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Omega Strikers - July 20th Micropatch | Update Notes

[previewyoutube][/previewyoutube]

Hey gamers, been a while! ...Okay, it's been a week. In today's micropatch, we're continuing our buff-heavy trend with a lot of Strikers who are falling just below the mark. And we're rounding that off with some Gear and Awakening changes. Again, only buffs. Because they're more fun.

[h2]STRIKERS[/h2]
[h3]Dubu[/h3]
Ok but first maybe one nerf. Dubu is the king of Dubs. He's been consistently the winningest goalie at all ranks, and now wears the crown at high level play, too. Heavy is the (proportionally smaller) head that wears the crown, so tuning him down a bump. His competitors are pretty close by, and we don't want to lower the strength of goalies too much more.

  • TOFU FORTRESS [SPECIAL]

    • Cooldown :: 35s → 40s

[h3]Era[/h3]
Era is speccing into Fly mode. Allies are going to be shooting out of the gates with this buff.

  • FLUTTER FLY [SECONDARY]

    • Initial Speed :: 40% → 60%

    • Min Speed :: 10% → 15%

[h3]Finii[/h3]
Finii has some really complex magic tricks. No, seriously, she's very hard to play! Some might even say 3-star difficulty? While she has some really high highs, we are giving her some more consistent damage to... consistently contribute with.

  • DOUBLE TAKE [SECONDARY]

    • Hiitbox linger lifetime :: .25s → .15s

    • PvP Knockback and Damage :: 140 (+70% Power) → 160 (+80% Power)

    • Core Knockback :: 1260 (+140% Power) → 1300 (+160% Power)

  • BIG FINISH [SPECIAL]

    • Cooldown :: 40s → 35s

    • PvP Knockback and Damage :: 180 (+90% Power) → 200 (+100% Power)

    • Core Knockback :: Unchanged

[h3]Rune[/h3]
Speaking of tricky tricks and difficulty: Rune has also struggled for a long time to get a foothold. While there are definitely Rune masters, they are few and far between. For this set of buffs, we're bringing up his Core controlling potential.

  • UNSTABLE ANOMALY [PRIMARY]

    • Cooldown :: 7.5s → 7s

    • Fully formed duration :: 1.5s → 1.75s

[h3]Octavia[/h3]
Octavia is still the least favored twin (among players. We have no data to suggest which of the two are the parents' favorite). We're giving her a tiny buff that'll help give her more pressure and bridge the gap for Flow State.

  • SONIC BOOM [PRIMARY]

    • Cooldown :: 8s → 7.5s

[h3]X[/h3]
X was the best. Now he's the rest. As in, he's RESTing on the sidelines behind all the other bruisers. We're letting him ring some following the last micropatch. Ding ding ding!

  • BELL RINGER [PRIMARY]

    • PvP Knockback and Damage :: 185 (+92.5% Power) → 200 (+100% Power)

    • Core Knockback :: 1350 (+185% Power) → 1380 (+200% Power)

[h3]Zentaro[/h3]
The blade has been studied. The mastery is complete. Zentaro has sliced and diced competition on every map and in every way imaginable. It's time we dulled his sword. (Don't say we didn't warn you last patch!)

  • IAI RUSH [SECONDARY]

    • Cooldown :: 16s → 18s

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

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


[h2]GEAR AND AWAKENINGS [/h2]
For this round, no rotations! Just simple, old-fashioned, good-natured, well-meaning buffs. The options below were underperforming, so we're giving them slight nudges in the right direction. The buffed direction.

  • Powerhouse Pauldrons

    • Power :: 20 → 30

  • Egoist

    • Lingering Haste :: 5% → 10%

  • Fire Up!

    • Energy Share Percent :: 15% → 25%

  • Hot Shot

    • Core hit amplifier :: 10% → 12%

Omega Strikers - July 13th Micropatch | Update Notes

Hello gang! It's about that time of the week again: micropatch day. We're only making a couple tweaks today, adjusting just two characters and some awakening adjustments (rip sparks). Let us BEGIN.

[h2]STRIKERS[/h2]
[h3]Atlas[/h3]
Atlas should be a great pick against brawl-heavy teams, but he still seems to be falling behind competitors, even when his stars align. To help with that, we've giving his heal more... heal?

  • Celestial Intervention [SPECIAL]

    • Percent of max Stagger healed per second :: 10% → 15%

[h3]Juliette[/h3]
Juliette has been an incredibly strong choice since *checks notes* ...forever. She also happens to dominate at high levels of play AND for the average player, so we're setting our sights on her before Rasmus and Zentaro, who are only problematic in the uppermost echelons. Yeah, that's right you two, we're watching you.

  • Flame Flurry [SPECIAL]

    • Cooldown :: 30s → 35s

[h2]AWAKENING BALANCE AND ROTATION[/h2]
All aboard!! Last call to Sparkington City! Sparkington Express is shutting down for Summer break (terrible timing if you were waiting for a Sparkington Summer) but, as with all rotated Awakenings, it may be back in one form or another. Which is exactly what we're doing with some old friends of yours this patch! Most of them are just as you remember, but Stagger Swagger splurged and got a bit of a makeover. Hopefully you dig the new look!

[h3]Rotated Out: Sparkington City (Spark of Focus, Strength, Resilience, and Agility)[/h3]

[h3]Rotated In: Perfect Form, One-Two Punch, Stagger Swagger, Prize Fighter[/h3]

[h3]Stagger Swagger[/h3]
A fresh new, more consistently defensive look for an old friend.

  • Base Speed :: 2% → 8%

  • Enhanced (below 50% Stagger) Speed :: 40% → 20%

  • Healing :: 100 Stagger per second → 150 Stagger per second

[h3]Deadeye[/h3]
It's still deadeye, just maybe less dead.

  • Hit units over 600 Range harder :: 35% → 30%

[h3]Glass Cannon[/h3]
Because it can be shut down by opponents, Glass Cannon has a bit of additional power baked in compared to other awawkenings. It's just quite a troublesome task to actually shut it down, and we've seen it overperforming for a while, so it's getting a slight bump down.

  • Speed :: 5% (20% max after not being hit for 10 seconds) → 4% (16% max)

  • Power :: 10 (40 max) → 8 (32 max)

[h3]Orb Ponderer[/h3]
The Orb enhancing Awakenings are sitting close to where we want them. Decent on most maps, excellent in Ahten City. Ponderer was part of the pack that wasn't quite living up to expectations, though, so we've given it a boost!

  • Active Cooldown Reduction :: 20% (40% when fully stacked) → 25% (45% when fully stacked)

[h3]Peak Performance[/h3]
Move over Sparkington City. Staggerton Suburb is the new destination of choice. While most of the Stagger options are adding some heft, Peak Performance is losing a bit of the speed because it was already a dominant selection.

  • Stagger :: 250 → 300

  • Percent of Speed per 100 max Stagger :: 7% → 5%

[h3]Bulk Up[/h3]

  • Max Stagger :: 250 → 300

[h3]Reverberation[/h3]

  • Max Stagger :: 250 → 300

[h3]Quick Strikes[/h3]
Quick Strikes has mostly felt like a niche X pick so we're making it stronger and making it play real nice with other Energy Awakenings.

  • Energy bonus for strikes :: 1 → 2


[h2]Matchmaking Adjustments[/h2]
We recently upgraded our matchmaking tools to let us fine tune our matchmaking system to a more precise extent.

Using these new tools, we're rolling out some new matchmaking systems to NA, EU, and JP servers first as a trial to see how it performs on a larger scale.

We'll be looking to eventually use these new tools to improve the matchmaking experience in other regions as well. However, due to regional differences, the changes on other servers will likely be different from the changes below.

To better suit the variety of ranks on the ladder, this system will differ depending on the ranks.
Here's a rough breakdown of what we expect to see per rank:

Omega+: The matchmaker will wait longer before matching into players below challenger, and generally make it much less likely to match with diamonds and below.

Challenger: The matchmaker will create fewer lobbies with both Omegas and Diamonds. Instead it will create more lobbies with only Challenger+Omega or Challenger+Diamond. It should also be less likely to match with players below diamond. Queue times on average should be slightly higher as a result.

Diamond: Similar to challenger, there will be fewer lobbies with both Challenger and Platinum, with more matches dedicated to Diamond + Plat only or Diamond + Challenger only. It should also be less likely to match into players below Platinum. As a result, high and mid-diamond queue times will be slightly longer.

Platinum: There should be fewer games with players from three different ranked tiers. Queue times should be roughly the same.

Gold and below: Matchmaking will take slightly longer to find matches as it will spend more time looking for players near your rank.

TL;DR: Matchmaker will take a bit longer to find games, but there should be fewer lobbies with high rank disparity.

Omega Strikers - July 6th Update | New Maps and More | Patch Notes

[previewyoutube][/previewyoutube]

Hey core buds! We're out here with patch 2.3 and it's looking noice. We've got A NEW CHARACTER!!! New game mode with 4 new maps, balance changes, a NEW CHARACTER and more!
Finii has been causing havoc all over the Omega Strikers sphere with her hijinks, but she's FINALLY here to take center stage and show off her pranks, tricks, and GRAVITY BENDING ILLUSIONS!
We've also got a couple more things headed your way - things like awakening changes, matchmaking adjustments, bug fixes, and more! So read everything! Or watch the whole Core Chat video!!
Okay, let's get STARTED.

SYSTEM CHANGES

[h2]MAPS AND MODES[/h2]
[h3]High Tea Hijinx[/h3]
Finii finessed, flipped, and faked out people on a new mode full of fantastic freedom. The mode features 4 new wild maps!! Strikers will battle it out in insane new environments in a first-to-3 frantic showdown.
The 4 maps:

  • Flipped

  • Corner Pocket

  • Back to Back

  • About Face

All Strikers on the map will have their own Hijinx buff which will grant the following:

  • 125 Move Speed

  • 75 Power

  • 30 Ability Haste

  • 35% Size

    • Note: the maps are larger so the size isn't particularly apparent but missiles and movement abilities cover relatively less distance

  • Increased in-game experience gain.

[h2]UI / Systems[/h2]

  • Updated Strike Shot indicator for mobile and console

  • Emote Muting!

    • Check it out on the scoreboard!

  • Updated Voiceover logic

    • Strikers will now more frequently play their VO to allies and enemies when using their Specials

      • Octavia and Rune in particular will ALWAYS play their VO to help assist for counterplay purposes

[h2]Ranked[/h2]

  • Decay

    • We've added a rank decay system for challenger and above.

    • You can bank up some days depending on your rank.

      • You'll decay LP per day if you don't have any days banked.

    • You'll lose previously banked days when you promote.

  • High MMR central server (NA)

    • Challenger and above

[h2]Skins/Content[/h2]

  • Delicious new Juno flavors! (DO NOT EAT HER)

    • Taro

    • Pumpkin

    • Milk Tea

    • Matcha

  • Gamer Juliette

  • Dubu Barista emote

  • New Titles!

    • Tea Time Tussle - Boba

    • Tea Time Tussle - Jelly

    • Tea Time Tussle - Caffeinated

    • Event - Ignited

[h2]STRIKERS[/h2]

[previewyoutube][/previewyoutube]
[h3][NEW] Finii [/h3]
Finii really puts the 'magic' in "magician" by bringing her pranks and sleight of hand to Core Strike! This tenacious trickster can round out any team by offering long-range poke damage and some rather... unique new forms of utility. Finii's got some cards up her sleeve that can reverse course, a trick to amplify the damage her team does to enemy players, and can conjure a hypnotic (and explosive!) gravity well that pushes our game's physics system to its limits. If you want to steal the show with Finii, you'll need to think two steps ahead!

  • Double Take [SECONDARY] - [IMPACT] [DEBUFF]

    • Deploy a poof of smoke at a target location, dealing a LIGHT hit to enemies and causing them to take 30% more damage from all sources for 4s.

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

    • Core Knockback :: 1260 (+140% Power)

  • Misdirection [PRIMARY] - [PROJECTILE]

    • Launch a decelerating projectile that hits the first enemy struck. After reaching its apex, it rapidly reverses course and hits harder.

    • Empowered PvP Knockback and Damage :: 250 (+125% Power)

    • Empowered Core Knockback :: 1405 (+212.5% Power)

    • Light hit reduction :: 50%

  • Big Finish [SPECIAL] - [IMPACT] [CREATION]

    • Conjure a gravity well at a target location, slowing and pulling enemies towards its center point. After 2.25s or upon recast, the well explodes, hitting enemies away.

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

    • Core Knockback :: 1500 (+425% Power)



[h3]Atlas [/h3]
Atlas is returning to his lab to soup up his Projection. He's been a tiny bit behind other meta goalies so we're giving him some more aggressive options.

  • Astral Projection [PRIMARY]

    • PvP Knockback and Damage :: 160 (+80% Power) → 170 (+E damage up : 160->170 (+85% Power)

    • Core Knockback :: 1300 (+160% Power) → 1320 (+170% Power)

[h3]Drek'ar [/h3]
Drek'ar has been a high MMR staple for a while and has made good tournament showings. He cloaked away from nerfs last patch but can't escape our aim this time.

  • Molten Bolt [SPECIAL]

    • PvP total DoT damage :: 200 (+100% Power) → 180 (+90% Power)

[h3]Luna [/h3]
Sibling buffs! Atlas didn't want to leave his sister in the dust, so he tinkered with her gear too. Hopefully now when she takes the ultimate risk of launching herself at an enemy, it'll pay off!

  • B.O.O.S.T. [SECONDARY]

    • Cooldown :: 14s → 12s

    • PvP Knockback and Damage :: 210 (+105% Power) → 220 (+110% Power)

    • Core Knockback :: 1385 (+202.5% Power) → 1390 (+205% Power)

[h3]Rasmus [/h3]
The Pendulum has finally swung the other way. After bribing his way into numerous buffs, Rasmus then had the AUDACITY to show off at the tournament stage with his advantaged cooldowns and consistency. We're pulling them back in line.

  • Whiplash [SECONDARY]

    • Cooldown :: 14s → 16s

  • Pendulum Swing [PRIMARY]

    • Cooldown :: 7.5s → 8s

[h3]X [/h3]
X can still make a game all about himself when he gets the right Awakenings, so we're treading lightly and letting him stampede over enemies slightly more.

  • Bull Rush [SECONDARY]

    • Cooldown :: 15s → 14s

[h3]AWAKENINGS [/h3]
Infinite Awakenings are gone. We found that the negatives outweighed the purpose it served, which was a safety measure to ensure that players had a higher chance of grabbing a usable Awakening. We want players who succeed in a draft to always feel like their success matters, which failed too often when the best choice was an Infinite Awakening. Additionally, strategies could become too easy to shut down (via infinite Unstoppable, for instance) or too overbearing (like infinite Stinger). While we want Awakenings to change the experience of the game, the shared choices should only be presented at the beginning of the game so you can plan around them with your picks and bans.
BUG FIXES

  • Fire Up! will no longer grant double energy at round start under some circumstances.

    • The tooltip also now accurately shows how much energy is shared with the team on use of Energy Burst

  • Rune's Shadow Swap (SECONDARY) will now work in Practice mode

  • Certain abilities will no longer bring the Core to a halt when using a gamepad

  • Knockbacks that knock you directly away from a KO zone will no longer knock your striker out (most relevant to Ai.Mi's App map)

  • Cast to Last no longer appears as having no effect for Vyce in awakening draft.

  • Eject button now works with Octavia's secondary

  • Vyce Special no longer casts on release if you attempt to cast any other abilities during the channel

  • Players will no longer consistently go into loading screen and get kicked back to main menu.

Omega Strikers - June 22nd Micropatch - Balance Adjustments

Hello dear friends! On today's menu, we've got a quick little micropatch. The main dish will be a couple balance adjustments towards characters, with a side dish of awakening adjustments. Delicious.
Okay, let's dig in!

[h2]STRIKERS[/h2]
[h3]Ai.Mi[/h3]
We can't cap the App. Even following some nerfs targeted at Ai.Mi goalie, she's still overperforming as the most played and a very winning Striker. We're bringing down the damage that has been long kept her on top of the charts.

  • Glitch.Pop [PRIMARY]

    • Damage :: 170 (+85% Power) → 160 (+80% Power)

    • PvP Knockback :: 190 (+95% Power) → 160 (+80% Power)

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

    • Missile hitbox linger lifetime :: .15s → .1s

      • We want there to be a slight linger to make the ability easier to use but it was staying out in the world too long. To be clear, it should have never have been invisible but now it'll end more towards the front end of the VFX

[h3]Asher[/h3]
Our favorite shield wall has been a bit crumbled since her small rework. She's getting a small buff to tide her over.

  • Breakthrough [SECONDARY]

    • Cooldown :: 20s → 18s

[h3]Juliette[/h3]
Juliette has always been THE brawler. With no Unstoppablers to get in her way, she's risen to the top - especially at high levels of play.

  • Flying Phoenix [SECONDARY]

    • Cooldown :: 14s → 16s

  • Fiery Fist [PRIMARY]

    • Damage and PvP Knockback :: 165 (+85% Power) → 155 (+77.5% Power)

    • Core Knockback :: 1310 (+165% Power) → 1290 (+155% Power)

[h3]Octavia[/h3]
We overestimated the potency of Octavia's bugfix and see she's a bit out of the spotlight. We're pulling back some of the nerfs and giving her a touch extra to bring her back to a nice place. Maybe we'll get to hear Thousand Absolutes more!

  • Flow State [SECONDARY]

    • Starting Speed :: 25% → 30%

    • Duration : 2s → 2.25s

[h2]GEAR AND AWAKENING BALANCE[/h2]

  • [NEW] :: New Awakening sets with the new Energy Awakenings and Reverberation added to Quick Play

[h3]Vicious Vambrace[/h3]

  • Stagger restore percent of damage dealt :: 30% → 40%

[h3]Specialized Training [/h3]

  • Extra Damage and Healing for Specials :: 50% → 55%

[h3]Siphoning Wand [/h3]
Even with previous nerfs, Siphoning Wand is overperforming against its competing options, so we're giving it an even lighter tap.

  • Bonus Damage and Heal :: 4% of enemies' max stagger → 3.5% of enemies' max stagger 4% healing and damage dealt → 3.5%

[h3]Built Different[/h3]

  • IMPACT abilities hit 15% harder (3% on Core) → 10% (2% on Core)

[h3]Fire Up! [/h3]
The new Energy Awakenings landed well but Fire Up! was a bit problematic when stacked with allies. We're reducing the amount it batteries itself in those cases.

  • Energy share for allies :: 30% → 15%

  • Note: Tooltip will still show 0% until next major patch

Omega Strikers - 2.2 Update - Patch Notes

Hello my dear friends and Omega Strikers players! Today's patch is chock-full of quality-of-life updates that a lot of you have been asking for. Things like surrendering, auto-canceling when inactive players are detected, and more. These will help you improve your omega striking experience to become the true omega striker.

BUT WAIT THERE'S MORE! Balance changes to characters, map adjustments, and new awakenings rotated in! Let's get it started.


SYSTEM CHANGES

[h2]GAME[/h2]
[h3]Surrender System[/h3]

  • In Normal and Competitive modes, either team may now surrender during the Awakening Draft phase between sets if they have lost at least 2 sets in the game or have a player on their team that is inactive.

    • "Inactive" in most cases means disconnected from the match, but will also apply to players that haven't made any inputs in 40 seconds of one point.

    • Everyone on the team (not including inactive players) must vote to surrender for a surrender to occur.

  • Teams that surrender lose the match and will lose rank as if they had lost normally.

[h3]Auto Match Cancel System[/h3]

  • If a player is detected as inactive early on into a match, the match will automatically cancel

  • A player that causes an automatic match cancellation will be penalized as if they had lost the match. This penalty will also apply to players in their pre-made group they queued up together with.

  • Penalties will not be incurred if you/your premade member caused an auto-match cancel and it was the first time within the last 2 weeks.

[h3]Competitive Mode Integrity Changes[/h3]

  • Players above Challenger will no longer be able to enter Competitive mode in a premade group, they must queue up solo.

  • Players that solo queue at ANY rank will benefit from higher minimum rating gains if they win a match to balance out cases where they had to fill into a less than ideal match

    • Minimum win rating gains reduced at Challenger tier and above.

[h3]New Rank Tier - Pro League[/h3]

  • We've introduced a new rank tier: Pro League. Only the top players in each region can qualify to be within the Pro League tier. A player needs to have at least 100 points in the Omega Tier to be promoted into the Pro League tier.

    • That doesn't mean once you hit 100 points in Omega you are automatically added to the pro-league!

    • There is a hard limit to the amount of players that can be in the Pro League, so be sure to fight for every LP you can!

[h3]MVP[/h3]

  • There is no longer a multiplier that will weigh events more favorably later in the game for the purpose of determining the end of game MVP

[h3]Game Content Refund System [/h3]

  • All accounts start with 3 refund tokens that you can use to refund eligible content.

    • Details on how to use the refund system can be found on our support site.




[h2]MAPS AND MODES[/h2]
[h3]Night Market and Oni Village[/h3]
Doing some maintenance on these maps by making the Speed boosts boost speed a tiny bit more, but largely aimed at making the rules more consistent.

  • Oni Village Core speed bonus :: 75 → 100

  • Max Core Speed :: 2,000 → 2,100 (now matches previous Night Market max speed)

  • Night Market Core speed boost will more consistently grant speed up to the max (2,100)

  • [BUGFIX] No longer will slow the Core down if it's already beyond it's max speed (most frequently happens with Energy Burst into strike)


[h3]Practice Mode [/h3]

  • You can now head into PRACTICE MODE from the queue selector and practice those sick trick shots


[h2]Skins/Content[/h2]
[h2]STRIKERS[/h2]
[h3]Ai.Mi[/h3]
Our favorite app has gone viral: she's particularly popular and pretty potent. 5 stars. We're pulling back on how much reach she has, which we suspect will especially tap her down as a goalie.

  • Glitch.Pop [PRIMARY]

    • Range :: 980 → 900

[h3]Asher[/h3]

  • Barrier Beam [PRIMARY]

    • [BUGFIX] Shield no longer occasionally lets the core pass through.

[h3]Era[/h3]

  • Flutter Fly [SECONDARY]

    • [BUGFIX] Resolved an issue where quick casts of her secondary in succession via Twin Drive would not correctly apply the full duration of the buff

[h3]Juliette[/h3]

  • Flame Flurry [SPECIAL]

    • [BUGFIX] Staggered targets getting hit by the light hit portion will no longer be able to Evade before the final hit

[h3]Rasmus[/h3]
Clarion Corp has been hard at work upgrading Rasmus' signature ability, allowing it to benefit from size, duration, and power modifiers such as Monumentalist and Timeless Creator. Note: Death Touch is still considered a projectile during its initial travel, so it'll will benefit from projectile modifiers such as Missile Propulsion, but transforms into a creation once it expands. We hope this change gives Rasmus some fun new options during the Awakening draft, even if everyone bans him on Ai.Mi's App!

  • Death Touch [SPECIAL]

    • Cooldown :: 20s → 18s

    • [NEW] Now considered a CREATION after it enters its empowered state

[h3]Octavia[/h3]
When Octavia gets flowing, she gets winning. She's already actually pretty strong AND she has a bugfix buff incoming so we're making sure she doesn't flow out of control.

  • Flow State [SECONDARY]

    • Cooldown :: Increased from 16s → 18s

    • Base Duration :: Reduced from 2.5s → 2s

    • Haste Gain per Second :: reduced from 2.5% → 2%

    • BUGFIX :: Fixed a bug where Octavia would use a random player's BUFF duration enhancement stat instead of her own to extend the duration of Flow State

[h3]Vyce[/h3]

  • Power Chord [PRIMARY]

    • [BUGFIX] Recharge time is no longer unintentionally increased to 8s with Prime Time (always 7s now)

[h3]Zentaro[/h3]

  • Iai Rush [SECONDARY]

    • Indicator now shows full area he'll hit, instead of location of his dash. This should be much more accurate for enemies now. Note: it'll also seem bigger for Zentaro but his range is unchanged!

  • Oni's Blade [SPECIAL]

    • [BUGFIX] If a singular enemy is Staggered within the area during the Special, they will be knockback-locked until the final hit

    • [BUGFIX] Hopefully no longer falls off the map while in the middle of this Special

[h2]GEAR [/h2]
[h3]Pummelers[/h3]
Gear is sitting in a relatively balanced place, but we're giving Pummelers a bonus to its speed bonus so those KOs translate to wins.

  • Speed on Striker Advantage :: 15% → 20%

[h3]AWAKENINGS [/h3]
We're welcoming some new Energy related Awakenings, rotating out some Awakenings that have been stifling in high MMR play, and doing some bugfixing and light balance. As a reminder: getting rotated out doesn't mean gone forever!

  • Aerials

    • [BUGFIX] No longer shows a warning for Strikers with mobility abilities

  • Bulk Up and Peak Performance

    • [BUGFIX] Tooltips in game now accurately represent the extra stats given for Stagger

  • Primetime

    • Primary ability hits 10% harder → 5% harder

  • Super Surge

    • DASH, BLINK, and HASTE abilities hit 20% harder → 25% harder

[h3]Rotated Out[/h3]

  • Adrenaline Rush

  • Stagger Swagger

  • Stinger

  • Unstoppable

[h3]Rotated In [/h3]

  • Egoist

    • [NEW] Evades refund 5 Energy (15 from Energy Bursts). Reaching max Energy grants 75% Speed for 8s, reducing to 5% Speed while you remain at max Energy.

  • Catalyst

    • [NEW] Gain 50% more Energy from dealing hits. Being hit generates 3 Energy (1 for LIGHT hits).

  • Fire Up!

    • [NEW] Gain 10 Energy on round start. Casting Energy Burst restores 30% of max Energy to other allies and Speeds up your whole team by 40% for 5s.

  • Reverberation

    • [NEW] Gain 250 max Stagger and .8 Cooldown Rate per 100 max Stagger.
BUG FIXES

  • Some Goal explosions no longer look very low quality on Ultra or lower settings.

  • UI Mission Timers are now all displayed correctly.

  • Strikes are no longer able to "stop" the core in some situations

  • MVP animations no longer "pop back" to idle just before transitioning to the end of game screen.

  • Audio and SFX are no longer dropped during active gameplay.

  • If Vyce is KO'd while using Super Nova [SPECIAL], the VFX will no longer remain playing for the entire match.

  • Striker Ability Information UI will no longer get stuck for controller and gamepad during a match.