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Omega Strikers - August 3rd Micropatch | Update Notes

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We're here again with a buff and surprise filled micropatch, guaranteed fun for kids of all MMRs! While we love buffs as much as the next person, some evasive characters didn't escape our grasp this time around as they've been too stronk in the upper echelons of play and DESERVE the nerf bat. That being said, we hope you all have fun out there and stay tuned for some big changes on the horizon! (New season soon?? Pausechamp?)

[h2]STRIKERS[/h2]
[h3]Finii[/h3]
She's still more trick(y to play) than magic. We're giving her a few more attempts at sleight of hand and a sturdier frame to boot so she can stay on stage.

  • MISDIRECTION [PRIMARY]

    • Cooldown :: 8s → 7s

  • Stagger Gain Over Levels :: 375 → 425

[h3]Juno[/h3]
When it comes to brawling and lethality, it's no surprise that Juno can't hang. Though, with a little help, she might be able to take it, SURVIVE, and let the Blobbos do their work.

  • Stagger Gain Over Levels :: 375 → 425

[h3]Kai[/h3]
Kai used to set the pace for goalies and forwards. These days, picking Kai forward might send you a bit backward. We're giving him some buffs that will hopefully make him blaze along more freely in the midfield.

  • BLAZING PACE [SECONDARY]

    • HASTE Duration :: 3s → 4s

  • Stagger Gain Over Levels :: 375 → 425

[h3]Vyce[/h3]
Vyce has toed the line of nerfs since her release. She's been a staple of brawling based teams and is finally getting some of her most consistent damage tuned down to a lower chord. Where does that leave her on the tier list now? B flat? Sorry. Bad joke.

  • POWER CHORD [PRIMARY]

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

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

    • Chaining LIGHT Hits PvP Knockback and Damage :: 120 (+60% Power) → 110 (+55% Power)

    • Chaining LIGHT Hits Core Knockback :: 878 (+120% Power) → 858 (+110% Power)

[h3]Zentaro[/h3]
Zentaro is the most banned Striker in the high elos, in part due to his blade just being literally everywhere. We're slowing down his tirade by increasing his cooldowns. He might miss a stuffing opportunity or two now.

  • SLASHING STRIKE (STRIKE PASSIVE)

    • Number of hits required :: 10 → 12

      • (This won't show up in-game but it's there. Source: just trust me bro)

  • ONI'S BLADE [SPECIAL]

    • Cooldown :: 35 → 40


[h2]GEAR / AWAKENINGS[/h2]
As a general approach, we're buffing options that are more defensive or rooted in utility and nerfing those that contribute to damage. We also eyed some outliers that were clearly out of whack!
[h3]Big Fish[/h3]
Size is a really strong stat! Both Big Fish and Built Different continue to overperform, so we're pulling back specifically their size buffs (but leaving other bonuses in the game alone).

  • Size Gain :: 35% → 30%

[h3]Built Different[/h3]
Size is a really strong stat! Both Big Fish and Built Different continue to overperform, so we're pulling back specifically their size buffs (but leaving other bonuses in the game alone). (I just copied and pasted this from above lol)

  • Size Gain :: 35% → 30%

[h3]Catalyst [/h3]
Catalyst is underperforming a little bit on average, but it does have pop-off moments for multi-hitters which didn't feel all that appropriate. So we're giving it a bit of a... burf? The offensive pop-off moments should be less egregious, but it should be much better when you're actually tanking hits. Like a LOT BETTER. Maybe even twice as good? Quick maths.

  • Additional Energy Gained on Hit :: 50% → 20%

    • Energy gained on taking Hit:: 3 (1 for LIGHT hits) → 6 (2 FOR LIGHT hits)

[h3]Egoist[/h3]
Alright, we get it you egomaniacs. When you take Egoist, you want the ball and you're gonna score. This should help.

  • Energy Refund for Evade :: 5 → 10

  • Energy Refund for Burst :: 15 → 20

[h3]Hotshot[/h3]
As the preeminent Core Control option, it's not surprising to see Hotshot struggling when brawling is on the table. Hopefully this will be a small shift in the larger swing of tides.

  • Cooldown Refund :: 30% → 35%

[h3]Perfect Form [/h3]
Perfect Form performed pretty poorly even for its prime people. It should be a more-perfect form after this.

  • Hits reduce other ability cooldowns by :: 12% (4% for LIGHT hits) → 15% (5% for LIGHT hits)

[h3]Powerhouse Pauldrons [/h3]
Giving another buff to this Gear for goalies to deal with brawlers up in their business.

  • Damage Reduction :: 15% → 20%

[h3]Prize Fighter[/h3]
While Prize Fighter isn't the most popular of pick-ups, it can be very dominant when it's taken, so we're knocking it down a peg.

  • Power Per Stack :: 25 → 20

[h3]Extra Special[/h3]
The happy star is now a slightly more emotionally neutral star.

  • Cooldown reduction :: 40% → 30%





Omega Strikers - July 20th Micropatch | Update Notes

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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

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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