.

  • Base Stagger :: 1125 → 1200

[h3][NEW] Kazan[/h3]
Say hello to our little frenzied enforcer. Kazan is... crazy, but he's got a soft side for family. Much like his personality, he has a wild and unique playstyle where he utilizes his umbrella in a variety of different ways - swapping forms, leaping about the map, and comboing his abilities together to be our most mechanically challenging Striker to date. He's here to lend Clarion Corp a little extra muscle in exchange for their help curing his big Sis.

  • PRESS THE POINT (STRIKE)

    • Knock the Core with a LIGHT hit that has greater force generated by the point of the umbrella.

  • THE SLIP [SECONDARY]

    • Dash a short distance, passing by all targets.

  • CARRIED AWAY [POPPED SECONDARY]

    • Float up in the air, becoming Elusive. Elusive targets are invulnerable and untargetable.

  • CROOKED LEVERAGE [PRIMARY]

    • Hook all enemies in a line towards you.

  • TOP SPIN [POPPED PRIMARY]

    • LIGHTLY hit all enemies in a line, pushing them towards the top of the umbrella. The umbrella will then spin rapidly, dealing multiple LIGHT hits leading up to a final, more powerful flourish..

  • POP/RETRACT [SPECIAL]

    • Pop open or Retract the umbrella, unlocking a different set of abilities per form.
      Maddening Descent: While floating from Carried Away, reactivate to dive downwards and slam all nearby enemies.
      Pop-Up: During The Slip, popping the umbrella will hit all nearby enemies and stop the dash.

[h3]Finii [/h3]
Finii is not really winiing so we're reducing her Special cooldown. While we expect this to be an overall buff, we do have bugfixes that will also make the BIG FINISH slightly more fair for opponents to play around.

  • BIG FINISH [SPECIAL]

    • Cooldown :: 35s → 30s

    • The Core now can escape Big Finish noticeably easier especially when Energy Burst is used

    • [BUGFIX] No longer slows or vacuums enemies who are EVASIVE

    • [BUGFIX] Finii ultimate no longer incorrectly holds on to the core when being hit with Energy Burst

    • [BUGFIX] Implemented a likely fix to a rare bug where Finii ultimate would crash custom games.

      • If this still occurs, please let us know.

[h3]Juno[/h3]
We're giving Juno more control over Blobbos, especially for chained hits. The commands to Blobbos have to be made within a tighter window, but Blobbos will also hold the Core for a tad longer while waiting for Juno's command.

  • STRIKE WITH FRIENDS (STRIKE PASSIVE)

    • Blobbos hold time :: .15s → .25s

    • Blobbos speed (as a % of Juno's) :: 90% → 100%

    • Strike override (Juno's command to direct Blobbo's) linger duration :: .75s → .25s

    • [NEW] :: Juno's Strike cooldown refreshes when a Blobbo uses Juno's strike override direction

  • BLOB BOUNCE [SECONDARY]

    • [BUGFIX] Juno can now consistently strike the Core underneath her while she's jumping

[h3]Luna[/h3]
Her inventiveness has her more prepared than the average Striker to explore new maps!

  • B.O.O.S.T. [SECONDARY]

    • [NEW] Now extends duration when teleporting (relevant for Gates of Obscura)

[h3]Asher[/h3]
Trying to fix more bugs on one of our more... bug prone Strikers.

  • [BUGFIX] Can now cast primary during her secondary without the ability cancelling

  • [BUGFIX] Primary shield has had some bug fixes to prevent the core from going through it. Again.


[h3]GEAR AND AWAKENINGS[/h3]
[h3]Hotshot[/h3]
Even with recent buffs, Hotshot is still more like warmshot. We're touching it up to really push the pace.

  • Core Hit amplifier :: 12% → 15%

  • [BUGFIX] Description updated to include the maximum refund amount

[h3]Momentum Boots[/h3]
Momentum Boots have been dominating the goalie gear slot for a while. By taking the Speed down a notch, they'll grant less coverage of the goal arc.

  • Movement Speed per Stack :: 1.75% → 1.5%

  • Max Movement Speed over 10 seconds :: 22.5% → 20%

[h3]Primetime[/h3]
The time has been prime for too long. We're taking serious swings because it was simply the best for too many characters.

  • Hit Amp :: 5% → 0%

  • Hit Reduction :: 0% → 10% (2% for Core)

  • Standard recast time between charges :: .5s → 1.5s

    • Drek'Ar's recast timing is unchanged

[h3]Strike Shot[/h3]
Accidentally got shortened in 2.3, we're finally bringing it back to its previous glory.

  • [BUGFIX] No longer unintentionally shorter. Missile speed corrected as well.

[h3]Pummelers[/h3]

  • [BUGFIX] Speed buff is no longer lost when another haste effect is applied

[h3]Monumentalist [/h3]

  • [BUGFIX] Now correctly increases damage and knockback for:

    • Ai.Mi special

    • Finii Special

    • Asher Special

[h3]Orbs[/h3]

  • A new set of Orb trainings can be found in Quickplay!
BUG FIXES

  • Ai.Mi Secondary no longer locks her out from using eject button slightly longer than intended

  • Dubu Special no longer sends the Core flying at mach 5 (it'll still go fast, but won't break the Core speed cap)

  • Rasmus's and Drek'ar's SECONDARIES are now appropriately tagged as BUFFS (previously just HASTES).

  • Heavy Impact should now work when an ability hits two friendly units

  • Tactical callouts probably work correctly now all the time. (Probably. We did some stuff and can't reproduce the bug any longer, but it may still occur. Let us know if it does.)

  • Fixed a bug that caused some players to experience some issues when entering overtime when playing in non-english languages

  • Emotes and tactical callouts should no longer get stuck above player's heads for the whole game.

  • Added missing tags on the following abilities: (gameplay unchanged)

    • Added Melee Tag to Zentaro Special

    • Added Buff tag to Rasmus Secondary

    • Added buff tag to Drek'ar Secondary

  • Can now activate Night Market speed gates while elusive.

  • Fixed a bug causing Rasmus to lose Twin Drive benefits if his secondary was recast at the last second.

  • Kai Special now properly explodes when hitting targets at close range.

  • Fixed a rare bug that caused Juno to become stuck in her secondary.

  • Fixed a bug that caused some players to report extremely incorrect latency values, which resulted in poor server placement

  • Made some additional stability improvements to Dubu special to prevent the core from passing through it.
  • Deadeye now correctly applies to all Secondary abilities

Omega Strikers - August 17th Micropatch | Update Notes

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Hey gang, it's your friends here at Odyssey Interactive with another micropatch for you all! As the name suggests, this patch is indeed micro! We've got some summery things in the mix on the way, so stay tuned for that!! For now. though, read these patch notes. It's required by law.

[h2]STRIKERS[/h2]
[h3]Dubu[/h3]
The boy is still dominating the net with no regard for human, or opposing giant hamster thing, life.

  • ROLLOUT [PRIMARY]

    • Cooldown :: 8s → 9s

[h3]Era[/h3]
We created a new stagger grouping in the last micropatch for Kai, Juno, and Finii. Era should fit in this grouping better than the heavy weights she was previously with.

  • Stagger Growth over levels :: 500 → 425

[h3]Juno[/h3]
Juno doesn't excel at dishing out damage but she should excel at avoiding it. Giving her some more opportunities to be elusive.

  • BLOB BOUNCE [SECONDARY]

    • Cooldown :: 10s → 9s


[h3]GEAR AND AWAKENINGS[/h3]
[h3]One-Two Punch[/h3]
One-Two Punch has notable high moments (like Juliette looking at you sideways) but despite some of its best users being great in the meta, it wasn't performing great on a whole. We're boosting its brawlin' effect a tiny bit but amping up its Core Hit a bigger bit so it can be used for goals or powerful passes too!

  • Hit amplifier for second hit within 2.5s :: 25% → 30%

  • Core Hit amplifier :: 5% → 15%

[h3]Rapid Fire[/h3]
Rapid Fire used to be a go-to pickup. Ole reliable. Nowadays, it's bland, overshadowed, and weaker than other options. We're bumping up the rapidity of the fire so it will get rapidly selected in drafts.

  • PRIMARY cooldown reduction :: 33% → 40%

[h3]Stacks on Stacks[/h3]
The pancakes withstood the previous nerf and remained one of the best pickups in the game. We're toning down the reward for stacking up once again.

  • Speed per Stack :: .15% → .12% (30% Speed at Max Stacks → 24%)

[h3]Twin Drive[/h3]
Charges are real powerful! We're reducing the extra sweetness of Twin Drive to make up for it. Primetime is in our sights, but it needs more extreme work. That'll be in the coming larger patch.

  • SECONDARY cooldown reduction :: 10% → 5%

Omega Strikers - August 3rd Micropatch | Update Notes

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We're here again with a buff and surprise filled micropatch, guaranteed fun for kids of all MMRs! While we love buffs as much as the next person, some evasive characters didn't escape our grasp this time around as they've been too stronk in the upper echelons of play and DESERVE the nerf bat. That being said, we hope you all have fun out there and stay tuned for some big changes on the horizon! (New season soon?? Pausechamp?)

[h2]STRIKERS[/h2]
[h3]Finii[/h3]
She's still more trick(y to play) than magic. We're giving her a few more attempts at sleight of hand and a sturdier frame to boot so she can stay on stage.

  • MISDIRECTION [PRIMARY]

    • Cooldown :: 8s → 7s

  • Stagger Gain Over Levels :: 375 → 425

[h3]Juno[/h3]
When it comes to brawling and lethality, it's no surprise that Juno can't hang. Though, with a little help, she might be able to take it, SURVIVE, and let the Blobbos do their work.

  • Stagger Gain Over Levels :: 375 → 425

[h3]Kai[/h3]
Kai used to set the pace for goalies and forwards. These days, picking Kai forward might send you a bit backward. We're giving him some buffs that will hopefully make him blaze along more freely in the midfield.

  • BLAZING PACE [SECONDARY]

    • HASTE Duration :: 3s → 4s

  • Stagger Gain Over Levels :: 375 → 425

[h3]Vyce[/h3]
Vyce has toed the line of nerfs since her release. She's been a staple of brawling based teams and is finally getting some of her most consistent damage tuned down to a lower chord. Where does that leave her on the tier list now? B flat? Sorry. Bad joke.

  • POWER CHORD [PRIMARY]

    • PvP Knockback and Damage :: 185 (+92.5% Power) → 170 (+85% Power)

    • Core Knockback :: 1350 (+185% Power) → 1320 (+170% Power)

    • Chaining LIGHT Hits PvP Knockback and Damage :: 120 (+60% Power) → 110 (+55% Power)

    • Chaining LIGHT Hits Core Knockback :: 878 (+120% Power) → 858 (+110% Power)

[h3]Zentaro[/h3]
Zentaro is the most banned Striker in the high elos, in part due to his blade just being literally everywhere. We're slowing down his tirade by increasing his cooldowns. He might miss a stuffing opportunity or two now.

  • SLASHING STRIKE (STRIKE PASSIVE)

    • Number of hits required :: 10 → 12

      • (This won't show up in-game but it's there. Source: just trust me bro)

  • ONI'S BLADE [SPECIAL]

    • Cooldown :: 35 → 40


[h2]GEAR / AWAKENINGS[/h2]
As a general approach, we're buffing options that are more defensive or rooted in utility and nerfing those that contribute to damage. We also eyed some outliers that were clearly out of whack!
[h3]Big Fish[/h3]
Size is a really strong stat! Both Big Fish and Built Different continue to overperform, so we're pulling back specifically their size buffs (but leaving other bonuses in the game alone).

  • Size Gain :: 35% → 30%

[h3]Built Different[/h3]
Size is a really strong stat! Both Big Fish and Built Different continue to overperform, so we're pulling back specifically their size buffs (but leaving other bonuses in the game alone). (I just copied and pasted this from above lol)

  • Size Gain :: 35% → 30%

[h3]Catalyst [/h3]
Catalyst is underperforming a little bit on average, but it does have pop-off moments for multi-hitters which didn't feel all that appropriate. So we're giving it a bit of a... burf? The offensive pop-off moments should be less egregious, but it should be much better when you're actually tanking hits. Like a LOT BETTER. Maybe even twice as good? Quick maths.

  • Additional Energy Gained on Hit :: 50% → 20%

    • Energy gained on taking Hit:: 3 (1 for LIGHT hits) → 6 (2 FOR LIGHT hits)

[h3]Egoist[/h3]
Alright, we get it you egomaniacs. When you take Egoist, you want the ball and you're gonna score. This should help.

  • Energy Refund for Evade :: 5 → 10

  • Energy Refund for Burst :: 15 → 20

[h3]Hotshot[/h3]
As the preeminent Core Control option, it's not surprising to see Hotshot struggling when brawling is on the table. Hopefully this will be a small shift in the larger swing of tides.

  • Cooldown Refund :: 30% → 35%

[h3]Perfect Form [/h3]
Perfect Form performed pretty poorly even for its prime people. It should be a more-perfect form after this.

  • Hits reduce other ability cooldowns by :: 12% (4% for LIGHT hits) → 15% (5% for LIGHT hits)

[h3]Powerhouse Pauldrons [/h3]
Giving another buff to this Gear for goalies to deal with brawlers up in their business.

  • Damage Reduction :: 15% → 20%

[h3]Prize Fighter[/h3]
While Prize Fighter isn't the most popular of pick-ups, it can be very dominant when it's taken, so we're knocking it down a peg.

  • Power Per Stack :: 25 → 20

[h3]Extra Special[/h3]
The happy star is now a slightly more emotionally neutral star.

  • Cooldown reduction :: 40% → 30%