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Omega Strikers - September 4th Micropatch | Update Notes

Hello GAMERS!!!!!!!!!!!!!!!!!!!!
We're approaching Season 7(!) of Omega Strikers, which means it's time to attempt some shakeups to the video game.

We've got some reworked awakenings (familiar faces you haven't seen in a while~) and some of your regular ole' balance changes.

This patch is a little earlier than the season reset itself because there is a LAN tournament around the time of the season reset and if I changed the balance 2 days before the tournament I think I might get attacked irl.

Last but not least, thanks to my patch gang that helped me with this one: AlphaMii, Megaverse, Tanky McTanky, TempoMelon, and weston.

Okay let us begin

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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.

STRIKERS
As far as Striker changes go, nothing insane here. The overall theme of the patch is essentially trying to balance out speed/damage/core control. It's become sort of search for that sweet spot where damage isn't taking over speed or speed isn't obviously outshining damage.

[h3]Ai.Mi[/h3]
This cat has been quite powerful in all tiers of play, has a good "dash punch" and always allows for flashy plays that are tough to counter.

  • Cyber Swipe [SECONDARY]

    • Cooldown :: 13s → 15s

[h3]Asher[/h3]
Asher is in a pretty solid place but I still think the "feel" of her gameplay can be improved a touch.

  • Breakthrough [SECONDARY]

    • Pre-channel cast time .125s → .075s

  • Pathsplitter [SPECIAL]

    • Cooldown: 40s → 35s

[h3]Atlas[/h3]
He's been a little weak, not so much so, but hitting his primary to be a little faster - and therefore longer range - should help him a touch.

  • Astral Projection [PRIMARY]

    • Speed 2000 → 2286

[h3]Drek'ar[/h3]
Ok I'm putting back his secondary KB stuff but making it hurt less.

  • Xeno Cloak [Secondary]

    • Core Knockback :: 9.7% → 15%

    • Damage 30% → 20%

[h3]Dubu[/h3]
Dubu has been just a little strong in some places, making his slam not deal so much damage should help that.

  • Somerassault [Secondary]

    • Damage 230 → 200

      • Knockback unchanged

[h3]Era[/h3]
Era still remains like far and away the strongest character. Like by a lot.

  • Base Stats

    • Stagger :: 1300 → 1200 (Tier 3 → Tier 4)

    • Stagger growth :: +425 → +325 (Tier 2 → Tier 4)

  • Bewitching Beam [PRIMARY]

    • Enemy Speed Debuff :: 25%→ 20%

[h3]Finii[/h3]
A little experimental change to the tenacious trickster's Triple Take to make it a little quicker. The cooldown begins after the skill ends, so making a CD change to account for that as well (and its new power).

  • Triple Take [SECONDARY]

    • Time between pulses :: 0.4s → 0.3s

    • Cooldown :: 11s → 12s

[h3]Juliette[/h3]
Jules could use a little tap to her relatively short CD special to bring her in line.

  • Flame Flurry [SPECIAL]

    • Cooldown :: 30s → 35s

[h3]Kai[/h3]
A fairly straightforward character, Kai doesn't have a ton of room to adjust things. Giving him a little buff to his primary range to help him feel a little better.

  • Barrage [PRIMARY]

    • Range :: 650 → 780

    • Lifetime :: .375 → .450

      • Lifetime change is needed otherwise the projectiles disappear before reaching intended range

[h3]Kazan[/h3]
Kazan is pretty oppressive in many places, making a small adjustment to his form change so that players have to think just a little more when they want to switch.

  • Pop-Up / Retract [SPECIAL]

    • Cooldown :: 1s → 1.5s

[h3]Luna[/h3]
Equipped with what I assume are nuclear bombs, Luna has always been capable of pumping tons of damage and launching people and cores all over the place.

  • B.O.O.S.T. [SECONDARY]

    • Core Knockback :: 1380 + 200% → 1300 + 200%

  • W.H.A.M.M.Y. [PRIMARY]

    • Damage/Knockback :: 220 → 200

[h3]Rasmus[/h3]
Razzy is pretty good in all facets and is kind of a jack-of-all-trades. This should tone him down just a tiny bit to bring him in line.

  • Whiplash [SECONDARY]

    • Duration :: 2.5s → 2.25s

    • Time until recast enabled :: 0.5s → 0.4s

[h3]Rune[/h3]
Little "feeling improvement" buff to Rune to make him TP around a little quicker and pull off some flashy plays.

  • Shadow Swap [SECONDARY]

    • Projectile Speed :: 3450 → 4000

      • Rune IS the projectile

[h3]Vyce[/h3]
Probably the game's leading damage dealer, Vyce could use just a lil' reduction in that front.

  • Power Chord [PRIMARY]

    • Damage / Knockback :: 180 → 160

  • Super Nova [SPECIAL]

    • Cooldown :: 35s → 40s

[h3]Zentaro[/h3]
Go ahead, post the ult change screenshot. I dare you.

  • Slice and Dice [PRIMARY]

    • Cooldown :: 7.5s → 9s

  • Oni's Blade [SPECIAL]

    • Cooldown :: 35s → 36s


SYSTEMS
Little change to Core Flip damage. It was doing a lot of damage and it was kinda wack to just die from a million damage flip. Knockback is unchanged because if you die from flip from being too close to a wall, that's your problem.

[h3]Core Flip (aka Energy Burst)[/h3]

  • Base Damage :: 200 → 150

    • Knockback Unchanged
AWAKENINGS
Alright here comes the fun stuff. New rotation with some old friends. The old friends just aren't really how you remember them. I'll be keeping a close watch on how the new awakenings perform in games so if anything becomes crazy and insane or is hot garbage, I can adjust accordingly quickly after.


  • Rotated out:

    • Prize Fighter

    • Recovery Drone

    • Orb Replicator

    • Team Player

    • Fight or Flight

    • Stacks on Stacks

  • Rotated in:

    • Knife's Edge [NERFED]

    • Big Fish [BUFFED]

    • Orb Dancer [NERFED]

    • Quick Strike [REWORKED]

    • Stagger Swagger [REWORKED]

    • Unstoppable [REWORKED]

[h3]Big Fish[/h3]
BF moves more in line with the other stagger awakenings.

  • Gain 22.5% Size and 175 → 200 max Stagger.

[h3]Built Different[/h3]
Giving Built Different a little love to those who are nailing the impacts.

  • Gain 22.5% → 20% Size. Your IMPACT abilities hit 5% → 7% harder (1% on Core).

[h3]Dead Eye[/h3]
Moving Dead Eye to being more of a reward for long range characters.

  • Hit 25% harder (6.5% to Core) against enemies at 525+ → 600+ range.

[h3]Knife's Edge[/h3]
One of the awakenings I frequently hear yapped about. This should move it down a bit. Did you know there can be a modifier on the Knife's Edge effect in your own goal arc?

  • Gain 30 Power and 30% Speed whenever you're within 400 → 250 range of the Arena's edge.

[h3]Missile Propulsion[/h3]
Missile Prop is kind of a "do everything a little too well" type awakening.

  • PROJECTILES gain 70% travel or cast range and hit 22.5% → 17.5% harder (4.5% to Core).

[h3]Orb Dancer[/h3]
My vision of Orb Dancer is that it grants a big burst of speed when you pick up an orb allowing you to reposition better rather than just giving you a bunch of speed for like an hour (it used to be as long as a Kai secondary and it was FASTER!)

  • Power Orbs increase Speed by 30% for 4.5s. → 2s After collecting 5 without being KOed, this effect is increased to 55% → 60%.

[h3]Quick Strike[/h3]
Rework alert. Quick Strike has been gone for a while because it was just like insane and good and insane. This should make it still good but has an interesting trade-off that you gotta think about.

  • Strike cooldown reduced by 20% → 15%. Strike hits grant 1 → -1 additional Energy.

    • So base strike does not grant energy at all. Abilities still do. X's SPECIAL still does.

[h3]Stagger Swagger[/h3]
Rework alert. Stagger Swagger is actually losing the Stagger part of its name. I think we should just pretend it is called "Swagger" now.

  • Gain 5% → 6% Speed. While below 50% → 40% Stagger, this effect increases to 15% → 30% and you heal 150 → 0 Stagger per second, including while in the Staggered state.

    • The tooltip for this may be incorrect, saying it will be triggered under 60%.

      • I'm working on fixing this but I can't update tooltips in a micropatch.

[h3]Twin Drive[/h3]
That's a 5% increase.

  • SECONDARY gains +1 charge and has 2% → 2.1% decreased cooldown.

[h3]Unstoppable[/h3]
Rework alert. Making unstoppable more stoppable but more of an anti-damage tool.

  • Gain a shield that protects you from 100% of the damage and 100% → 30% knockback from the first hit you take. This shield recharges at the start of each round and after 6.5s of not getting hit.

    • Shield lingers for 0.1s → 0.75s (Not mentioned in tooltip)

      • Cooldown begins after linger time ends.
GEAR

[h3]Eject Button[/h3]
Little experimental change. Adjusting a hidden modifier to make JUST the HASTE effectiveness improved.

  • Gain 50% DASH range, BLINK range, and 50% → 55% HASTE effectiveness, and 15% reduced SECONDARY cooldown. After casting your SECONDARY, recast it within 3.25s → 3s to BLINK back to the cast position

    • HASTE change will be unnoted in tooltip.