1. Omega Strikers
  2. News

Omega Strikers News

Omega Strikers - November 2nd Micropatch | Update Notes

[previewyoutube][/previewyoutube]

Hey, what's goin' on, Ethan? Woah no way for real? Haha, that's awesome! Y'know what, you should check out these patch notes.
We've got some small changes today to your favorite game, Omega Strikers. With the launch of Nao, she helped us research into characters and that we should change - including herself! We also have another Asher buff, just like last patch, so you Asher mains can stop following me home. Okay, let us begin.

[h2]Strikers[/h2]
[h3]Asher[/h3]
Last patch buff wasn't as effective as we'd hoped, so we're buffing the buff lady a bit more.

  • BARRIER BEAM [PRIMARY]

    • Barrier width on her side of the field increased by 5%

[h3]Estelle[/h3]
Though not dominant, Estelle excels in a lot of different ranges of gameplay tiers. This is just a little touch to bring her in line.

  • ROSE WARP [SECONDARY]

    • Cooldown :: 15 → 16

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

    • Core Knockback :: 1280 (+150% Power) → 1260 (+140% Power)

[h3]Luna[/h3]
Luna mains get real good with Luna - and they be B.O.O.S.Tin' their enemies off the map too much man.

  • B.O.O.S.T. [SECONDARY]

    • Damage + Knockback :: 220 (+110% Power) → 200 (+100% Power)

    • Core Knockback :: 1390 (+205% Power) → 1380 (+200% Power)

[h3]Octavia[/h3]
Players were sleeping on this Oni, but she's seen a resurgence a bit at higher levels of play and people are flow stating all over the place.

  • FLOW STATE [SECONDARY]

    • Base speed bonus :: 30% → 28%

    • Speed growth (per second) :: 2% → 1.6%

[h3]Nao [/h3]
We put the director of special projects into your hands and she made a decent debut. She's a little weak following said debut, so this should help her fare better in all tiers of play.

  • SENTRY DRONE [PRIMARY]

    • Minimum recast time :: 0.2 → 0.1

    • Cooldown :: 8 → 7

    • Duration :: 3.0 → 3.25

    • Knockback & Damage :: 150 (+75% Power) → 160 (+80% Power)

    • Core Knockback :: 1220 (+125% Power) → 1260 (+140% Power)

  • PROXIMITY DRONE [SECONDARY]

    • Time to Destroy (How long enemies need to step on it) :: 0.65 → 0.8

  • LIFELINE [SPECIAL]

    • Range :: 1250 → 1500

    • Teleport duration :: 0.5 → 0.4

[h2] GEAR AND AWAKENINGS[/h2]
Due to a bug, Demolitionist was demolishing your cooldowns instead of just barriers. We’re bringing back our old buddy Glass Cannon while we work on a fix!

  • ROTATED OUT: Demolitionist
  • ROTATED IN: Glass Cannon


[h3]Aerials[/h3]
Projectiles with Aerials were projecting too much. Just a bit. This'll make it a little more appropriate.

  • Projectile range 35% → 30%

  • Dash range :: 0.75 → 0.7

[h3]Cast to Last[/h3]
Cast to Last casts were really lasting, but now the Cast to Last casts will last less.

  • Buff and Debuff duration increase :: 70% → 60%

[h3]Dead eye[/h3]
Dead eye is pretty underwhelming. It's now a little less dead.

  • Damage increase:: 30% → 32.5%

[h3]Egoist[/h3]
His ego got the best of him, though he sticks around while his Energy friends are gone, he's a little weak without them.

  • Energy refund on flip :: 20 → 25

  • Energy refund on dodge :: 10 → 12

[h3]Heavy Impact[/h3]
Heavy Impact? More like Heavier Than Before Impact

  • Impact Bonus :: 15% → 20%

[h3]Hot Shot[/h3]
We nerfed Hot Shot last patch, but the chili pepper was still performing red-hot. This'll cool it down a bit.

  • Ability damage increase :: 14% → 12%

[h3]Quick Strikes[/h3]
The higher your tier, the better Quick Strikes would perform. This'll help bring it down in line for all gamers of the game "Omega Strikers".

  • Strike Cooldown Reduction :: 25% → 20%

  • Energy bonus :: 2 → 1

[h3]Stagger Swagger[/h3]
Defense awakenings can be a little offensive too, as a treat.

  • Base speed :: 8% → 10%

[h3]Strike Shot[/h3]
Strike Shot is currently the worst of the goalie Gear by a bit. (Even though it's the patch note editor's favorite). This'll make it compete with the others a little better!

  • Cooldown :: 10 → 8

Omega Strikers - October 19th Update | Update Notes

[previewyoutube][/previewyoutube]

To: All Staff
From: Rasmus - President, Clarion Corp.
Subject: Omega Strikers Patch 3.1.0

Hello my loyal and dedicated Clarion Corp employees! I am writing you all to inform you of a couple changes coming to Clarion Corp.

First, I would like to announce that our very own Director of Special Projects, Nao, will be joining the roster of Omega Strikers. Please send congratulations to her office.

Second, we are proud to announce the opening of Clarion Corp Test Chamber. This new map will rotate between 5 "submaps" each game. We are very excited to observe this new map and monitor the strikers.

Finally, we will be hosting a New Event to help us determine which of the temporary "superpowers" is most favorable among the audience. We will analyze the data with Nao's assistance.
Also, on a personal note, I recently picked up a new hobby. If you see me, Magician Rasmus, around, let me perform an illusion for you.

Find the details of all the changes below. Thank you.

SYSTEM CHANGES

[h2]MAPS AND MODES[/h2]
[h3][NEW] Clarion Test Chamber[/h3]

  • Deep underground below Clarion Corp HQ hides Rasmus' private Corestrike Arena. However, there's more to this technological marvel than a simple love for the sport. Here is where Rasmus and Clarion Corp's Director of Special Projects, Nao are testing the effects of Omega energy on humans. They've found a way to replicate the magic and technologies of some of the League's strongest strikers, and now they're using those powers to push the players to their limit...

  • The Test Chamber is an indoor Arena with 5 different 'variants.' Before each round, the Arena morphs into a new variant, changing its terrain and incorporating a new mechanic based on the powers of other strikers. After each Set, the variants reset!

    • Use invisibility vents to surprise your enemies on Project XENO

    • Knock enemies into the crippling auras of Project OBSCURA

    • Trigger the cosmic power of Atlas on Project EXPANSE

    • Use high-speed bumpers to send the core (and enemies) flying on Project BASS DROP

    • Fight with your team to secure a massive size buff on Project MAELSTROM

[h3]Maps Rotation[/h3]
Like Awakenings, we'll now rotate maps in and out on occasion to highlight new options and improve the meta.
Rotated Out: Oni Village, Atlas's Lab
Active Rotation: We're reducing the number of maps in the active rotation from 6 to 5. We expect to rotate maps in and out more frequently during future patches and micropatches. The standard rule is that all maps have an equal chance to be selected.
Clarion Test Weekend: In Normal and Quick Play queues, Clarion Test Chamber will have a heightened (50%) chance to be selected this weekend. On Monday, Normal and Quick Play queues will be changed back to have an equal chance for all maps in the active rotation to be selected. Ranked queue percentage will be unchanged and follow the standard rule.
[h2]UI / Systems[/h2]
USE ENERGY BURST!!!!!!!!!!!!!! Something long requested - we've finally be able to add in some more callouts for all of your in-game communication needs

  • 7 Total pings!

    • KO Them!

    • Get Orbs!

    • Sorry!

    • Use Energy Burst!

    • Spread Out!

    • Let Me Defend!

  • no more "help help help..." sorry.

[h2]Custom Games[/h2]
We've overhauled custom games. It's now MUCH easier to join/host custom games with a bunch of new features.

  • Choose lobby size

  • Enable/Disable spectators

  • Premade lobby codes

  • Lobby owner can rearrange teams (drag and drop)

  • Map selection

  • Game mode selection (Normal, Quickplay, Tea Time Tussle)

  • Server selection

[h2]Skins/Content[/h2]
Not only Rasmus, Zentaro gets a skin too. Lookin' a little cyberpunk over there, dude.

  • Magician Rasmus

  • Neon Soul Zentaro

[h2]STRIKERS[/h2]
[h3][NEW] Nao[/h3]
Nao is Clarion Corp's Director of Special Projects; a calculating businesswoman who uses drones to support her allies and create zones of power on the field. While her offensive capabilities are limited, this supportive striker offers players a high skill ceiling and a suite of utility and core control tools. To make the most out of Nao's kit, you'll have to think two steps ahead by placing her long-lasting creations in strategic spots, and know when to warp into the action to take matters into your own hands.

  • SENTRY DRONE [PRIMARY]

    • Launch a drone that hits the first enemy struck. At max range or upon recast, it halts and creates unstable energy that increases in power and size over time, hitting the first enemy struck in the direction cast.

  • PROXIMITY DRONE [SECONDARY]

    • Deploy a drone at a target location that lasts up to 15s and detonates on contact with a friendly player, hitting enemies away. Nearby allies restore 20% max stagger and gain a 50% Haste BUFF for 1.25s. Enemies can disarm the drone by briefly standing on it.

  • LIFELINE [SPECIAL]

    • Become ELUSIVE and BLINK to a target location near yourself or an ally, restoring 50% of nearby allies' missing stagger on arrival. Within the next 3.25s, recast to BLINK back to your starting position.
Ai.Mi Ai.Mi simps, erm, players I mean, were KOing others too easily with her combo. This will make it just a tad trickier to pull it off.

  • CYBER SWIPE [SECONDARY]

    • PVP Damage and Knockback :: 210 (+105% Power) → 195 (97.5% Power)

    • Core Knockback :: 1315 (+192.5% Power) → 1300 (+185% Power)

[h3]Asher[/h3]
We mentioned some Asher buffs last time, these should help Goalie Asher but should not buff forward Asher too much.

  • BARRIER BEAM [PRIMARY]

    • Barrier width on her side of the field increased by 10%

  • BREAKTHROUGH [SECONDARY]

    • Hitbox reduced to better match strike size

    • This should make Secondary → Strike combos more reliable


[h3]Drek'ar [/h3]
We want to see Shotgun Lizard pull off some cool plays, this'll help him control the field a bit more.

  • MOLTEN BOLT [SPECIAL]

    • PVP Knockback :: 120 (+60% Power) → 140 (+70% Power)

    • Damage and Core Knockback unchanged

    • [BUGFIX] No longer spawns behind him.

      • As a result, max range :: 900 → 950

[h3]Finii [/h3]
As we mentioned previously, Finii has struggled to find her footing despite living it up in buff city. We've decided to give her whole kit some love with QOL changes, numbers buffs, and a mini ability rework! We expect she'll now sit at Finii percent win rate.

  • [RENAME] DOUBLE TAKE [SECONDARY]

    • Number of pulses :: 1 → 3

      • Time between pulses :: 0.4s

    • PvP Damage per pulse :: 180 (+90% Power) → 80 (+40% Power)

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

    • Core Knockback :: 1340 (+180% Power) → 1140 (80% Power)

  • MISDIRECTION [PRIMARY]

    • Missile size Increased by 10%

    • Missile speed increased (ability resolves about 10% faster)

      • Initial forward speed :: 2900 → 3000

      • Minimum speed going forward :: 0 → 500

      • Backwards speed :: 6000 → 6125

    • [BUGFIX] Attempted to fix a bug where Finii PRIMARY occasionally fizzled out without switching directions

  • BIG FINISH [SPECIAL]

    • Improved ability to initially capture the Core

      • Ability to hold captured Cores unchanged

    • Cores that have recently been boosted by Core Burst will more consistently escape.

    • Recast lockout :: 0.5s → 0.25s

    • Recast channel time :: 0.15s → 0.1s

    • PvP Slow reduced :: 25% → 15%

[h3]Juno[/h3]
Juno can now consistently strike the Core at ALL points of her jump.

  • BLOB BOUNCE [SECONDARY]

    • [BUGFIX] Juno can now consistently strike the Core at ALL points of her jump.

[h3]Kazan[/h3]
Kazan has been underperforming in win rate in most tiers of play. We're giving him a slight nudge to his most devastating, but also most fair, ability.

  • MADDENING DESCENT [OPEN SPECIAL COMBO]

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

    • Core Knockback :: 1340 (+180% Power) → 1380 (+200% Power)

[h3]Kai[/h3]
In upper tiers of play, Kai can't really hang. This will help him fit in with the damaging gamers a bit more.

  • BARRAGE [PRIMARY]

    • PVP Damage and Knockback :: 50 (+25% Power) → 60 (+30% Power)

    • Core Knockback unchanged

[h3]Rune[/h3]
Everyone is banning Rune. Stop it. This should make him less annoying to play against in the goal but keep him relatively the same Forward.

  • UNSTABLE ANOMALY [PRIMARY]

    • Pillar duration :: 1.75 → 1.6

  • SHADOW SWAP [SECONDARY]

    • Pillar duration :: 1.75 → 1.6

[h3]X [/h3]
In many tiers of play, X is not a popular choice! Why? I mean look at him, he is so fine and so cool. His hair is so rad. I am glad I am getting this buff. I mean he is getting this buff. haha.

  • BULL RUSH [SECONDARY]

    • PvP Damage and Knockback :: 200 (+100% Power) → 220 (+110% Power)

    • Core Knockback :: 1380 (+200% Power) → 1390 (+205% Power)



[h3]GEAR AND AWAKENINGS[/h3]
[h3][NEW] Fight or Flight[/h3]

  • Gain 20% Speed for 1.5s whenever you hit something or get hit. Refresh your SECONDARY ability whenever you stagger an enemy or become staggered.

[h3][NEW] Knife's Edge[/h3]

  • Gain 40 Power and 30% Speed whenever you're within 400 range of the Arena's edge.

[h3][NEW] Demolitionist[/h3]

  • Gain 25% Size. Whenever you destroy or assist in destroying an enemy barrier, your cooldowns are reduced by 8s.

[h3][ROTATED OUT] :: Catalyst, Fire Up!, Rapid Fire[/h3]
[h3]Hotshot[/h3]
The era of hotshot is coming to an end. Cores in general have been flyin' that we need to slow it down. Just a lil'

  • Core Hit amplifier :: 15% → 14%

  • CD reduction :: 35% → 30%

  • Max CD refund: 3.5s → 3.0s

[h3]One-Two Punch[/h3]
As with Hotshot, we want to slow down cores a bit with One-Two Punch as well.

  • Hit amplifier for second hit within 2.5s :: 30% → 28%

  • Core Hit amplifier :: 15% → 14%

[h3]Pummelers [/h3]
Overshadowed by the other schmoovement picks, Pummelers wasn't giving players what they needed!

  • Speed boost during power plays :: 20% → 30%

[h3]Spark of Resilience [/h3]
We undid the "base" stagger buff from the last patch but are looking to have this particular spark scale better.

  • Base stagger :: 150 → 100

  • Stagger Bonus per spark :: 250 → 350

[h3]Strike Shot[/h3]
Strike Shot has been underperforming other options as of late, so we're giving it a decently large bump in the right direction.

  • Missile Speed :: 1750 → 2000

  • Range increased by 75

  • Cooldown :: 11s → 10s

[h3]Timeless Creator [/h3]
Strikers with creations were leaving them on the playing field timelessly. This will make them a little less timeless and smaller, but still effective.

  • Duration increase :: 70% → 65%

  • Size increase :: 50% → 40%

[h3]Vicious Vambrace [/h3]
An unpopular choice, Vambrace was only kinda good on a small subset of characters. This will make it a better choice for anyone in the cast to pick.

  • Healing from hitting core :: 4% → 10% of damage dealt

    • (Ex: Healing from strike on Core 54 → 135) (Yes striking the Core counts as damage. The core feels pain. Think about that when you play.)
BUG FIXES

  • Kai no longer cancels his PRIMARY when his SPECIAL hits something.

  • Strike Shot indicator no longer disappears.

  • Sakura Wildstyle Rune now shows correct model when using in-game expressions.

  • Finii's Misdirection projectile will no longer disappear when it reverses course.

  • Kazan can no longer hit elusive allies with his Open-Form PRIMARY

  • Inky's Splash Zone water cannon audio will no longer sometimes play indefinitely

  • Various other minor bug fixes.

Omega Strikers - October 5th Micropatch | Update Notes

[previewyoutube][/previewyoutube]

Hello. Bonjour. 안녕하세요. Hola. こんにちは. We're back at it again with another micropatch for the hit game "Omega Strikers". All them big ole' Strikers (and other size things) are getting a size nerf, bringing 'em down in line with the rest of the crew. There's a couple other small things in here as well, and we're hoping to get a thiccer patch out sometime this month!

[h2]STRIKERS[/h2]
[h2]Strike Size Nerfs[/h2]
Strike size has proven to be an extremely potent stat for all of our, well, thicc strikers. These beefy ones have continuously beat out the competition - despite having on average longer cooldowns on their abilities. Normal-sized characters are unchanged but we're shrinking the power of the big ones.
[h3]Asher[/h3]
Asher is part of the size nerfs, but we don't want to nerf Asher too much on the whole. We will look to buff her in a future patch to make up for these changes.

  • STRIKE

    • Strike :: 270 → 265

[h3]Atlas[/h3]
Atlas often had the weight of the world on his shoulders, and was holding it up too well, so he's getting hit with an extra nerf.

  • ASTRAL PROJECTION [PRIMARY]

    • Cooldown :: 8s → 9s

  • STRIKE

    • Strike range :: 270 → 265

[h3]Dubu[/h3]
He'll still be bigger than the rest of the cast, but... just less bigger.

  • Strike range :: 285 → 275

[h3]X[/h3]
X is collateral damage of this change, so we're making sure he still gets his moment to shine when he try and give it to ya.

  • STRIKE

    • Strike range :: 270 → 265

      • Strike range during SPECIAL unchanged

  • X MAXIMUS! [SPECIAL]

    • Size increase :: 35% → 37.5%

[h3]Estelle[/h3]
Our last set of changes helped make Estelle less of a damage menace, but she's still wracking up those wins with outstanding core control. This should bring her back in line.

  • CRYSTAL THORNS [SPECIAL]

    • Cooldown :: 20s → 22s

[h3]Juno[/h3]
After the change to her Blobbo activity in 3.0, Juno's been struggling to find her footing - the additional hold time has given enemies more opportunities to stop Juno's friends from finding shots. To level that out, we're giving them some more firing power.

  • STRIKE WITH FRIENDS [PASSIVE]

    • Blobbo Core Knockback :: 1310 (+165% Power) → 1350 (+185% Power)

      • PvP values unchanged

  • MAKE IT RAIN [SPECIAL]

    • Cooldown :: 35s → 30s

[h3]Vyce[/h3]

  • SUPER NOVA [SPECIAL]

    • Cooldown :: 40s → 35s

[h3]GEAR AND AWAKENINGS[/h3]
[h3]Big Fish[/h3]
The theme of this patch is size reduction! Big Fish is now a less big fish.

  • Size :: 30% → 25%

[h3]Built Different[/h3]
The theme of this patch is size reduction! Built Different is now a less built different. Okay, that didn't make sense, sorry.

  • Size :: 30% → 25%

[h3]Egoist[/h3]

  • Persistent speed boost at full Energy :: 10% → 12%

    • Burst of speed when hitting full Energy unchanged

[h3]Extra Special[/h3]
The happy star was a bit too happy - and is still always good. We're just gonna wipe that smile off its face a bit.

  • Cooldown reduction :: 30% → 25%

[h3]Reverberation[/h3]
The reverb was a bit too strong after the buffs last time. We're adjusting the parameters to bring it back in line with the other stagger options.

  • Cooldown per 100 max Stagger :: 1.5 → 1.15

[h3]Spark of Resilience[/h3]
Spark of Resilience has fallen behind its Spark compatriots, and some other awakenings, in terms of power and pick rate. We're pushing some power into it to give it a... spark.

  • Base Stagger :: 100 → 150

  • Stagger per Spark :: 200 → 250

[h3]Stagger Swagger[/h3]

  • Heal per Second :: 150 → 200

[h3]Tempo Swing[/h3]

  • Max Stagger percent for Damage/Heal on hit :: 5% (1.66% for LIGHT hits) → 6% (2% for LIGHT hits)

Omega Strikers - September 21st Micropatch | Update Notes

[previewyoutube][/previewyoutube]

What?? Is it that time again? Yes, yes it is! We have some fresh faces and some old friends along for this micropatch. Some of our recent changes affected the likes of Asher and Rune a bit too much, so they'll have to be rebalanced. We also, however, have a good collection of buffs too; some Oni, some Blobbos, and... X?

One frequent visitor to these notes that you will not see below (this time) is our favorite trickster, Finii. She has been getting a lot of magical buffs almost every patch, but they haven't been sticking. We recognized we needed to do something a bit more flashy, so she'll be getting a larger set of changes next full patch!

[h2]STRIKERS[/h2]
[h3]Asher[/h3]
Asher, on the wings of some bugfixes (and some intended buffs) really carved her own path. We're reducing the effectiveness her SPECIAL has in locking people down, knocking them out, and scoring. We're also taking down her Barrier Beam damage substantially; it's proven too effective as a KO tool even without Awakenings backing it.

  • BARRIER BEAM [PRIMARY]

    • PvP Damage and Knockback :: 200 (+100% Power) → 175 (+87.5% Power)

    • Core Knockback :: 1380 (+200% Power) → 1330 (175% Power)

  • PATHSPLITTER [SPECIAL]

    • Cooldown :: 35s → 40s

    • PvP Damage and Knockback :: 120 (+60% Power) → 100(+50% Power)

    • Core Knockback unchanged

    • [BUGFIX] :: Minimum stun time for the knockback is no longer .3s (unintentionally got reverted, which caused players to get locked down by the ability more)

[h3]Era[/h3]
Era is battling with the best of them. We're bumping the Bewitching Beam back to better balance.

  • BEWITCHING BEAM [PRIMARY]

    • Cooldown :: 8s → 8.5s

    • Buff / Debuff Time :: 2.25s → 2s

[h3]Finii[/h3]
If you skipped the blurb at the beginning, first of all, how dare you, second of all: bigger Finii changes are coming in a future patch!
[h3]Juliette[/h3]
Juliette is the preeminent brawler at high MMRs and in tournaments. We're grounding her a bit, though she'll probably still rise from the ashes.

  • FLYING PHOENIX [SECONDARY]

    • Cooldown :: 16s → 18s

[h3]Juno[/h3]
We gave players more control over Blobbos, but that unintentionally made her a bit harder to use. We're letting her Strike ‘suggestions' to Blobbos last a bit longer - and are upping her damage as well.

  • STRIKE WITH FRIENDS (STRIKE PASSIVE)

    • Strike suggestion hold time :: .25s → .4s

  • FRIEND FLING [PRIMARY]

    • PvP Damage and Knockback :: 170 (+85% Power) → 185 (+92.5% Power)

    • Core Knockback :: 1320 (+170% Power) → 1350 (+185% Power)

[h3]Rune[/h3]
We might have given Obscura a bit too much power in the last micropatch. We're pulling back a bit on the range, and also pulling some power elsewhere from Unstable Anomaly to, well, stabalize it.

  • UNSTABLE ANOMALY [PRIMARY]

    • Cooldown :: 7s- >7.5s

    • PvP Damage :: 250 (+125% Power) → 200(+100% Power)

    • Range :: 750 → 700

[h3]Vyce[/h3]
We're making it so if you stick around for her show, it'll cost you. More visits to the School of Rock will end up in detention.

  • POWER CHORD[PRIMARY]

    • PvP Damage and Knockback :: 170 (+85% Power) → 185 (+92.5% Power)

    • Core Knockback :: 1320 (+170% Power) → 1350 (+185% Power)

    • LIGHT chain hit damage and knockback unchanged

  • SUPER NOVA [SPECIAL]

    • Max PvP Damage and Knockback Multiplier for Full Charge :: 2.25x → 2.5x

    • Max PvP Damage and Knockback :: 360 (+180% Power) → 400 (+200% Power)

[h3]X[/h3]
It's hard to hit things with your head, even when it's a big one! We're giving X more opportunities and more payout for his difficult-to-land dashing attack.

  • BULL RUSH [SECONDARY]

    • Cooldown :: 14s → 13s

    • PvP Damage and Knockback :: 190 (+95% Power) → 200 (+100% Power)

    • Core Knockback :: 1360 (+190% Power) → 1380 (+200% Power)

[h3]Zentaro[/h3]
Zentaro has been on the receiving end of a lot of buffs and then a lot of nerfs. While he is most effective (and annoying) at whittling enemies down, we're giving him some better finishing power for one of his harder to hit abilities.

  • IAI RUSH [SECONDARY]

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

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


[h3]GEAR AND AWAKENINGS[/h3]
[h3]Big Fish[/h3]
Size isn't everything, but it is a VERY good stat. Like Stagger. In this case, Big Fish will remain big, but it will grant a bit less sturdiness.

  • Stagger :: 300 → 200

[h3]Bulk Up[/h3]
Bulk Up has never been the belle of the ball. We suspect it still won't be the best in slot for most, but it should provide a better offensive contribution when you've accumulated a bunch of stagger.

  • Power per 100 max Stagger :: 1.5 → 1.75

[h3]Reverberation[/h3]
Reverberation, like Bulk Up, grants good defense but doesn't really convert it meaningfully. We're taking a big swing here to make it live up to its promise.

  • Cooldown per 100 max Stagger :: .8 → 1.5

[h3]Sparks[/h3]
Spark of Agility is overperforming largely due to its base stats. We're going to be pulling that back, but give better bonuses to its neighbors in Sparkington City as they are currently lackluster.
[h3]Spark of Agility[/h3]

  • Base Speed :: 2% → 1%

  • Speed per Spark :: 7% → 6%

[h3]Spark of Focus[/h3]

  • Base Cooldown Rate :: 2 → 4

  • Cooldown per Spark :: 10 → 12

[h3]Spark of Power[/h3]

  • Power per Spark :: 20 -> 22

[h3]Spark of Resilience[/h3]

  • Base Stagger :: 50 → 100

[h3]Stacks on Stacks [/h3]
The pancakes have always been a staple of the meta. Lately, though, it's risen to the top of the heap. We're bumping it down to a more reasonable place, so it doesn't stack up so well against the other options.

  • Speed per Stack :: .12% → .10%

  • Max Speed :: 24% → 20%


Omega Strikers - September 7th Micropatch | Update Notes

[previewyoutube][/previewyoutube]

Hey there Strikers. We're back for some more micro'ing. In case you missed it, Kazan got some nerfs last Friday (September 1) and Finii got some bugfixes and buffs on our rogue off-schedule micropatch. There were also some immediate bugfixes following the big splash that 3.0 made. (Thankfully X stopped infinitely striking your face into the dirt shortly after).

With all that behind us, though, we have a standard balancing patch and rotation for Awakenings. Melee goalies are getting some taps down.
[h2]STRIKERS[/h2]
[h3]Ai.Mi[/h3]
Ai.MI has absolutely infected the hearts, minds, and computers of players. She's still our most popular Striker and is also winning a large proportion of her games. One culprit is the usefulness of Firewall Sentry, given its relative (to her other abilities) ease of use.

  • FIREWALL SENTRY [SPECIAL]

    • Cooldown :: 30s → 35s

    • PvP Damage and Knockback :: 140 (+70% Power) → 125 (+62.5% Power)

    • Core Knockback :: 819 (+91% Power) → 800 (+80% Power)

[h3]Asher[/h3]
Asher's shield was patched up a bit and is once again a dominant force at high levels of play, so we're slowing down her barrier-ing.

  • BARRIER BEAM [PRIMARY]

    • Cooldown :: 8s → 9s

[h3]Atlas[/h3]
Atlas has been the stoic angel, protecting his teammates a bit too well. We're reducing his save attempts and giving patient opponents some better counterplay.

  • CELESTIAL INTERVENTION [SPECIAL]

    • Cooldown :: 45s → 50s

    • Duration of Guardian :: 3.5s → 3s

[h3]Dubu[/h3]
Dubu (and Atlas) have been running the meta from the net. We're slowing his roll.

  • SOMERASSAULT [SECONDARY]

    • Cooldown :: 18s → 20s

  • ROLLOUT [PRIMARY]

    • PvP Damage and Knockback :: 180 (+90% Power) → 170 (+85% Power)

    • Core Knockback :: 1340 (+180% Power) → 1320 (+170% Power)

[h3]Estelle[/h3]
The consummate professional has been slowly creeping up the winner boards (that a thing?). She is great at putting the Core in the net! We want her to keep that strength, so we're just tuning down her damage a tiny bit.

  • CRYSTAL THORNS [SPECIAL]

    • PvP Damage and Knockback :: 130 (+65% Power) → 120 (+60% Power)

    • Core Knockback :: 1240 (+130% Power) → 1220 (+120% Power)

[h3]Finii[/h3]
Bumping up some of Finii's damage output, following bugfixes to her PRIMARY last micropatch.

  • DOUBLE TAKE [SECONDARY]

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

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

[h3]Rune[/h3]
Rune has always been one of the trickiest of the Strikers to play. We're removing some emphasis on his damage combos and giving him some range so he can better control the Core.

  • UNSTABLE ANOMALY [PRIMARY]

    • Increase Pillar Range :: 600 → 750

    • Same pillar damage reduction :: 90% → 99%

[h3]Vyce[/h3]
Due to how impactful Vyce was with rocking out initially, we had her SPECIAL at unusually high cooldown. Players have learned better to counter it, so we're pulling back some of the protection. Time to DODGE.

  • SUPER NOVA [SPECIAL]

    • Cooldown :: 45s → 40s


[h3]GEAR AND AWAKENINGS[/h3]
With our micropatch we also bring a new rotation. Sparkington City is back!!! Orbs are out! ...temporarily. Oh, and Glass Cannon is joining them on the sideline. Aside from those, we have a couple small adjustments to some of the other ones.

ROTATED OUT: Orbs (Orb Dancer, Orb Ponderer, Orb Replicator) and Glass Cannon
ROTATED IN: Sparkington City (Spark of Strength, Spark of Agility, Spark of Focus, Spark of Resilience)

[h3]Built Different[/h3]
  • Impact bonus damage :: 10% → 5% (2% on Core → 1% on Core)
[h3]Bulk Up[/h3]
All the Stagger conversion trainings have been left behind again. Bumping up their durability and thus their synergy with each other.
  • Max Stagger :: 300 → 350

[h3]Reverberation[/h3]
  • Max Stagger :: 300 → 350

[h3]Peak Performance[/h3]
  • Max Stagger :: 300 → 350

[h3]Catalyst[/h3]
Catalyst has been the keystone of the Energy Exodia build. While the other Energy awakenings are performing below average, Catalyst has been seeing a lot of success and a lot of focus. We're bringing it down a notch and will reassess the state of the rest of the Energy options afterward.
  • Energy on taking hits :: 6 (2 for LIGHT hits) → 4.5 (1.5 for LIGHT hits)

[h3]Eject Button[/h3]
  • SECONDARY Cooldown :: 25% → 30%

[h3]Heavy Impact[/h3]
  • Cooldown Refund for multi-hits :: 25% → 35%
  • Max CD refund :: 10s → 14s

[h3]Missile Propulsion[/h3]
  • Damage Bonus :: 15% → 20%

[h3]Perfect Form[/h3]
  • Cooldown :: 15% (5% for light hits) (max 1.5/.5s)→ 20% CD reduction (6.66% for light hits) (max 2/.666s)

[h3]Primetime [/h3]
Primetime took a lot of nerfs and is STILL SLIGHTLY too strong. We're bringing it down just a final smidge.
  • Damage Reduction for PRIMARY :: 10% → 15%

[h3]Siphoning Wand[/h3]
Siphoning Wand has been underperforming slightly since its back-to-back nerfs.
  • Drain :: 3.5% → 4%

[h3]Specialized Training[/h3]
  • 55% → 50%

[h3]Super Surge[/h3]
  • Damage Bonus :: 25% → 30%