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Omega Strikers News

Ending Open Beta and Preparing for Full Launch



[h3]The short version:[/h3]
  • Our PC Open Beta will end on January 1st, 2023 and our next two Strikers will be delayed.
  • We’re investing big into gameplay improvements in preparation for our full launch in February 2023*.
  • You’re invited to join our iOS and Android mobile beta test in December! Signup link here.

Now on to the full post.

__________________

Two months ago we revealed Omega Strikers to the world and kicked off our PC Open Beta, and the passionate reaction from you amazed and inspired us. You see the potential for what Omega Strikers could become, and we see it too.

But we’re not there yet.

It’s no secret that our playerbase is small. We had a really strong start, but in recent weeks there have typically been just a couple thousand people playing Omega Strikers at any given point.

To be clear, this is totally okay. As a new studio, we always meant for our Open Beta to be a learning opportunity. The whole point is to make the game better in preparation for our full multiplatform launch. And one of the most valuable things we’ve learned from the Open Beta is that many players aren’t seeing great reasons to stick with the game after their first few weeks of play. This is the case even for players who tell us they really enjoy the game, and it’s a pattern that holds up even when we release new Strikers and balance patches on a regular cadence.

This tells us something critically important: We have to make serious improvements to Omega Strikers if the game is to achieve its full potential. One more new Striker, one more map variation, or a new set of balance changes isn’t enough. However, we believe our core gameplay is fun at its core, and we want to build on that with major investments that achieve two main goals:

  • Increase variety from game to game. Every match should feel fresh and interesting, always with something new to learn or experience.
  • Add appreciable moment-to-moment depth to gameplay. Matches should not simply come down to who’s better at winning strike wars.

If we can make meaningful improvements in these areas, we see huge potential for Omega Strikers to succeed as a competitive, cross-platform game across PC, mobile, and console. Our goal is combine all this in a major update next February that’s backed by a serious new investment into marketing and promotion efforts.

We previously announced that we expected development on the game to slow down somewhat after early December, but over the past few weeks we've realized we should put all of our small team's focus into making our full launch as good as it can be. That’s why we now intend to formally end the Open Beta and take the game temporarily offline starting January 1st. We’ll also be holding the release of our next two Strikers for until our full launch, as we need more time to get these right.

The end of Open Beta may come as a disappointment, but we’re making this decision because we care about this community and we want to deliver something great for you. We don’t want to disappoint you by dripping out small quality-of-life updates while the game’s playerbase slowly fizzles. We want our full launch to be a new foundation for the future of Omega Strikers, both for our existing players and all the new players to come.

In the meantime, we have a few things to announce that should spice up the last few weeks of Open Beta:

  1. In the second half of December, we’re planning on running a test of the iOS and Android versions of Omega Strikers that all current players are invited to join. To register for a spot, just fill out the form here.
  2. We’ll be funding more community-led tourneys and are also partnering with a couple of tournament organizers to run large-scale cash-prize tournaments for our Discord community in December. Exact timing and signup details will be announced in our Discord channel soon. To join our Discord, check this link.
  3. When Omega Strikers comes back online with our full launch in February, you’ll keep all your unlocks and account progress from the Open Beta. We’ll also have some cool cosmetic flair for Open Beta players so you can show off your status as OG strikers.

We love this community and all you’ve done for Omega Strikers—you are the reason we're in game development. We hope that with our full launch in February, we’ll deliver something that makes you proud.

—The Odyssey Interactive Team

*We say “February 2023” because we’re still locking in the exact date for full launch—we’ll update you once we know it for sure.

Omega Strikers Halloween Event!

New skins, new emotes, new VS event, and more!!

Pick your team, complete missions, unlock cool stuff!

[previewyoutube][/previewyoutube]

Additional fixes:

  • Unstoppable:: 40% Knockback Resist -> 30% Knockback Resist.
  • Hot Shot: Now works for all correct skills.
  • Can no longer occasionally knockback enemies with Strike.
  • Ai.Mi: Firewall Sentry [SPECIAL] turret now correctly appears

Going multiplatform with the full launch of Omega Strikers



Resharing this huge news from our Twitter.

_____________

To the Omega Strikers community,

As a small independent studio, we’ve been humbled by the reception of the PC Open Beta for Omega Strikers. Your fanart, feedback, and Luna goalie fail montages have made us fall in love with this small but thriving community. We believe in this game and this community's potential. To serve you better and achieve that potential, we want to go bigger—much bigger. That means making bold investments in our future.

So today we want to share the news that we’ve raised $19 million in a Series A round. With this funding we’ll expand our dev team and prepare for the full launch of Omega Strikers in February 2023, bringing the game to mobile devices and consoles with crossplay enabled from the get-go.

This has always been the vision for Omega Strikers: It’s a competitive game where whichever platform you play on, you’ll be able to play with friends and compete with the best—whether you’re gaming with thumbs, sticks, keys, or clicks.

Along with multiplatform support, we want our full launch to address some of the biggest points of feedback from the beta. We’ll focus on making the game better to play with friends, increasing strategic depth, and adding more Strikers and content.

In the meantime, we’ve got exciting things planned for the rest of the year, with a Halloween event next week and new Strikers dropping Nov 17th and Dec 8th. From then until launch things will slow down somewhat, but expect to continue seeing regular balance patches and quality-of-life updates. We’re also planning more tournaments and competitive events for players at all levels so we can keep the competitive spirit burning while our team goes heads down to prepare for the launch.

Thanks for making our Open Beta great so far. This is only the beginning!

–With love, the Odyssey Interactive team

Omega Strikers - Rune Update Patch Notes (10/20)

[previewyoutube][/previewyoutube]
Hello gamers, may I have your attention please??
It's your friend Ody Aesop here again with your other friends, game designers Ody Wav3 and Ody Sotere. We're here to bring you yet another update to your new favorite game, Omega Strikers.

This update features a good haul of new stuff - we've got a new Striker, new trainings, a new mode (we're calling it Clash of Clones), new buffs, new nerfs. Man, I just love new stuff.

Also, you may not have known this, but people in Ahten celebrate Halloween too! We've got some wicked skins, some ghoulish emotes, and some other spooky stuff all coming your way. (I ran out of Halloween adjectives.)

With all that being said, let's get into the full details!
SYSTEM CHANGES


[h2]GAME[/h2]
Following the last patch, we're happier with the increased goalie diversity, but we think we can still do better. Additionally, our efforts to tune down the KO-centric compositions were decently effective - but we're going to keep tweaking things to make sure that everyone feels as if they're playing both a PvP game and a Core controlling one. We expect players to master both aspects, BRAWLIN' n SCORIN' to succeed at the highest tiers of play.

  • Respawn Timer

    • 8s → 7s

  • Respawn Timer in Overtime

    • 12s → 11s

  • Knockback

    • Slightly weaker against unstaggered enemies


[h2]Matchmaking[/h2]

  • Gameplay servers used in matchmaking have now been changed. If you have low ping to multiple datacenters, you will try to find matches in all of them immediately.


[h2]MAPS[/h2]
No new maps for now, but we'll have some more coming soon!

  • [BUGFIX] :: Strikers can no longer be knocked through the walls on Split

[h2]POWER ORBS[/h2]

  • [BUGFIX] :: Orange Orb was fixed in the Ai.Mi update to actually grant additional damage, but it missed the patch notes, so we're catching up here!

[h2]UI Improvements[/h2]

  • Tactical Callouts

    • You can now propose tactics to your teammates in-game! Or perhaps tell a defender to move a little bit out of your goal arc!


  • The in-game emoticon wheel is now functional on a controller. The right analog stick can be used to select the emoticon to show.

  • The emoticon wheel now has a default center selected option that can be quickly triggered.

  • Fixed drag and drop on controllers. Emoticons can now be equipped and settings sliders can be adjusted with a controller.


  • You can no longer click on the version number in the top right corner when you're in a match.

  • In the Ai.Mi update we unlocked all Striker lore instead of gating it behind wins. Just noting here so you can catch up on it if you weren't aware!

  • VSync is no longer forced by the game, so it should work more easily with your default settings.

  • Pips on the Discord and Twitter icons will no longer reappear every game restart.

  • Redeeming a code will now correctly play the claim sequence and show what has been granted.

  • The settings menu can now be quickly opened from the main menu by hitting the "Escape" key, or left center button on controller.


CLASH OF CLONES
Our first new LIMITED TIME mode will see you teaming up with like-minded individuals on like-minded - and like-looking - Strikers. You and your teammates will all play as the same randomly-assigned Striker - pitted against a team of 3 of the same (but different) randomly-picked enemy Striker. Get ready for Maelstroms flying all over the place or 3 Xs all up in your business.

NEW STRIKER - RUNE
Rune - The Shadow's Force
"Let's win before... before it consumes me. "

  • Strike

    • Hit the Core in a direction.

  • Secondary Ability: Shadow Swap

    • On round start, place your shadow at your location. On cast, become Elusive and DASH to your shadow, swapping places with it. 2 charges.

  • Primary Ability: Unstable Anomaly

    • Conjure an expanding anomaly that initially deals a MEDIUM hit to enemies. If it reaches maximum size, it CREATES a lingering zone that pulses HEAVY hits. 2 charges.

  • Special Ability: Banish

    • Launch a shadow wave PROJECTILE that banishes, slows, and damages enemies over time. Banished enemies cannot be targeted or interacted with.
STRIKERS

[h2]AI.MI[/h2]
Ai.Mi showed us that she really is no longer a virtual assistant. She's been a popular pick, but she hasn't really been turning her offensive pressure into a ton of wins. Her base stagger got was low on release, so we're giving her back the standard amount so she doesn't get turned into a bunch of 1's and 0's again.

  • Base Stagger :: 1000 → 1100

  • Firewall Sentry [SPECIAL]

    • Improved clarity on the missiles

  • Some new VO lines for new allies (Rune)

[h2]ASHER[/h2]
Asher is the first of a few strikers who are just getting some gameplay clarity love. We want enemies to know when they should get out of the way, and we don't want allies out there catching strays.
  • Pathsplitter [SPECIAL]
    • Improved team clarity


[h2]ATLAS[/h2]
Atlas has incredibly powerful tools and utility, but so far, other goalies have pretty regularly been outshining him. We're hoping this little buff expands your options when picking who to defend with. (Or if you're like me, Cosmic Expand the Core right into your own net more often!) If you're feeling really edgy, this is more goal stuffing opportunities as forward Atlas!

  • Cosmic Expanse [SECONDARY]

    • Cooldown :: 20s → 18s

    • Duration after expansion :: .3s → .35s

  • Celestial Intervention [SPECIAL]

    • Duration :: 2.5s → 3s

[h2]DREK'AR[/h2]
Drek used Xeno Cloak so we couldn't find him for buffs or nerfs this time around... but we did see him quick enough to spot a bug with his Molten Bolt that we're fixing.

  • Molten Bolt [SPECIAL]

    • No longer spreads from infected targets if they're Elusive, Banished, or Knocked Out

[h2]DUBU[/h2]
The tofu king went from the clear-cut #1 goalie to... a still dominant goalie, but slightly less clear-cut #1. We're taking a bite out of his defensive capabilities this time around.

  • Tofu Fortress [SPECIAL]

    • Cooldown :: 35s → 40s

[h2]ERA[/h2]
After some nerfs to her and some of her favorite trainings getting cut down a bit, Era needs a bit of attention so that she's no longer an outcast from your Striker select. Also, although Era is pretty private, she's now able to show you if it's an allied or enemy Maelstrom heading your way.

  • Flutter Fly [SECONDARY]

    • HASTE duration :: 1.75s → 2.25s

  • Magical Maelstrom [SPECIAL]

    • Improved team clarity

[h2]JULIETTE[/h2]
We were a little hesitant to nerf Juliette AND her meta trainings last update. However, despite said training nerfs, she preserved, and got back into the gym seemingly unscathed. We're going for a more direct approach this time.

  • Fiery Fist [PRIMARY]

    • [BUGFIX] :: We put in some nerfs right after the game release, but they just didn't stick, and we're putting them back in.

    • Player Knockback :: 180 (+90% Power) → 165 (85% Power)

    • Player Damage :: 180 (+90% Power) → 165 (85% Power)

    • Core Knockback :: 940 (+355% Power) → 925 (+350% Power)

  • Flying Phoenix [SECONDARY]

    • Cooldown :: 12s → 14s

[h2]JUNO[/h2]
We're giving some love to Juno's base Blobbo duration to remove some of her dependence on Creator of Durable Things - especially after its nerf (See TRAININGS).

  • Strike with Friends (STRIKE)

    • Base Duration for Blobbos :: 2 → 2.25

[h2]KAI[/h2]
When playing forward, Kai was a little behind the curve - but last patch saw his competition being brought down and him finding a new role, so now he's seeing the other end of the stick. Having more projectiles may help get the final push for a goal but the extra time shooting and increased cooldown should make him less effective as a goalie.

  • Barrage [PRIMARY]

    • Number of PROJECTILES :: 5 → 6

    • Cooldown :: 8 → 9

    • Player Knockback :: 50 (+25% Power) → 40 (20% Power)

    • Player Damage :: 50 (+25% Power) → 40 (20% Power)

    • Core Knockback :: 400 (+150% Power) → 395 (+150% Power)

[h2]LUNA[/h2]
Luna hasn't really been blasting off in her expected fashion. We're giving her a tiny b.o.o.s.t.

  • B.O.O.S.T [SECONDARY]

    • Cooldown :: 16s → 14s

  • [BUGFIX] :: Removed incorrect VO when teamed up with Asher

[h2]X[/h2]
We gave it to X in the last update. His brawling isn't what it once was, but we think he's just a small Rush away from his next K.O.

  • Bull Rush [SECONDARY]

    • Player Knockback :: 200 (+100% Power) → 210 (105% Power)

    • Player Damage :: 200 (+100% Power) → 210 (+105% Power)

    • Core Knockback :: 990 (+375% Power) → 1000 (+375% Power)

  • X Maximus!

    • Duration :: 3.25s → 3.5s

  • [BUGFIX] Some small grammar fixes in lore and you can now see his X Maximus! damage in advanced tooltips and the Striker Lore.


TRAININGS
We went pretty hard on making Training choice matter, and we think we hit our mark. We're doing some cleanup (read: nerfs) of trainings that seem a touch over the top. More importantly, we're introducing 5 new trainings into the game - one for each Style!!
New Trainings

[h2]Strike Shot (Sniper)[/h2]

  • Every 6s, Strike also fires a LIGHT hit PROJECTILE.

[h2]Hot Shot (Controller)[/h2]

  • Hitting the Core with an ability lowers its cooldown by 35% (max 3.5s). Hit the Core 12% harder.

[h2]Acrobatics (Speedster)[/h2]

  • Basic MOVEMENT abilities store an extra charge and can be cast again if the cooldown is available, but they have 5% longer cooldowns.

[h2]Prize Fighter (Brawler)[/h2]

  • Gain 7 Power. Takedowns grant 4 additional Power, stacking up to 7 times. 2 stacks are lost if K.O.'d.

[h2]Adrenaline Rush (Specialist)[/h2]

  • Earning a Takedown grants 60% HASTE for 2s and reduces cooldowns by 8s. Gain 15 Speed.
Balance Changes and Bugfixes

[h2]Cast to Last[/h2]

  • BUFFS, DEBUFFS, and HASTES last 75% longer → 60% longer

[h2]Creator of Durable Things[/h2]

  • CREATION duration :: 100% → 75%

[h2]Extra Special[/h2]

  • SPECIAL ability cooldown reduced :: 15% → 20%

[h2]Stagger Swagger[/h2]

  • Stagger regen per second :: 150 → 175

[h2]Stinger[/h2]

  • [BUGFIX] :: Tooltip now reflects the actual damage dealt (3.5/7.0/10.5% of target's maximum Stagger over 0.75/1.5/2.25s)

[h2]Unstoppable[/h2]

  • Knockback Resist :: 5-20% based on current Stagger → 40% at all times while not Staggered

  • HASTE :: 5-20% based on current Stagger → 5-15% based on current Stagger
COSMETICS
The spooky season is upon us. We stopped by the Halloween store, you know, the one that replaced that shoe store down the street, and picked up some special treats and to pack up and send your way. Additionally, all base emotes now have accompanying VO! Crazy!
[h2]New Skins (coming soon!)[/h2]

  • Vampire Era

  • Duboo

  • Nurse Estelle

[h2]Emotes[/h2]

  • All emotes now have accompanying VO

[h2]New Goal Explosions[/h2]

  • [NEW] :: Underworld Kai Explosion

  • Orbital Force Goal SFX improved

Omega Strikers - Ai.Mi Update Patch Notes (10/6)

[previewyoutube][/previewyoutube]

What's up gang. Ody Aesop here, joined by my good friends and game designers Ody Wav3 and Ody Sotere. It's been about 2 weeks since we sent Omega Strikers into the world. It still feels surreal to see all of you playing and enjoying Omega Strikers - and we hope this update brings you even more enjoyment!

We've got some big things in here, like a new map and a new character, and some smaller things, like tiny balance tweaks and bugfixes. We've been keeping our eyes on gameplay, reading feedback, watching streams, and analyzing data - all to bring you the best Omega Strikers experience you could ask for.

We've noticed that, in particular, K.O. oriented compositions are a little too strong. We've made some tweaks in this patch to address them a bit, but we're wary to hit them too hard since we also found some pretty large bugs with how cooldowns were reducing between rounds. We'll be keeping an eye on that over the coming days.

SYSTEM CHANGES

[h2]GAME[/h2]
For the most part, we’re happy with the overall performance of our game systems, but we found a particularly impactful bug. The bug was causing cooldowns to tick down as normal during the goal celebration phase (after a goal is scored). This wasn’t intended!! Fixing this bug should improve counterplay between rounds — skills used and cooldowns committed in the preceding round are more likely to carry implications to how the next round begins. Additionally, we've seen K.O. comps scale a little too well into overtime, to adjust that a touch we’re tuning down the respawn timer in overtime to move the needle on this meta a bit.


  • [BUGFIX] :: Fixed a bug where ability cooldowns were reduced during the post-goal slow-mo and celebration.

  • Respawn Timer in Overtime


    • 13s → 12s

[h2]MAPS[/h2]
We want to swap maps out as a common rotation occasionally to encourage some variety. For our first swap, we're taking out Side Streets and replacing it with Split. We've heard feedback about how Side Streets can sometimes lead to frustrating bounces, so we're giving it some time off while we spend some time tweaking it for its GLORIOUS return one day.


  • New Map :: Split

  • Split will replace Side Streets. Probability of playing on other maps is unchanged.

[h2]POWER ORBS[/h2]
Power Orbs are mostly performing as expected. For this patch, all were doing is fixing a (somewhat potent) bug on Purple Orb and some balancing for Green.


  • Purple Orb


    • [BUGFIX] :: Fixed a bug where Purple Power Orb was fully resetting Special cooldowns if the round ended while its buff was active


  • Green Orb


    • Burst Move Speed Duration :: 1.5s → 1s


[h2]UI[/h2]


  • Player Icon is no longer clickable and won't capture your clicks/inputs

  • "Team Collab!" goal score event has been re-enabled

  • Power Play goals now just show as "Goal" due to frequency
  • UI Settings now have a resolution setting

NEW STRIKER - AI.MI

Ai.Mi - The Girl Who Glitched
"If everyone just listens to me, we'll win. So do that, all right?"



  • Strike


    • Hit the Core in a direction.


  • Secondary Ability: Cyber Swipe


    • BLINK to a location. On arrival, deal a HEAVY hit with your tail to enemies in an arc.


  • Primary Ability: Glitch Pop


    • Launch an unstable glitch PROJECTILE that grows as it travels. The glitch bursts on recast or max range, dealing a MEDIUM hit away from its center point to nearby enemies.


  • Special Ability: Firewall Sentry


    • CREATE a turret that launches a firewall of PROJECTILES in a fixed direction. Each one deals a MEDIUM hit to the first enemy struck.

STRIKERS

[h2]ASHER[/h2]
Going up against Asher as a goalie can be pretty frustrating, so she is actively on our radar for adjustments. For now, we're hitting the unbreakable wall with a nerf to get her Forward prowess in line while attempting to preserve as much of her defensive capabilities as a Goalie. If these changes don't hit our mark on improving her play against experience, we will be looking to follow up in near-future patches with a larger re-work.

  • Base Stats


    • Move Speed Over Levels :: 75 → 50


      • Move Speed at max Level :: 525 → 500



  • Strike Barrier (STRIKE)


    • Passive Barrier


      • Duration :: 1s → 0.5s

      • Knockback reduction from hits taken in the direction of her Passive Barrier when active :: 25% → 0%


        • Damage taken from hits in the direction of her Passive Barrier unchanged (still 25%)


      • [BUGFIX] :: Fixed a bug where passive barrier could deal a LIGHT hit each time Asher used Strike to rotate it. It should only deal a LIGHT hit every 0.4s to a unique target

[h2]DUBU[/h2]
We want Dubu to be an easy goalie to pick up for new players, but the big hampter is a bit too consistent at all levels of play right now. We're taking a general pass at him to bring him more in line with other defensive goalies. There have also been a couple occurrences of pretty suspicious physics interactions with Tofu Fortress - we'll work to improve those with some small changes.


  • Base Stats


    • Move Speed Over Levels :: 100 → 50


      • Move Speed at max Level :: 550 → 500



  • Rollout [PRIMARY]


    • [Localization Fix] :: Renamed from Bamboozle → Rollout

    • Cooldown :: 7s → 8s


  • Tofu Fortress [SPECIAL]


    • Detects if its projectiles will hit the Core slightly earlier in its travel and becomes terrain earlier

    • Terrain hitbox is slightly larger when detecting the Core, so if the Core were to pass between the wall pillars, it should be easier to see that it was a predictable outcome.

[h2]ERA[/h2]
Era had shown to be pretty strong overall in the last patch, but we also uncovered a handful of bugs and unintended interactions in her kit. We're fixing those and just giving her a light nerf before going further.


  • Bewitching Beam [PRIMARY]


    • Cast duration :: 0.15s → 0.1s

    • [BUGFIX] :: Era is now rooted for the full cast of Bewitching Beam

    • [BUGFIX] :: Now properly buffs allies for the full duration when Era has Cast to Last.

    • [BUGFIX] :: Tooltip now properly notes that that Bewitching Beam slows enemies

    • Slow Amount :: 30% → 20%


  • [BUGFIX] :: Flutter Fly is now correctly labeled as a SECONDARY ability in the UI

  • [BUGFIX] :: Flutter Fly's AOE range no longer increases with Super Surge. HASTE amount unaffected.

[h2]JUNO[/h2]
Juno is a touch lackluster in higher tiers of play. We're giving her some adjustments that hopefully help her find more goals when the player piloting her is skilled. Pilot diff, if you will.


  • Strike with Friends (STRIKE)


    • Player Knockback :: 140 (+70% Power) → 150 (+75% Power)

    • Player Damage :: 140 (+70% Power) → 150 (+75% Power)

    • Core Knockback :: 770 (+290% Power) → 860 (+325% Power)


  • Blob Bounce [SECONDARY]


    • Maximum Jump Range :: 480 → 600

[h2]KAI[/h2]
Kai's power as a Forward feels like it's lacking a little something, so we are buffing up his Barrage to make it more rewarding against the Core. While we're at it, we're hitting his Giga Blast with some quality of life adjustments to prevent weird bounces.


  • Barrage [PRIMARY]


    • Core Knockback :: 320 (+120% Power) → 400 (+150% Power)


  • Giga Blast [SPECIAL]


    • If Giga Blast hits something the instant it spawns, it no longer knocks it backwards.

[h2]X[/h2]
X has, indeed, been giving it to us all. We're reducing his move speed so he needs to think more about his positioning before unga-bunga and whether he should take different trainings to help him get into range more often.


  • Base Stats


    • Move Speed Over Levels :: 100 → 75


      • Move Speed at Max Level :: 550 → 525
  • X Maximus! [SPECIAL]
    • Player Knockback per Strike :: 120 (+60% Power) → 100 (+50% Power)
    • Player Damage per Strike :: 120 (+60% Power) → 100 (+50% Power)
    • Core Knockback per Strike :: 880 (+330% Power) → 865 (+325% Power)

TRAININGS
Ok. We went a little overboard with some trainings last patch. Some of them will get toned back down. Tempo Swing, in particular, was too efficient in enabling K.O. compositions when it should be more focused on survival. We also stumbled on a bug in our tooltips for how most hit amplification trainings were working. Those tooltips now correctly state that their effectiveness is actually halved against the Core.
[h2]General Changes[/h2]


  • Updated some Trainings tooltips to better specify their behavior with the Core (reduced effectiveness of hit amplification)


    • Updated Trainings: Ultrascope, Missile Propulsion, Super Surge, Built Different, Creator of Large Things, Heavy Handed, Prime Time, and Creator of Durable Things

[h2]Stinger[/h2]
Stinger adjustments are in reaction to Tempo Swing changes, to keep the value of a LIGHT/MEDIUM/HEAVY hit equal within the Trainings system


  • Damage over time effect :: 5/7.5/10% of target's maximum Stagger over 1/1.5/2s → 3.5/7.0/10.5% over 0.75/1.5/2.25s

[h2]Crossover[/h2]


  • HASTE effect :: 35% → 30%

[h2]Perfect Form[/h2]


  • Cooldown Reduction Effect :: 6/9/12% (max 0.6/0.9/1.2s) for LIGHT/MEDIUM/HEAVY hits → 5/10/15% (max 0.5/1.0/1.5s)

[h2]Stacks on Stacks[/h2]
Stacks on Stacks adjustments are in reaction to Tempo Swing changes, to keep the value of a LIGHT/MEDIUM/HEAVY hit equal within the Trainings system. It may stack faster on paper but we think cooldowns not cooling down between rounds will balance it out.


  • Stacks per hit :: 2/3/4 for LIGHT/MEDIUM/HEAVY hits → 2/4/6

  • Speed converted to power at maximum stacks :: 6% → 5%

[h2]Built Different[/h2]


  • Size Increase :: 35% → 30%

[h2]Tempo Swing[/h2]


  • Damage based on user's maximum Stagger :: 2/3/4% → 1/2/3%

  • Healing Modifier :: 150% → 200%

[h2]Cast to Last[/h2]


  • [REMOVED] :: No longer increases the duration of BUFFS or HASTES you receive from allies.

[h2]Eject Button[/h2]


  • [REMOVED] :: 5% increased cooldown for MOVEMENT abilities

  • [NEW] :: Has new sound effects

  • [BUGFIX] :: More fixes to prevent the return indicator from being invisible