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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.

Omega Strikers - May 30th Micropatch - Balance Adjustments

Bonjour friends! We're launching a full-fledged attack on the titans with this micropatch. Most size increases are being reduced from 40% to 35% as every Awakening/Gear/Striker that had it was slightly oveperforming. This will also help game clarity with fewer giants clogging up the map, stomping all over the Core.

[h2]STRIKERS[/h2]
[h2]Era[/h2]
Era has been a staple of tournament play for longer than the game has been released! Her potential to keep a debilitating debuff on enemies for up to 84 years had to be trimmed somewhat.

  • Bewitching Beam [PRIMARY]

    • Buff and Debuff Duration :: 2.5 → 2.25

    • Slow Amount :: 30% → 25%

[h2]Luna[/h2]
Before Vyce rocked our worlds, 'Vyce at home' was committing war crimes against us. We're going back to those good ole' days - the risk and difficulty in landing her abilities should have more of a payoff.

  • C.R.A.T.E.R. [SPECIAL]

    • Inner radius PvP Knockback and Damage :: 360 (+180% Power) → 380 (+190% Power)

      • Outer radius (40% reduced) :: 216 (+108% Power) → 228 (+114% Power)

    • Inner Radius Core Knockback :: 1460 (+240% Power) → 1470 (+245% Power)

      • Outer Radius (25% reduced) :: 1095 (+180% Power) → 1103 (+184% Power)

  • B.O.O.S.T.

    • PvP Damage and Knockback :: 200 (+100% Power) → 210 (+105% Power)

    • Core Knockback :: 1380 (+200% Power) → 1385 (+202.5% Power)

[h2]Rasmus[/h2]
Rasmus performs pretty on Ai.Mi's App for some reason, but he's been underswinging everywhere else. We're putting some more weight into his pendulum so when he smacks you with it, it hurts more.

  • Pendulum Swing [PRIMARY]

    • Sweetspot PvP Damage and Knockback :: 180 (+90% Power) → 190 (+95% Power)

      • Non-Sweetspot (45% Reduced) :: 99 (+49.5% Power) → 104.5 (+52.25% Power)

    • Sweetspot Core Knockback :: 1340 (+180% Power) → 1360 (+190% Power)

      • Non-Sweetspot (22.5% Reduced) :: 1038.5 (+139.5% Power) → 1054 (+147.25% Power)

[h2]X[/h2]
X is strong. Size is strong. Both are a bit less so, beginning today.

  • X Maximus [SPECIAL]

    • Size :: 40% → 35%

[h2]GEAR AND AWAKENING BALANCE[/h2]
SHRINKFLATION!!! IT'S HITTING THE AWAKENINGS TOO!!!
[h3]Powerhouse Pauldrons[/h3]

  • Size :: 40% → 35%

[h3]Built Different[/h3]

  • Size :: 40% → 35%

[h3]Big Fish[/h3]

  • Size :: 40% → 35%

[h3]Eject Button[/h3]
Eject Button does so many fun things for goalies and is a cool tool on its own, yet it still is being overshadowed by the other options.

  • Secondary Cooldown :: 20% → 25%

[h3]Siphoning Wand[/h3]
This wand is being put to good use by a lot of intended users and some surprise beneficiaries (Zentaro studies the Wand now??). We'll be keeping a close watch on its impact on game health, but for now we're toning it down as it's just a touch too magical.

  • Drain percent (health and damage) :: 5% → 4%

Omega Strikers - 2.1.8 Micropatch - Balance Adjustments - Awakening Changes

HELLO GAMERS. We've got a little micropatch coming for you with the release of the event: DEMON DUEL.

Before we get into that, we made some changes to the game that we'd like you to know about. It's important! We're changing things and making them better and different!

Here's Sonii with some of the deets:

[previewyoutube][/previewyoutube]



Here's the FULL deets:


[h2]MAPS AND MODES[/h2]
[h3]Ahten City[/h3]
The map where it all began is now being Awakened into the spotlight as a true competitive staple. With its higher focus on Orbs and (spoiler) synergy with certain Awakenings, we believe it's distinct enough to rise to the occasion.

  • Now part of the Normal and Ranked map rotation

[h3]May 17th Micropatch: [/h3]
We nerfed Octavia and Vyce in the May 17th Micropatch. They were just playing their music too dang loud!! Here are the deets if you missed it:
Octavia Octavia is intended to be weaker when she's not rolling around at the speed of sound. However, she wasn't feeling particularly vulnerable at lower stagger. She should now be easier to KO and interrupt her Flow State.

  • Stagger Gain Over Levels :: 250 → 125

  • Flow State [SECONDARY]

    • Increased speed per second :: 2.5% → 2%

    • Duration :: 2.75s → 2.5s

  • Sonic Boom [PRIMARY]

    • Cooldown :: 7.5s → 8s

    • PvP Damage and Knockback :: 175 (+87.5% Power) → 160 (+80% Power)

    • Core Knockback :: 1330 (+175% Power) → 1300 (+160% Power)
Vyce Vyce is always down for an encore, but her long sets gave opponents too little counterplay. She'll end her riffing a bit earlier now so Evades are more feasible.

  • Thunderstruck [SECONDARY]

    • Cooldown :: 14s → 16s

  • Super Nova [SPECIAL]

    • Hold time allowed : 2.5s → 2s (time to fully charge unchanged at 1.25s)

[h2]STRIKERS[/h2]
[h2]Atlas[/h2]
No matter if the strategy is to score or KO, Atlas has tools at his disposal to thwart the attempt. We're tuning down how often he can use his abilities - and we'll see what he cooks up in his Lab to counter us next.

  • Cosmic Expanse [SECONDARY]

    • Cooldown :: 20s → 22s

  • Celestial Intervention [SPECIAL]

    • Cooldown :: 40s → 45s

[h2]Juno[/h2]
We like that Juno and her buds provide some KO threat, but they're going a bit overboard now. They're supposed to be squishy and comfy and FRIENDLY!!

  • Friend Fling [PRIMARY]

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

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

[h2]Rune[/h2]
Rune clearly has a high skill ceiling, but his floor is way down in the shadow realm. We're giving him a slight boost to the baseline effectiveness of Banish so you don't need all of your cooldowns up to make it worth.

  • Banish [SPECIAL]

    • PvP Damage and Knockback :: 240 (+120% Power) → 260 (+130% Power)

[h2]Zentaro[/h2]
Zen's gonna pass that test with all the blade studying he's been doing.

  • Oni's Blade [SPECIAL]

    • Cooldown :: 40s → 35s

[h2]GEAR AND AWAKENING BALANCE[/h2]
Hitting Gear and Awakenings with some light balance changes as data continues to roll in!
[h3]Magnetized Soles[/h3]

  • Speed :: 30% → 25% (will not be reflected in the tooltip but trust me it's there)

[h3]Vicious Vambrace[/h3]

  • Stagger restore :: 25% of damage dealt → 30%

[h3]Stacks on Stacks[/h3]

  • Speed per Stack :: .175% → .15% (35% Speed at Max Stacks → 30%)

[h3]Stagger Swagger[/h3]

  • Base Speed :: 4% → 2%

[h3]Tempo Swing [/h3]

  • Max Stagger Percent for Heal/Damage on hit :: 4% (1.33% for LIGHT hits) → 5% (1.66% for LIGHT hits)

[h2]AWAKENING ROTATION[/h2]
We've got ideas for fun and exciting Awakenings that can really change the game and your focus on the round. We don't want a million awakenings always active, reducing your chance of getting stuff you want or stuff that works well together, so we're going to implement a "rotating" system of awakenings. Some older ones are gone, some newer ones are in. That doesn't mean the older ones will be gone forever, you'll see your beloved Prize Fighter again in the future ❤️. The new Awakenings should be enticing to get in every game, but you shouldn't have to ponder taking them on Ahten City where the Orbs are plentiful.
[h3]Rotated In [/h3]

  • [NEW] Orb Dancer :: Power Orbs increase Speed by 40% for 6s. After collecting 10 without being KOed, this effect is increased to 80%.

  • [NEW] Orb Ponderer :: Power Orbs reduce active cooldowns by 20%. After collecting 10 without being KOed, this effect is increased to 40%.

  • [NEW] Orb Replicator :: 50% of benefits from Power Orbs you collect is also granted to allies.

[h3]Rotated Out[/h3]

  • Perfect Form

  • One-Two Punch

  • Prize Fighter

Loading Screen Bugfix - 2.1 Release

Patch contents:

  • Fixed an issue where sometimes the game would not start and be stuck on loading screen for too long.

That is all, thanks :)

Omega Strikers - 2.1 Update - Patch Notes

Hello Strikers! Welcome to the first BIG UPDATE of Omega Strikers. It's been about 3 weeks since we've launched the game to the world, and we already have some more incredible stuff for you all. We're really out here bringing you TWO new characters, a new map, new Asher, new gear, new bunch of other things too! I also might be biased but the new characters are SUPER fun.
Okay. Sorry. Let's just get into it.

SYSTEM CHANGES


[h2]CHARACTERS[/h2]

[h3][NEW] Vyce[/h3]
Vyce is an explosive long-range Striker who uses an electrified guitar to deal heavy damage and warp across the field. She can drop thunderbolts from the sky to stun enemies from a distance, launch chain lightning attacks, and emit a MASSIVE shockwave that sends enemies flying. With Vyce, it's all about finding the perfect moment to warp into your enemies and start melting their faces with a ripping guitar solo.


  • Thunderstruck [SECONDARY]


    • Summon a thunderbolt from the sky to a target location, hitting and stunning enemies for .75s. For the next 3.25s, recast to assume a form of pure energy and teleport to the cast location.


  • Power Chord [PRIMARY]


    • Launch a lightning riff, hitting and slowing the first target struck before chaining LIGHT hits to nearby opponents.


  • Super Nova [SPECIAL]


    • Push-and-hold this ability to start rocking out, gaining 100% knockback resistance. Upon releasing the ability or after 2.5s, emit a shockwave that blasts enemies away from you. The wave increases in size and power for the first 1.25s it's charged.

[h3][NEW] Octavia[/h3]
Octavia is a speedy but fragile Striker who excels at controlling the core and evading enemy attacks with her pair of psychically-controlled speakers. Her entire playstyle is built around Flow State, which grants her a scaling speed boost that refreshes its duration whenever she hits something. To become a true virtuoso with Octavia, you'll need quick reflexes and a focused mind in order to continually extend your Flow State for as long as possible.


  • Flow State [SECONDARY]


    • Gain 25% Speed for 2.75s, increasing by 2.5% per second. Hitting anything refreshes the duration, scaling infinitely.

    • Sonic Boom [PRIMARY]


      • Launch a sonic wave that hits all targets it passes through and slows them for 1s. Deals light hits to subsequent targets.


    • Bass Drop [SPECIAL]


      • After a delay, emit 5 sound pulses over a short duration that hit surrounding enemies.

[h3]Asher - Mini-rework[/h3]
Asher's kit was too oppressive at keeping the Core forward, which made it very frustrating for opponents when trying to counter her core control. We're removing her passive shield barrier and moving that to the duration of her PRIMARY ability cast only. If she casts PRIMARY on her side of the field, her barrier will be larger and unbreakable. We think these changes, along with a defensive buff to her SECONDARY, will improve her tank-like playstyle. All of these changes should improve counterplay against opposing Asher forwards, but we'll be keeping a close eye on how she performs as a Goalie as well. Does that fit the criteria for a "mini-rework"? You tell me!


  • Striker Barrier (STRIKE)


    • Passive Barrier Creation on ability casts :: Removed

    • Now is just a normal Strike


  • Breakthrough [SECONDARY]


    • Fixed a bug where Asher could move during the channel time of the dash (0.125s channel before dash)

    • Tuned to be more forgiving to hit units slightly in front of and behind her

    • Now grants Asher a BUFF that reduces incoming Knockbacks by 30% and damage taken by 25% for 5 seconds. This buff loses its effects if Asher is staggered.


  • Barrier Beam [PRIMARY]


    • Renamed from Arc Beam to Barrier Beam

    • [NEW] Creates a barrier while cast that deals a LIGHT hit to enemies it comes in contact with before breaking. If cast on Asher's team's side of the field, the barrier is larger and unbreakable for its duration.

    • Asher is no longer further slowed if the barrier hits something (she is still slowed while channeling)

    • Beam Range :: Increased from 340 → 350

[h3]Era[/h3]


  • Magical Maelstrom [SPECIAL]


    • Maximum knockback angle to the cast direction :: 90 degrees → 60 degrees


      • This will keep both the Core and knocked-back players moving in the direction of the Maelstrom, instead of it being all funky.

[h3]Juno[/h3]


  • Strike with Friends (STRIKE)


    • [BUGFIX] Blobbos will now reset their overridden strike direction when Juno strikes the Core


      • This should make it easier for Juno to set up some pass plays with the Core

[h3]Rasmus[/h3]


  • Pendulum Swing [PRIMARY]


    • [BUGFIX] The head of his chain sickle (circular area) now scales with increased size

[h3]Rune[/h3]


  • Unstable Anomaly [PRIMARY]


    • [BUGFIX] Now scales at a fixed rate, instead of being slowed down by increased Creation Duration

    • [BUGFIX] Will knock back targets multiple times if they stay inside the Anomaly


  • Banish [SPECIAL]


    • [BUGFIX] Now banishes additional targets hit for the same amount of time as the first target.


[h3]X[/h3]


  • [BUGFIX] Base strike size: 350 diameter -> 270 diameter


[h2]MAPS AND MODES[/h2]
[h3][NEW] Demon Dais[/h3]

  • Our first brand-new map! It pairs perfectly with the Oni twins of Ahten.

  • On this new music stage, we have a unique Barrier setup with two concentric circles that you have to break through. On breaking the outer barrier, the speakers on the sides of the map activate, pumping out sonic waves! These waves will push Strikers and the Core away from them. When the inner barrier on either team drops, the speakers get amplified, expanding the impact of the sound waves further into the map!! You might want to bring earplugs.

[h3]Ahten City [/h3]

  • Now spawns 6 Orbs per wave instead of the standard 3
    • This is intended to give Ahten City a little bit of variety and have a unique feel to it, rather than it just being the "standard" map. We've got a couple things in the future brewing around Ahten City as well, so keep your eyes peeled for that!


[h3]Night Market[/h3]

  • [BUGFIX] Speed gate now grants bonus to all units within its area when it is activated.

  • [BUGFIX]On being hit by the Core, barriers take the standard 1s to fully deactivate (was shorter to match previous visuals)

[h3]Oni Village[/h3]

  • [BUGFIX] Speed zones now better match the visuals and do not extend into the corners.

[h3]Tutorial[/h3]

  • Updated to better teach players how to aim their Strike and Abilities with controllers and on mobile

  • Default setting for Controllers now has Aim Guidance turned off, letting players aim with their movement stick (Left Stick)

  • [BUGFIX] Goal gates now meet in the middle instead of appearing slightly open during tutorial

  • [BUGFIX] Goal gates in tutorial will no longer disappear when they're closed in the tutorial

[h2]POWER ORBS[/h2]

  • Healing :: 20% of Max Stagger → 7.5% to 30% based on current stagger (more healing when more damaged)

[h2]UI and other improvements[/h2]

  • More Striker info on lore page

  • Improved layout in lore book

  • Barriers now have a VFX on destruction

[h2]COSMETICS[/h2]
We've gone and added all those cute and cool skins we made from the first Creator VS. They're cool. And cute.
We also made some super rad stuff for the Ahten City Music Festival!!!! Be sure to check these out 8)

[h3]Creator Skins[/h3]
You might've seen 'em shared by us before, but they're finally here!

  • Moist Asher

  • Rakin Juliette

  • Lily Juno Bee

[h3]Music Skins[/h3]
The Oni twins aren't the only ones ready for the music festival! A couple of your other favorite Strikers are getting into the groove:

  • Idol Ai.Mi

  • Pop King Kai

  • Soundwave Atlas

[h3]Goal Explosions + Emotes[/h3]
What's a music festival without a little visual effects? We threw in a nice new goal explosion and a couple emotes into the patch, just to take this concert to the next level.

[h2]Consoles[/h2]
[h3]Nintendo Switch[/h3]
  • Now playable at 60FPS!

[h3]Xbox[/h3]
  • No longer requires Xbox Live Gold to play
    • This was actually fixed a week or so ago, but I'm including it here anyway 8)


[h2]GEAR [/h2]


  • [NEW FORWARD GEAR] Siphoning Wand :: Hits deal bonus damage equal to 5% of the enemy's max Stagger over 2.5s, healing the user for the same amount.

  • [BUGFIX] Fixed an issue where gear benefits would sometimes be lost when if goalies ventured to the very edges of the map.

[h3]Pummelers [/h3]

  • 25% bonus knockback to staggered targets → now grants 10% more knockback to all targets

[h2]BUGFIXES[/h2]
Making a video game is hard. We ran into some bugs, but we squashed some bugs too! Here's a couple in particular that we squashed. Thank you for all your diligence in reporting them!!

  • iOS Users should no longer experience massive framerate drops when they take Tempo Swing awakening.

  • End of match screen in non-English languages no longer shows weird debug text.

  • Omega Strikers no longer crashes Nintendo Switch when playing in 60 FPS!

  • Core, goal gates, and goal barriers no longer disappear when dead.

  • Fixed an error that repeatedly caused players to fail to connect to games during the loading screen.

    • THIS ONE IN PARTICULAR IS REALLY NASTY. It will likely still occur on consoles, so if this keeps happening to you, PLEASE let us know!

  • Battle pass icon has been updated to show Season 2 content.
  • Atlas Lab Recharge time indicator is now red instead of green. Just an additional warning that you should get away from the area instead of trying to pick it up because it will explode.

  • Various other small bug and crash fixes.


[h2]Controls[/h2]

  • Fixed a bug on Gamepads where quick casting a cast at location movement ability on certain settings would cast directly at your Striker's feet instead of at maximum range.

    • Affects:

      • Juno Secondary

      • Estelle Secondary

      • Ai.mi Secondary

      • Zentaro Special


Micropatch Update - 5/17/2023 - v 2.1.1


The Oni Twins are blasting music and enemies alike - they made their rock star, pyrotechnic fueled entrances, but we’ve quickly seen that you can rage too hard and too fast. We’re slowing their roll so they can continue to rock at a more reasonable win rate.

[h2]STRIKERS[/h2]

[h3]Octavia[/h3]

Octavia is intended to be weaker when she’s not rolling around at the speed of sound. However, she wasn’t feeling particularly vulnerable at lower stagger. She should now be easier to KO and interrupt her Flow State.

  • Stagger Gain Over Levels :: 250 → 125


  • Flow State [SECONDARY]
    • Increased speed per second :: 2.5% → 2%

    • Duration :: 2.75s → 2.5s



  • Sonic Boom [PRIMARY]
    • Cooldown :: 7.5s → 8s

    • PvP Damage and Knockback :: 175 (+87.5% Power) → 160 (+80% Power)

    • Core Knockback :: 1330 (+175% Power) → 1300 (+160% Power)

[h3]Vyce[/h3]

Vyce is always down for an encore, but her long sets gave opponents too little counterplay. She’ll end her riffing a bit earlier now so Evades are more feasible.

  • Thunderstruck [SECONDARY]
    • Cooldown :: 14s → 16s


  • Super Nova [SPECIAL]
    • Max Hold time: 2.5s → 2s (time to fully charge unchanged at 1.25s)