Omega Strikers - December 16th Patch | Update Notes
Happy holidays, strikers!
Man, it feels like it's been a few months since I last did a patch.
Last time I pushed the patch early to avoid a banger tournament. This time I pushed it LATE to avoid a banger tournament!!!
ANYWAY, this micropatch is actually quite macro. There's a bit of beef to it, so make sure you read all of it!
As a little preview of the beef, this patch contains
Buffs to almost every single character
Ability reworks for Octavia's Flow State and Atlas's Celestial Intervention
A rework of an awakening that hasn't been in the game in over two years!
Three BRAND NEW AWAKENINGS!!!
Okay they aren't "brand new" but they are never-before-seen type awakenings that were lying around in the code.
Your usual balance changes and awakening rotations.
This patch was co-opted by the council of orangeandblack5, AverageAlex, Soren, and FrightfullyFresh, so ping them if you are unhappy with anything. (But ping ME if you're happy with anything.)
Let's get into the changes!
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STRIKERS
We have buffed the speed of almost every single character in the game to speed up gameplay a bit and provide a bit more action. We're also making some big awakening changes (READ BELOW DUDE) so we have also buffed most characters' BLINK ranges and HASTE speeds to help account for that. We're aiming to make characters feel better at the start of a game, without letting them scale completely out of control by set 5.[h3]Ai.Mi[/h3]
Hoping to give the cat a touch more range as a goalie without sending her power level through the roof.
Base Stats
Speed :: 450 → 455
Stagger :: 1200 → 1150
Stagger growth :: 375 → 300
Glitch.Pop [PRIMARY]
Range :: 900 → 980
Cyber Swipe [SECONDARY]
Range :: 550 → 600
[h3]Asher[/h3]
Asher has been struggling in the net, so we're aiming to bump up defensive parts of her kit. HOWEVER, she's not getting any extra speed, will be a tad squishier, and won't be able to chuck Pathsplitter into the opposing goalie's face nearly as often. She can be... volatile so we'll be keeping a close eye on her.
Base Stats
Stagger growth :: 500 → 425
Barrier Beam [PRIMARY]
Self-slow :: 45% → 40%
Breakthrough [SECONDARY]
Buff duration :: 2.5s → 5s
Cooldown :: 13.5s → 14.5s
Pathsplitter [SPECIAL]
Cooldown :: 35s → 40s
[h3]Atlas[/h3]
Nao filed a complaint that Atlas was, quote, "stealing her job," so instead of healing, Atlas is locking in and focusing on pulling off sick clutch revives.
Base Stats
Speed :: 435 → 440
Celestial Intervention [SPECIAL]
Duration :: 3s → 2s
Size :: 625 → 450
Heal on successful revive :: 30% → 60%
Cooldown :: 45s → 35s
[h3]Drek'ar[/h3]
Giving everyone's favorite alien striker (I know what I said, Juno players) a slight mobility boost.
Base Stats
Speed :: 460 → 465
Xeno Cloak [SECONDARY]
Speed :: 40% → 42.5%
[h3]Dubu[/h3]
The hamster has been an absolute unit for a while. We're hoping this will make him just a tad less absolute.
Base Stats
Size :: 285 → 280
Rollout [PRIMARY]
BUGFIX: Now properly applies stuns to knocked back enemies.
[h3]Era[/h3]
Maybe she can finally catch up to Kai?
Base Stats
Speed :: 460 → 465
[h3]Finii[/h3]
A very complex and interesting game warping mind altering change for bunny.
Base Stats
Speed :: 460 → 465
[h3]Juliette[/h3]
They should buff the SPEED the Juliette plush gets to your house.
Base Stats
Speed :: 450 → 455
[h3]Juno[/h3]
We're giving her a tad more mobility, but keeping her base jump speed the same.
Base Stats
Speed :: 455 → 460
Blob Bounce [SECONDARY]
Range :: 600 → 700
Duration :: 0.6s → 0.7s
Cooldown :: 13s → 12s
[h3]Kai[/h3]
Nevermind Era, you ain't catching this dude.
Base Stats
Speed :: 460 → 465
Blazing Pace [SECONDARY]
Speed :: 35% → 37.5%
[h3]Kazan[/h3]
His hook will now go away a bit faster when he doesn't hit anything. It should grab stuff you weren't expecting it to less often, but in exchange he can act slightly faster after missing.
Base Stats
Speed :: 445 → 450
Crooked Leverage [CLOSED PRIMARY]
Linger :: 0.35s → 0.3s
[h3]Luna[/h3]
Luna's theme is actually slept on as one of the best songs in the game.
Base Stats
Speed :: 455 → 460
[h3]Mako[/h3]
Mako should now be stronger as a base character, but won't scale as hard over the course of a game due to awakenings.
Base Stats
Speed :: 440 → 445
Drum and Base [SECONDARY]
Speed :: 22% → 28%
[h3]Nao[/h3]
This workaholic business lady has NOT been getting stuff done. She's trying to clock in and get some more games, so this should help her out.
Base Stats
Speed :: 455 → 460
Proximity Drone [SECONDARY]
Speed :: 30% → 40%
[h3]Octavia[/h3]
Rework alert! Octavia has historically always been one of the weakest characters in the game - mainly because if she gets a few awakenings that she really wants, she becomes the strongest character in the game. We're aiming to make her stronger overall but not turn into some game-warping snowballing maniac.
Base Stats
Speed :: 465 → 470
Flow State [SECONDARY]
Speed :: 24% → 33%
Speed per second :: 1.8% → 0%
Duration:: 2.25 → 2.5
[h3]Rasmus[/h3]
Clarion Corp Majority Shareholder
Base Stats
Speed :: 450 → 455
Whiplash [SECONDARY]
Cooldown :: 16s → 15s
[h3]Rune[/h3]
We're giving him more speed than anybody else, but in exchange it will be slightly easier to dodge his special.
Base Stats
Speed :: 450 → 460
Shadow Swap [SECONDARY]
Speed :: 4000 → 5000
Banish [SPECIAL]
Pre-cast channel time :: 0.4s → 0.45s
[h3]Vyce[/h3]
You've been (drum sounds) Thunderstruck
Base Stats
Speed :: 455 → 460
Thunderstruck [SECONDARY]
Range :: 825 → 950
[h3]X[/h3]
That thing that we've been doing to each character for their speed and stuff yea X got that too if you can believe it.
Base Stats
Speed :: 440 → 445
[h3]Zentaro[/h3]
Zentaro should now feel significantly less hamstrung until he picks up a blink range awakening.
Base Stats
Speed :: 450 → 455
Slashing Strike [PASSIVE]
Range :: 350 → 400
Iai Rush [SECONDARY]
Range :: 500 → 600
Oni's Blade [SPECIAL]
Range :: 350 → 400
Cooldown :: 36s → 40s
Awakenings
Remember way long ago at the top of the patch notes, we talked about big awakening stuff? Yeah lets get into that. Tempo Swing returns after a two-year absence, and she brought some friends. Meet Inner Focus, Berserker, and Omega Infused Accelerator. Another thing we're poking is DASH/BLINK/HASTE awakenings. They've been granting 70% or higher bonuses since launch even though things like size and speed awakenings have been consistently hampered. Is hampered the right word here?Also the new awakenings have ugly ass temp icons. If you want to make new icons for me, hit me up!Rotated Out
Rotated In
Adrenaline Rush
Prize Fighter
Knife's Edge
Stacks on Stacks
Spark of Agility
Rampage
Spark of Focus
Among Titans
Spark of Leadership
Team Player
Spark of Strength
Reptile Remedy
Stagger Swagger
Tempo Swing [REWORKED]
Big Fish
Inner Focus [NEW]
Might of the Colossus
Berserker [NEW]
Unstoppable
Omega Infused Accelerator [NEW]
[h3]Aerials[/h3]
We're adjusting the power of all four DASH/BLINK/HASTE awakenings down to bring them in line with other awakenings. Aerials gets some more projectile range as well.
DASH range, BLINK range, and HASTE effects increased 75% → 45%. PROJECTILES gain 42.5% → 55% travel or cast range.
[h3]Among Titans[/h3]
1 like and I make Among Titans a goalie gear.
Lose 30% → 20% Size and gain 12% → 10% Speed. Your teammates gain 15% → 10% Size.
[h3]Berserker [NEW][/h3]
Next time you're getting beaten up, take this and fight back! We'll be keeping a close eye on how it plays and making sure it doesn't break anything, so if you see something, please let me know on Discord in the bug or feedback channel.
Gain up to 30 Power and 15 Cooldown Rate based on how much Stagger you are missing. While Staggered gain 1.5 times the max amount.
[h3]Chronoboost[/h3]
Chronoboost is NOT IN, but it's being adjusted it in line with the other DASH/BLINK/HASTE awakenings for the future.
DASH range, BLINK range, and HASTE effects increased 70% → 40%. Ability BUFFS and DEBUFFS last 22.5% longer.
[h3]Egoist[/h3]
We're giving players who take Egoist a little bit more risk to accompany the high reward.
Evades refund 8 → 0 Energy (16 from Energy Bursts). Reaching max Energy grants 60% → 40% Speed for 6s, reducing to 8% speed when you remain at max Energy.
[h3]Explosive Entrance[/h3]
Keeping the damage intact but bringing the range down in line with other awakenings.
DASH range, BLINK range, and HASTE effects increased 70% → 35%. Your IMPACT abilities hit 15% harder (3.25% on Core).
[h3]Glass Cannon[/h3]
Glass Cannon has been consistently at the top of the charts, so we're pulling back a bit on its power when fully stacked.
Gain 4 Power and 2% Speed every 2s (up to 28 → 24 Power and 14% → 12% Speed). Getting hit resets the timer.
[h3]Inner Focus [NEW][/h3]
There's a new stacking awakening in town! Might be a good idea to try to knock out anybody with Inner Focus as soon as they have 10 or more Cooldown Rate. We'll be keeping a close eye on how it plays and making sure it doesn't break anything, so if you see something, please let me know on Discord in the bug or feedback channel.
Hits grant 3 stacks of Cooldown Rate (0.13 per stack, 1 stack for LIGHT hits). At 100 stacks, double the Cooldown Rate per stack. Stacks reset when K.O.'d and between sets.
[h3]Omega Infused Accelerator [NEW][/h3]
Rasmus's research has resulted in this new awakening that can give a large speed boost - for a price. We'll be keeping a close eye on how it plays and making sure it doesn't break anything, so if you see something, please let me know on Discord in the bug or feedback channel.
Gain 1% speed and lose 2% Max Stagger every 1s up to a maximum of 12% Speed. Resets when K.O.'d or between rounds.
[h3]Peak Performance[/h3]
With almost every character being slightly faster, we're reducing the power of most speed awakenings slightly, and Peak Performance is no exception.
Gain 300 max Stagger and 0.5% → 0.4% Speed per 100 max Stagger.
[h3]Primetime [BUGFIX][/h3]
Wording bugfix - the tooltip rounded down instead of up. The functionality is unchanged.
PRIMARY gains +1 charge but hits are reduced by 4.5% (0.9% → 1% to Core).
[h3]Prize Fighter[/h3]
Prize Fighter should now be much easier to shut down in order to prevent the user from snowballing out of control. In exchange, it's a bit stronger if they manage to stack it up.
Begin each set with 1 Prize Fighter stack, granting 18 → 20 Power. Takedowns grant 1 Prize Fighter stack (max 4 stacks), but getting K.O.'d removes 1 → 2 stacks. Stacks reset (to 1) between sets.
[h3]Quick Strike[/h3]
The Quick Strike experiment was alright, but it's been underperforming at all levels of play. We're pulling back on its drawback a bit.
Strike cooldown reduced by 15%. Strike hits grant -0.65 → -0.5 additional Energy.
[h3]Rampage[/h3]
Last time Rampage was in the game, the other size awakenings were 50% stronger. We're making the same adjustment here.
Gain 7.5% → 5% Size. Whenever you destroy or assist in destroying an enemy barrier, gain 7.5% → 5% more size. Lose additional size when KO'd and between sets.
[h3]Reptile Remedy[/h3]
With the rework of Tempo Swing, we're adjusting Reptile Remedy a tad.
Gain 400 → 300 Stagger and heal 4% → 3% missing Stagger per second for 4 → 3 seconds whenever you strike the core.
[h3]Siege Machine[/h3]
Siege Machine has never been like super particularly strong but has always been near the bottom of all metrics, so we give it a lil tap. Also please note that orangeandblack5 of the council wanted me to write a reference to a song by the Swedish power metal band "Sabaton" so if you have heard of this band or this song where they say something about the 60 days of siege, let me know.
PROJECTILES gain 30% → 35% travel or cast range. CREATIONS gain 30% duration and hit 20% harder (4% to Core).
[h3]Stacks on Stacks[/h3]
With base speeds higher nearly across the board, Stacks needs to come down a tiny bit.
Hits grant 4 stacks of Speed (0.07% → 0.06% per stack, 10.5% → 9% Speed at Max Stacks, 2 stacks for LIGHT hits). At 150 stacks, double the Speed per stack (21% → 18% Speed). Stacks reset when K.O.'d and between sets.
[h3]Super Surge[/h3]
Does this taste a bit flat to anyone else?
DASH range, BLINK range, and HASTE effects increased 75% → 35%. These abilities hit 25% harder (8% to Core).
[h3]Team Player[/h3]
Team Player is a contentious awakening, but we hope the increase to base speeds and a slight decrease to its power can help reign it in. We'll be keeping a close eye on this one.
Strikes hit the core 15% → 12.5% harder when aiming towards an ally. If that Ally strikes the core within 1.5 second(s) they will hit the core 12.5% → 10% harder, if they strike towards an Ally they can transfer this buff.
[h3]Tempo Swing [REWORKED][/h3]
After more than two full years out of rotation, Tempo Swing makes its triumphant return, but this time it will be far less effective at deleting the health bars of your opponents. Take it when you need healing!
Hitting anything heals you for 6% of your max Stagger (2% for LIGHT hits) and deal 20% of that amount as damage to the enemy hit.
GEAR
With how much everything else is changing, we're keeping gear changes relatively light.[h3]Eject Button[/h3]
Last patch's experiment went... maybe too well! We're adjusting the numbers on hastes a bit to account for the other awakenings. I'm also updating the in-game tooltip to display the correct values - but it will only be shown on PC for the time being.
Gain 50% DASH range and BLINK range, 55% → 40% HASTE effectiveness, and 15% reduced SECONDARY cooldown. After casting your SECONDARY, recast it within 3s → 3.25s to BLINK back to the cast position.
[h3]Powerhouse Pauldrons[/h3]
A few goalies who liked grabbing as much size as possible were a bit out of control.
Gain 30% → 27.5% size, 20 power, and 20% damage reduction.
Also since you made it this far and im feeling festive, here's 50 codes for the Kai Christmas Expansion emote.
If it says "server could not fulfill request" then someone already got the code, better luck next time.
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