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Omega Strikers - January 13th Patch and Season Reset | Update Notes

Happy New Year Gaming Gamers!

So. Last patch we made a pretty big amount of changes.
Honestly, they all landed pretty well.
There were a couple things that were underperforming or overperforming, so this is a smaller patch to hit those things.
Also, those new awakenings got some NEW ICONS from a community contest, so you'll be seeing those in game too. (Though only on PC for the time being. Consoles will have some placeholders.)
And last but not least, we're also rolling over the season.
That doesn't mean a ton, but there will be some resets to rank, titles handled out, etc.

As for the awakening contest, we had a TON of incredible submissions. I personally spent a couple hours swapping them into builds so I can see how they looked in game.
Shouts out to all the people who submitted and the three winners:
  • AkiBesuto
  • kiwwsplash
  • MrFlambo


I received such great art, I encourage everyone to share their submissions in the Discord, they were so good.
Who knows, I might even find some more awakenings lying around in the code we can make art for!

Okey let's get started.

[hr][/hr]


SEASON RESET
Just a rank reset, you know how it is.

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
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. They will go out with ladder resets.
As always, you can track your progress and match history at our official site at stats.omegastrikers.gg

STRIKERS

[h3]Drek'ar[/h3]
Drek is simply kinda killing it all over the place right now so we're toning him down a bit.

  • Xeno Cloak [SECONDARY]

    • Haste :: 42.5% → 40%

    • Cooldown :: 11s → 12s

[h3]Juno[/h3]
Your favorite blob is currently suffering in the winning department.

  • Strike With Friends [PASSIVE]

    • Blobbo duration: 2.5s → 2.75s

  • Friend Fling [PRIMARY]

    • Damage power scaling: 90% → 100%

    • Player knockback power scaling: 90% → 100%

[h3]Kazan[/h3]
Making Kazan's interactions feel more fluid, but due to the increased options he now has, we don't want those interactions to happen all the dang time.

  • Crooked Leverage [CLOSED PRIMARY]

    • Cooldown :: 10s → 10.5s

  • The Slip [CLOSED SECONDARY]

    • Cooldown :: 11s → 12s

  • Carried Away [OPEN SECONDARY]

    • Cooldown :: 15s → 16s

  • Pop / Retract [SPECIAL]

    • Cooldown :: 1.5s → 1s

[h3]Nao[/h3]
Now that she can't scale to provide as much crazy team speed, she doesn't really need to have glass bones and paper skin. She'll still be quite fragile, but perhaps her bones are now plexiglass or something.

  • Base Stats

    • Stagger scaling :: 125 → 200

[h3]Octavia[/h3]
Following the Octy changes, she doesn't need to be quite as fragile. Similar to Nao. She still has the lowest stagger scaling tier, so she's still going to be squishy tho.
Base Stats

  • Base stagger :: 1100 → 1150

[h3]Rasmus[/h3]
In lower tiers of play, Rasmus Clarion Corp is quite popular and strong. He retains that strength pretty well in upper tiers, but like highest tiers see him suffer a lot. This partial revert should make him a more competitive pick at the highest level.

  • Pendulum Swing [PRIMARY]

    • Player damage :: 165 → 175

    • Damage power scaling :: 92.5% → 87.5%

    • Player knockback :: 165 → 175

    • Player knockback power scaling :: 92.5% → 87.5%

[h3]Rune[/h3]
This man is currently terrorizing queues, probably the biggest benefactor of the changes last patch. This should bring him closer to the rest of the cast.

  • Base Stats

    • Speed :: 460 → 455

  • Unstable Anomaly [PRIMARY]

    • Unformed damage :: 168.3 → 150

    • Unformed player knockback :: 233.75 → 200

    • Unformed damage power scaling : 93.75% → 75%

    • Unformed player knockback power scaling :: 125% → 100%

  • Banish [SPECIAL]

    • Startup : 0.4s → 0.425s:

[h3]Vyce[/h3]
Vyce is doing pretty well and I'd like to avoid the double-up buff of this with Eject Button buff.

  • Thunderstruck [SECONDARY]

    • Cooldown :: 11.5s → 13s

[h3]X[/h3]
X is one of those overperformers we mentioned in the intro. We're aiming to tone him down a tad and make his ult less massive compared to literally everything else in the game.

  • X Maximus! [SPECIAL]

    • Base size :: 315 → 290

    • Bonus size :: 37.5% → 40%
Awakenings

[h3]Aerials[/h3]
Equalizing it with surge and explosive entrance so dashers don't see Aerials as strictly better pick compared to Surge/Explosive.

  • DASH range, BLINK range, and HASTE effects increased 45% → 35%. PROJECTILES gain 55% travel or cast range.

[h3]Berserker[/h3]
One of the new awakenings, came in a little bit weaker. Should be more consistently useful and stronger, without requiring you to be staggered to have numbers that feel impactful.
  • New Image, submitted by kiwwsplash

  • Gain up to 30 → 50 Power and 15 → 25 Cooldown Rate based on how much Stagger you are missing. While Staggered gain 1.5 → 1 times the max amount.

[h3]Chronoboost[/h3]
Not in rotation but matching with Aerials.

  • DASH range, BLINK range, and HASTE effects increased 40% → 35%. Ability BUFFS and DEBUFFS last 22.5% longer.

[h3]Inner Focus[/h3]
Slight buff to its stacking speed from heavy hits, making it easier to stack. It probably won't have a counter in the UI for a while unfortunately, sorry about that. If you enable the detailed scoreboard in your settings and your CDR stat is 10+, you're nearly full.
  • New image, submitted by MrFlambo

  • Hits grant 3 → 4 stacks of Cooldown Rate (0.13 per stack, 1 stack for LIGHT hits). At 100 stacks, double the Cooldown Rate per stack. Stacks reset when K.O.'d and between sets.

[h3]Omega Infused Accelerator[/h3]
New Image
  • New Image, submitted by AkiBesuto

[h3]Orb Dancer[/h3]
Being the sole orb awakening, it needs a little love.

  • Power Orbs increase Speed by 30% for 2.2s → 3s. After collecting 5 without being KOed, this effect is increased to 65%.

[h3]Tempo Swing[/h3]
Mini rework came in a tad weak, so we're just gonna give it some love.

  • Hitting anything heals you for 6% of your max Stagger (2% for LIGHT hits) and deal 20% → 33% of that amount as damage to the enemy hit.
GEAR

[h3]Eject Button[/h3]
As mentioned above, EB needed a little love. We preemptively poked Vyce and will be keeping an eye on Ai.Mi. Eye-Me.

  • Gain 50% DASH and BLINK range, 40% HASTE effectiveness, and 15% → 20% reduced SECONDARY cooldown. After casting your SECONDARY, recast it within 3.25s to BLINK back to the cast position.

[h3]Momentum Boots [/h3]
Taking a bit of speed off and increasing the counterplay to the MB.

  • Gain 5% → 2% Speed plus up to 13% → 14% over 10s (1.3% → 1.4% Movement Speed per Stack). Getting hit resets the added effect.

[h3]Powerhouse Pauldrons [/h3]
Pauldrons got mixed up in the kerfuffle of last patch. We're going to shift the nerf over to the damage resistance instead and keep an eye on future rotations that bring in more size to maybe adjust this back down somewhat.

  • Gain 27.5% → 30% size, 20 power, and 20% → 15% damage reduction.

[h3]Strike Shot[/h3]
Slight tap up to make it compete for your attention vs momentum boots.

  • PROJECTILES gain 35% travel or cast range. Every 11.5s → 11s, Strike also fires a LIGHT hit PROJECTILE.