Omega Strikers - Season 6 Update | May 15th Patch Notes
HELLO GAMERS
It is now Season 6 so we got a bit of a shakeup to things in the patch notes today.
Along with some pretty big changes aimed at mixing up the meta, we also got a sick new skin for the gamers who reach gold, some new battlepass levels, some new missions with new emotes, and the winners of the community emote contest!! So even MORE emotes!!!!
Today’s balance changes were also brought in part of my randomly selected micropatch volunteer squad: lyarri, Cardsmith, and Wallaby Gangsta. Shouts out to them.
Alright, let us begin!!
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SEASON RESET
NEW SEASON! We’re now in Season 6! Crazy how it be like that. It feels like only yesterday it was season 0 and Rune was new. Speaking of new - we got new missions, a new skin, new emotes, all that jazz. I’m a big fan of the Finii skin tbh.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.)
- If you hit challenger and didn’t get this, make a ticket.
- Top "x" titles
- ex: Top 5, Top 10, Top 25, etc
- Finii Recolor
- “Dark Circus Finii”
- For anyone who reaches Gold!
- An emote for reaching Platinum
- An emote for playing a bunch of games
- 25 Ranked Games to be exact
- New Battlepass Levels
- Also please note that after a certain Battlepass level, you can no longer purchase additional levels with Ody points.
EMOTE CONTEST
I recently held an emote contest and received hundereds of submissions! There were SO MANY good submissions!!! There were also tons of dumb ones……. looking at you who just submitted a 512x512 PNG of my own face. Since there were so many good ones, I had trouble just picking two. SO my compatriot that helps me run @PlayOmega_JP and I picked FIVE winners! (Which I also had trouble picking…)They are:- Shocked Dubu by エグゾテックOTP
- Homerun Mako by zelfeani
- Heh Finii by SpaceZino5
- Smug Juno by WhyOwhat
- Finii Wheeze by Grey Edge
Yeah I picked 2 Finii so what shut up
I’ll be giving out codes to the creators so they can use them and give them out to their friends first, but the emotes will be made availiable by redemption code shortly.
Unfortunately, due to a bug, they won’t be displayed on consoles. If someone on console uses it or sees it, it will just display the default thumbs up. Sorry about that, but we are looking into it!
MAP ROTATION
I’ve been doing weekly map rotations (Monday map madness) and posting them in the Discord. Because of that, no map rotations in patch notes this time. STRIKERS
We made a big pass at a lot of Strikers. Some big changes and even a couple “fundamental” shifts for some Strikers in particular. There are a couple big swings at stuff here so I’ll be monitoring it closely and will swiftly make some adjustments if something becomes too insane one way or the other.[h3]Asher[/h3]Asher has been a staple of competitive play for eons. She holds it down, drags you out of the arena like a crying baby, checkmates like no other, and her secondary even files your taxes. This should tone down more unhealthy aspects of her kit and cement her identity as a lockdown beast.
- Base Stats
- Power :: 115 → 110
- Barrier Beam [PRIMARY]
- Self slow :: 30% → 60%
- Breakthrough [SECONDARY]
- Knockback Reduction :: 30% → 0%
- Buff Duration :: 5s → 2.5s
- Cooldown: 14.5s → 13.5s
- Astral Projection [PRIMARY]
- Lifetime :: .7 → .6 (Effective range :: 480 → 420)
- Molten Bolt [SPECIAL]
- Cooldown :: 35s → 30s
- Damage per tick :: 20 → 17
- Power ratio per tick :: 10% → 8.5%
- Bewitching Beam [PRIMARY]
- Pre-cast lockout time :: 0.4 → 0.2s
- Rose Warp [SECONDARY]
- Damage and Knockback :: 140 → 120
- Triple Take [SECONDARY]
- Cooldown :: 10s → 11s
- Flame Flurry [SPECIAL]
- Cooldown :: 35s → 30s
- Friend Fling [PRIMARY]
- Cooldown :: 7s → 7.5s
- Carried Away [OPEN SECONDARY]
- Cooldown :: 16s → 15s
- W.H.A.M.M.Y. [PRIMARY]
- PVP Knockback :: 220 → 200
- B.O.O.S.T.
- PVP Knockback :: 200 → 165
- Drum and Base [SECONDARY]
- Cooldown :: 18s → 21s
- Self Slow :: 52.5% → 70%
- Max hold duration :: 4s → 3.5s
- Sentry Drone [PRIMARY]
- Precast channel time :: 0s → 0.2s
- Proximity Drone [SECONDARY]
- Haste :: 50% → 30%
- Sonic Boom [PRIMARY]
- Cooldown :: 7.5s → 10s
- Pendulum Swing [PRIMARY]
- Damage / Knockback :: 185 → 165
- Whiplash [SECONDARY]
- Damage / Knockback :: 160 → 120
- Death Touch [SPECIAL]
- Projectile to Creation change time ratio :: .085 → 0.95
- Deceleration per second :: 4.5 → 4.75
- (This means it will become a creation a little bit later after being thrown compared to before)
- Banish [SPECIAL]
- Cooldown :: 34s → 40s
- Thunderstruck [SECONDARY]
- Cooldown :: 13s → 11.5s
- Super Nova [SPECIAL]
- Knockback / Damage 160 → 155
- Base Stats
- Power :: 120 → 115
- Bull Rush [SECONDARY]
- Power scaling :: 95% → 85%
AWAKENINGS
Our goal to shake up the meta remains true here, but we also had a sub-quest. Down with the almighty Cooldown Reduction! Like speed a few patches ago, cooldown reduction has remained a domineering stat and can feel extremely oppressive to play against. HOWEVER, I also recognize that spamming your skills all the time is simply FUN AS HELL. The power fantasy of “lots of buttons” shouldn’t disappear but players should have to be just a little bit more mindful about using a skill.- Rotated out:
- Spark of Resilience
- Stagger Swagger
- Reverberation
- Rapid Fire
- Siege Machine
- Rotated in:
- Spark of Leadership [Nerfed]
- Reptile Remedy [Nerfed]
- Bulk Up
- Team Player [Nerfed]
- Hotshot [Nerfed]
- Gain 27.5% → 22.5% Size and 175 max Stagger.
- Hit 32.5% → 25% harder (6.5% to Core) against enemies at 525+ range.
- DASH range, BLINK range, and HASTE effects increased 70%. Your IMPACT abilities hit 13% → 15% harder (3.25% on Core).
- Gain 15% → 12.5% Speed for 1.25s whenever you hit something or get hit. Refresh your SECONDARY ability whenever you stagger an enemy or become staggered.
- IMPACT abilities hit 20% → 15% harder (4% on Core). Whenever you hit 2 or more targets with a single ability, its cooldown is reduced by 30% → 22.5% (up to 3s → 2.25s).
- Striker abilities hit the Core 13% → 10% harder and refund 32.5% → 25% of the ability's cooldown (once per cast, max 3.25s → 2.5s)
- Gain 12.5% → 15% Size and 0.60 Power per 1% bonus Size.
- Hit 23% harder (12% to Core) against targets you've hit within 2s → 1.5s.
- Gain 400 Stagger and heal 5% → 4% missing Stagger per second for 4 seconds whenever you strike the core.
- Gain 4 → 5 Cooldown Rate, plus 12 → 9 per SPARK you have.
- SPARK - Your Allies gain 30% -> 25% of your SPARK effects. Gain 4 → 6 Cooldown Rate, 120 → 130 Stagger, 6 → 8 Power, and 1% → 2% Speed.
- SPECIAL hits 40% → 35% harder (8% to Core) and heals 40% → 35% more.
- Hits grant 5 → 4 stacks of Speed (0.07% per stack, 10.5% Speed at Max Stacks, 2 stacks for LIGHT hits). At 150 stacks, double the Speed per stack (21% Speed). Stacks reset when K.O.'d and between sets.
- Normal hits deal bonus damage equal to 9% → 11% (Light hits 3%) of enemies' max Stagger over 4s → 3.5s.
- Strikes hit the core 20% → 15% harder when aiming towards an ally. If that Ally strikes the core within 1.5 second(s) they will hit the core 22.5% → 12.5% harder, if they strike towards an Ally they can transfer this buff.
- CREATIONS gain 70% → 60% duration and 35% size.
GEAR
[h3]Magnetized Soles[/h3]Mag Soles is still pretty good in every situation. Some slight tuning should get it closer to evening out the power level with Slicks.- Crossing Midfield grants 21% → 20% Speed for 1.25s.
- Gain 5% Speed plus up to 10% → 15% over 8s → 12s (1.25% Movement Speed per Stack). Getting hit resets the added effect.