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March 19 Micropatch + Season Reset Info!

yo gamers
We got a couple things we want to talk about with you all today - namely a small micropatch to tweak some characters that we noticed (or heard from you) needed... tweaking and some info on the SEASON RESET. Make sure you read everything here so you know what's going on. (I know it's a lot and I don't have a cute VTuber bat girl to read it to you, but you gotta read it all!!!)

Anyway, let's kick it off with the Season Reset Info. I posted this on Discord a few weeks ago, but there's been some slight tweaks and extra things, so check it out if you haven't or get a refresher.
[hr][/hr]
Season Reset


[h2]We're aiming for the reset to happen EARLY APRIL [/h2]

So keep up (or start) YOUR CLIMB.
Now I know what you’re thinking, “BUT AESOP THE LAST RESET WAS KINDA WACK” Well, we took all your feedback and cooked up some new stuff for this reset. Last season reset we identified a couple problems:
  • Player ranks were too greatly reset, which felt like it was a waste to climb.
  • Hidden rating wasn't maintained, so it took way too long to reclimb to old ranks (and we had a bug that prevented us from fixing that swiftly)
  • Players couldn’t access central servers in some places (Particularly NA)
  • Duo/Trio limits were rough and created a big rift at higher tiers
SO, we made lots of tweaks.
For the next season reset, we're going to be implementing the following changes:
  • New rank reset parameters (more on this below!)
  • Retaining hidden rating (to a degree where you won't have to climb forever just to get where you were last season)
  • Making sure players keep Central server access (though since Central server capacity is very limited, we maybe have to raise the entry threshold later on into the season)
  • Allowing Duos in all ranks and Trios in challenger
  • New rank rewards! (more on this below too!)
As for the reset parameters, simply put, the rank reset will not put you lower than 2 ranks below your season end rank.
For example, ending in Challenger will reset you somewhere to Plat - Diamond, Diamond will reset you to Gold - Plat, Plat to Gold - Silver, etc.
And, like I mentioned previously, you will still retain most of your hidden MMR from last time. So if you're reset to Gold and retained your Diamond hidden MMR, you'll climb quickly.

Also, I mentioned RANKED REWARDS right?! We’ll be handing out some things like:
  • Aqua Cannon goal explosion
    • (This isn't a seasonal reward btw, this is a forever thing that you'll unlock once you hit challenger any time in the future.)
  • Top "x" titles
    • ex: Top 5, Top 10, Top 20, etc
  • A skin recolor! (who it is I shall not say yet, but it’s someone without a skin hehe)
  • An emote for reaching plat
  • An emote for playing a bunch of games
^ Requirements to unlock these are pretty confirmed BUT ARE SUBJECT TO CHANGE!!!

Most rewards will be based on your Season *Peak* rating, but the titles for "Top X%" will be based on your leaderboard position at the end of the season.

We'll also have monthly exclusive "Title Awards" for those with the top 5 or so most goals, saves, KOs, etc!

*Unfortunately we can't do a new battlepass with the limited resources we have, but we're hoping the rank rewards at least make up for some of that a little bit.

So yea. We're pretty confident that these changes will make a season reset like 1,000,000x better. (You cannot quote me on that)

Also THATS NOT ALL THO We're also trying to explore more minor gameplay changes/updates (not limited to just balance fixes) for a future season!!! Though I can't give you details yet, or if it’s something we can even do still, but stay tuned for that because we're still testing all of it.
[hr][/hr]
Micropatch

Alright, for those of you that are still with me (Which it better be EVERYONE), here's the deets of the micropatch. Like I mentioned above, it's just a couple small tweaks to a few things!

[h2]Strikers[/h2]Asher
  • Barrier Beam [PRIMARY]
    • Shield on her side of the field size reduced by 14%
Estelle
  • Piercing Shot [PRIMARY]
    • Cooldown :: 9 → 10
Mako
  • Ensnare Drums [SPECIAL]
    • Cooldown :: 45s → 40s
Zentaro
  • Slashing Strike (STRIKE PASSIVE)
    • Hits until passive activated: 12 → 16
[h2]Awakenings[/h2]Chronoboost
  • Buff/Debuff duration :: 20% → 22.5%
Recovery Drone
  • Size 30 → 25%
Spark of Agility:
  • Speed per spark 6% → 5%
Spark of Leadership
  • Allied Spark Effect Gain: 40% →30%
  • Cooldown: 5 → 4
  • Stagger: 150 → 125
  • Power: 8 → 6
  • Speed: 2% → 1%
Spark of Strength
  • Power per spark 22 → 20
Unstoppable
  • Recharge time :: 7.5 → 7



Omega Strikers - February 14th Update | Update Notes

What's up gang! Like I said in a previous patch, most of the team is still working on super secret stuff.
(If you want to test that super secret stuff, make sure to sign up here: https://forms.gle/PEUXrw7ArEBidhaS8 )


BUT the rest of us are COMMITTED to bringing you the updates that we can!! We love OS just as much as you all
That being said, today's update features a couple goodies that you might enjoy. (FINALLY, OCTAVIA SKIN!!! STOP TWEETING AT ME!!!)

So let us begin!!

SYSTEM CHANGES

[h2]FRIEND TO FRIEND CHAT[/h2]

  • YES you can DM your friends in OS! Had a good teammate and want to play with them again? Add them and shoot em a DM directly in the Omega Strikers client!

    • I swear to god if you use this to be toxic I'll send you to your room and take away your iPad time

[h2]IN-GAME HUD UPDATE[/h2]

  • Things look a little different, a little slicker in-game now! Check it out 8)

    • Original HUD can still be used via game settings

[h2]MAPS AND MODES[/h2]

  • Rotated in :: [REWORKED]Gates of Obscura, Night Market

    • Gates of Obscura

      • Goal barrier shape changed

      • No longer spawns corner portals

      • No longer spawns additional portals in overtime
      • Here's what it looks like

  • Rotated out

    • Clarion Corp, Ahten City

[h2]STRIKERS[/h2]
[h3]System-Wide[/h3]
LIGHT hits now grant "regeneration lockout" for less time than normal hits. (Regeneration lockout meaning the time it takes until you start to regenerate stagger.)
We expect this change to effect a number of strikers, so we'll be keeping an eye on those impacted to make sure no strikers were caught in the cross fire.

  • Regeneration lockout from LIGHT hits: 2.375s → 1.625s

[h3]Ai.Mi[/h3]
Ai.Mi enjoyers have worked their way back to above the top of the win rates.

  • FIREWALL SENTRY [SPECIAL]

    • Cooldown :: 30s → 35s

[h3]Asher[/h3]

  • BARRIER BEAM (PRIMARY)

    • The Core should no longer go through Asher's Primary Shield (I think for real this time) ive written this 90 times dude. yeah but this time I did the fix xdd. Unironically I actually think its fixed. I applied the same fix to the special and it worked too well and I had to pull it out cause it let you insta farm max energy and I was worried about performance. Cause they just hit between each other insanely fast. Truly made unstoppable force vs immovable object xdd

[h3]Atlas[/h3]
The Steadfast Protector has fallen out of favor for a bit, this'll open up more opportunities for his teammates to LIVE.

  • CELESTIAL INTERVENTION [SPECIAL]

    • Cooldown :: 50s → 45s

[h3]Drek'ar[/h3]
Drek is sleeper OP and his mains are winning hella much.

  • LOCK AND LOAD [PRIMARY]

    • Cooldown 7.5s → 8s

[h3]Dubu[/h3]
Forward Dubu is a menace. Kill him.

  • Stagger Growth Tier :: 600 → 500

[h3]Finii[/h3]
Finii is kinda on the struggle bus recently.

  • BIG FINISH [SPECIAL]

    • Cast range :: 700 → 750

[h3]Juliette[/h3]
Last patch we hit Jules with a couple nerfs and she is still performing a touch below expectations.

  • Fiery Fist [Primary]

    • Cooldown 8 → 7.5

[h3]Juno[/h3]
Stepping on them blobbos was hurtin.

  • STRIKE WITH FRIENDS [PASSIVE]

    • Blobbo PvP Damage & Knockback :: 165 (+82.5% Power) → 150 (+75% Power)

      • Core Knockback unchanged

[h3]Kazan[/h3]
Kazan's ban rate was through the ROOFS. We get it, we're bringing him back into the house of the roof he broke. (Does that make sense? Does anyone even read these? Hello?)

  • CARRIED AWAY / MADDENING DESCENT [OPEN SECONDARY SPECIAL COMBO]

    • Cooldown :: 15 → 16

    • PvP Damage & Knockback :: 230 (+115% Power) → 215 (+107.5% Power)

    • Core Knockback 1395 (+207.5% Power) → 1387.5 (+203.75% Power)

    • Base hitbox size :: 420 → 350

    • [BUGFIX] Now scales properly with size.

  • THE SLIP [CLOSED SECONDARY]

    • Cooldown :: 10 → 11

[h3]Luna[/h3]
Fixing a bug affecting her most popular Goalie gear is a buff to her, so we thought we'd shout it out up here instead of the Bugfix section.

  • B.O.O.S.T. [SECONDARY]

    • [BUGFIX] Should now correctly have cooldown reduced by eject button on all casts originating on your side of the field.

[h3]Nao[/h3]
Nao was proving to be notably powerful at higher tiers of play where her healing is best utilized. We're taking out some of the power from her SPECIAL as well as providing more counterplay options against her.

  • Stagger growth Tier :: 250 → 125

  • LIFELINE [SPECIAL]

    • Cooldown :: 40s → 45s

    • % Missing Health Healed :: 50% → 40%

    • Range :: 1600 → 1500

  • PROXIMITY DRONE [SECONDARY]

    • Disarm Time :: 0.6 → 0.5

[h3]Rasmus[/h3]
Forward Rasmus wasn't really doing much in the brawl department, so we're touching that up a bit for him. Hope he notices and gives me a raise.

  • WHIPLASH [SECONDARY]

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

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

  • DEATH TOUCH [SPECIAL]

    • PvP Damage :: 200 (+100% Power) → 230(+115% Power)

    • Core Knockback :: 1350(+400% Power) → 1395 (+400% Power)

    • PvP Knockback unchanged

[h3]Rune[/h3]
Rune was struggling at higher tiers where players were often blocking his pillars before they could spawn. Generally we like this kind of counterplay, but the interaction felt a bit too one-sided. We've lined up his Pillars LIGHT hit damage with their knockback to add some more OOMPH to those fizzles.

  • UNSTABLE ANOMALY [PRIMARY]

    • PvP Damage :: 150 (+75% Power) → 187.5 (+93.75% Power)

    • Knockback unchanged

  • SHADOW SWAP [SECONDARY]

    • PvP Damage :: 150 (+75% Power) → 187.5 (+93.75% Power)

    • Knockback unchanged

[h3]Vyce[/h3]
Similar to Luna, this is a bugfix buff we're calling out here instead of making you read all the bugfixes (which you should anyway).

  • POWER CHORD [PRIMARY]

    • [BUGFIX] Now properly chains to nearby enemies if it initially hits the Core.


[h2]COSMETICS[/h2]
FINALLY OCTAVIA IS GETTING DRESSED UP!!! AND ANOTHER ASHER SKIN HOLY HELL LOOK AT THAT Also Dubu got a new partner on the force in Ludwig and Vyce is becoming an Oni of your dreams.

  • NEW SKINS!!!

    • Ludwig Dubu

    • Dream Octavia

    • Dream Vyce

    • Shogun Asher

  • New Nameplates

    • Ludwig Break Time

    • You Know Rayditz Had To Do It To 'Em

  • New Emotes

    • A handful of community made emotes! (More to come!)

[h2]GEAR AND AWAKENINGS[/h2]

  • ROTATED OUT

    • Super Surge

    • Big Fish

    • Peak Performance

    • Reverberation

    • Egoist

  • ROTATED IN

    • Spark of Leadership

    • [NEW] Recovery Drone

      • Gain 30% size. The first time each set you would be KO'd, prevent it.

    • [NEW] Explosive Entrance

      • DASH range, BLINK range, and HASTE effects increased 70%. Your IMPACT abilities hit 12.5% harder (2.5% on Core).

    • [NEW] Siege Machine

      • PROJECTILES gain 30% travel or cast range. CREATIONS gain 30% duration and hit 15% harder
        (3% to Core).

    • [REWORK] Unstoppable

      • Gain a shield that protects you from 100% of the damage and 100% knockback from the first hit
        you take. This shield recharges at the start of each round and after 7.5s of not getting hit.

[h3]Cast to Last[/h3]
We're happy with the direction of the changes for CtL and Chronoboost, but they're a bit weaker than we'd like. We're giving them some love. A lil smooch for Valentine's Day.

  • Buff & Debuff Duration :: +40% → +45%

[h3]Chronoboost[/h3]
We're happy with the direction of the changes for CtL and Chronoboost, but they're a bit weaker than we'd like. We're giving them some love. A lil smooch for Valentine's Day.

  • Movement ability boost :: +70% → +75%

[h3]Eject Button[/h3]
EB was exceptionally strong on Strikers that made good use of it!

  • Secondary Cooldown Reduction :: 30% → 15%

[h3]Spark of Leadership[/h3]
From the early data we scoped out from the last patch we noticed the initial implementation of Spark of Leadership was stronk.

  • Ally Effect share 50% → 40%

[h3]Vicious Vambrace[/h3]
Core hogs were pigging out on the VV healing. We're hoping this will pull VV back in line.

  • Healing from core hits :: 10% → 8%

[h2]BUGFIXES[/h2]

  • Vyce SPECIAL VFX is now always displayed.

  • Mako's basic strikes no longer count as normal hits for the purposes of Awakenings / Energy generation.

  • Mako's SPECIAL hitbox should now properly trigger in the right location.

  • Mako's PRIMARY no longer travels in an incorrect direction when cast at the last second.

  • Juno's Blobbo's hits should now properly be attributed to the abilities that spawned them for the purposes of awakenings.

  • Eject button now correctly grants reduces the cooldown for all SECONDARIES cast on your side of the field.

  • Core hit sounds are no longer significantly louder on some Clarion Corp map variants.

  • Evading will now prevent damage from Project OBSCURA pools on Clarion Corp.

  • Fight or Flight speed boost will now correctly activate on allied hits.

  • Spark of Leadership no longer grants your teammates an additional SPARK for their awakenings and the ability to share their SPARK effects.

  • Adjusted how Team Player determines if the hit was a pass. On average, it will be less strict on close passes, but stricter on far passes.

  • Games will now only surrender if at least one person on the team starts a surrender vote, even if all players on that team are detected as inactive.

  • Fixed a bug that would result in Zentaro dashing in place under various circumstances

  • Dubu's SPECIAL no longer interrupts his SECONDARY

  • Dubu's SPECIAL no longer blocks players who are ELUSIVE

  • Nao PRIMARY tooltip adjusted to reflect actual cooldown

  • Drek'ar should no longer briefly lose his stealth if he casts his SECONDARY right after casting another ability

  • Players should (hopefully) no longer bounce off the hole in Ai.Mi's App in rare circumstances

  • Various other small bug fixes

Omega Strikers - January 10th Micropatch | Update Notes


Hey gang! We're back with another micropatch for ya!!
Despite most of the team working on a super secret new project, we're gonna keep the balance changes coming.
Today's patch features a couple of rather "large" changes to awakenings and maps, so, for now, let us begin!!

[h2]Maps and Modes[/h2]
We heard a lot of feedback from you all about the map pool, and we decided to increase the active pool from 5 maps to 7 maps. We know it can be a little annoying playing the same maps over and over - which could be even worse if your favorite map isn't even in the rotation! We're hoping this change makes things a little more SPICY for ya.
[h3]Map Rotation[/h3]
Rotated in

  • Oni Village

  • Atlas's Lab

[h2]Strikers[/h2]
[h3]Estelle[/h3]
No funny blurb here, Estelle was just a little weak!

  • PIERCING SHOT [PRIMARY]

    • Cooldown :: 10 → 9

  • CRYSTAL THORNS [SPECIAL]

    • Cooldown :: 22 → 20

[h3]Finii[/h3]
Finii now gets a little bit more time to aim her core in the right direction!

  • BIG FINISH [SPECIAL]

    • Duration :: 2.25s → 2.5s

[h3]Juliette[/h3]
Juliette has stood atop the field for a while and has been pretty strong always. We're tuning her down just a touch to give her foes a fighting chance.

  • FIERY FIST [PRIMARY]

    • Cooldown :: 7s → 8s

    • PvP damage and knockback :: 155 (+77.5% Power) → 145 (+72.5% Power)

    • Core knockback :: 1290 (+155% Power) → 1270 (+145% Power)

[h3]Kazan[/h3]
Kazan was kinda cooking too much as a goalie.

  • CROOKED LEVERAGE [CLOSED PRIMARY]

    • Cooldown :: 8.5s → 9.5s

[h3]Mako[/h3]
Mako with a coordinated team goes real crazy. Too crazy, one might say.

  • DRUM AND BASE [SECONDARY]

    • Haste Granted :: 30% → 20%

    • Size Granted :: 30% → 20%

[h3]Nao[/h3]
Nao can use her ability more, but it's a little weaker against enemies and cores.

  • Proximity Drone [SECONDARY]

    • Cooldown :: 12 → 10

    • PvP damage and knockback :: 110 (+55% Power) → 100 (+50% Power)

    • Core knockback :: 1200 (+110% Power) → 1180 (+100% Power)

[h3]Rune[/h3]
We hit Rune with a Core KB nerf a bit ago, and he's still struggling to find his footing. We're pulling some of that back.

  • UNSTABLE ANOMALY [PRIMARY]

    • Core Knockback :: 1175 (+170% Power) → 1275 (+185% Power)

    • PvP knockback & damage unchanged



  • SHADOW SWAP [SECONDARY]

    • Pillar Core Knockback :: 1175 (+170% Power) → 1275 (+185% Power)

    • PvP knockback & damage unchanged

[h3]X[/h3]
"You should nerf it by 2 seconds so I have something in common with Bell Ringer: We're both 10s"

  • BELL RINGER [PRIMARY]

    • Cooldown 8 → 9

[h3]Zentaro[/h3]
Despite the Manatees pitching a buff to Zentaro's primary, we think these changes will more appropriately help him out.

  • ONI'S BLADE [SPECIAL]

    • Cooldown :: 40 → 35

  • IAI RUSH [SECONDARY]

    • Cooldown 18 → 16

[h2] GEAR AND AWAKENINGS[/h2]
We are reevaluating our awakening balance methodology and, as a result, we've got a ton of changes in this section. Since these changes are pretty fresh and different, we'll be keeping a close eye on how these changes pan out and are ready to follow up if needed!
[h3]Built Different[/h3]
At a mere 25% size, the size awakenings felt a lil' puny atm. We think that the size options may have been unfairly nerfed, just because they were generally good picks as opposed to being more specialized. We're gonna beef em up a bit.

  • Size :: 25% → 30%

[h3]Cast to Last[/h3]
Buff/debuff duration has proven to be a very powerful stat on strikers that really utilize it well. So much so that the strikers who use it best have seen their performances with and without their star awakenings diverge more than we'd like. This patch will see a big hit to Cast to Last and Chronoboost to try and remedy this. This is a relatively large change, so we'll be keeping an eye on CTL and Chronoboost users.

  • Buff & Debuff Duration :: 60% → 40%

  • Creation Duration :: 35% → 40%

[h3]Chronoboost[/h3]
See above!

  • Buff & Debuff Duration :: 30% → 20%

[h3]Demolitionist[/h3]
People were demolishing more than just barriers with this awakening. They'll have to get a permit if they want to keep it up.

  • Cooldown refund :: 6s → 3s

[h3]Extra Special[/h3]
Similar to the size awakenings, Extra Special may have been nerfed a bit too much because of its general usefulness, so we're putting more of a smile onto the happy star's face.

  • Special cooldown reduction :: 25% → 30%

[h3]Fight or Flight[/h3]
I still think this should be called Fight and Flight

  • Speed boost :: 15% → 17.5%

[h3]Glass Cannon[/h3]

  • Power per stack :: 6 → 5

[h3]Knife's Edge[/h3]

  • Power granted :: 40 → 30

[h3]Powerhouse Pauldrons[/h3]
Not many people picked it but PP was sleeper OP. We saw it tho. We saw it.

  • Size :: 35 → 30

  • Power 30 → 25

[h3]Primetime[/h3]
Similar to the size awakenings and Extra Special, we think the "extra ability charge" awakenings were nerfed a bit too much because of their general utility. We're bringing em back to where they should be. Hopefully.

  • Hit Reduction :: 10% → 5%

[h3]Quick Strikes[/h3]
We're making Quick Strikes quick again!

  • Strike cooldown Reduction :: 15% → 20%

[h3]Rapid Fire[/h3]
Rapid Fire was generally just always good. I know I took it whenever I could, just because I like it.

  • Primary cooldown reduction :: 40% → 33%

[h3]Twin Drive[/h3]
Similar to the size awakenings, Extra Special, and Primetime, we think the "extra ability charge" awakenings were nerfed a bit too much because of their general utility. We're bringing em back to where they should be. Hopefully.

  • Cooldown Increased by :: 7.5% → 5%

Omega Strikers - December 15th Micropatch | Update Notes

Hey gang!

So let me start this out with a quick note: Sonii was pretty clumsy the other day and accidentally flew into some power lines on the way to the office, so we won't have a video for you all while she recovers... NONETHELESS, we've got a quick Micropatch for you all today with a couple little tweaks for your favorite characters. Not a HUGE change list, but we're tweaking a couple characters and awakenings so you'll want to check it out ANYWAY!!

Okay. Let us begin!


[h2]Strikers[/h2]
[h3]Asher[/h3]
The buff lady needs a buff because recently the buff lady was not so buff.

  • BREAKTHROUGH [SECONDARY]

    • Cooldown :: 17s → 15s

[h3]Finii[/h3]
We hit this brat with some damage nerfs a couple patches ago, so now she's a little weak. She'll get some correction in terms of a buff in a different aspect.

  • TRIPLE TAKE [SECONDARY]

    • Cast range :: 850 → 900

[h3]Juno[/h3]
Juno strong. All around. Strong. Blob goal. This help.

  • BLOB BOUNCE [SECONDARY]

    • Cooldown :: 9s → 11s

[h3]Kazan[/h3]
Following his mini-rework type beat, we observed he landed pretty much where we wanted, but his numbers looked strong, most notably at higher skill levels. He was also giga brawling a lot.

  • CROOKED LEVERAGE [CLOSED PRIMARY]

    • Cooldown :: 7.5s → 8.5s

    • PvP damage :: 110 (+55% Power) → 100 (+50% Power)

      • Knockback values unchanged

  • THE SLIP/POP-UP[CLOSED SECONDARY SPECIAL COMBO]

    • PvP damage and knockback :: 120 (+60% Power) → 110 (+55% Power)

    • Core knockback :: 1220 (+120% Power) → 1200 (+110% Power)

[h3]Luna[/h3]
Luna is pretty strong and manages to get goals or KOs from fishing for frequent across-map B.O.O.S.Ts.

  • B.O.O.S.T. [SECONDARY]

    • Cooldown :: 12s → 15s

[h3]Mako[/h3]
Makos were using Drum and Base as an instant era-like buff which was pretty strong (and in this community manager's opinion, CRINGE). We're adjusting that to change the behavior but buffing her primary to compensate.

  • DRUM AND BASE [SECONDARY]

    • Size and Haste linger after cast :: 1.5s → 0.5s

      • Duration while channeling unchanged

  • PERFECT PITCH [PRIMARY]

    • Minimum hold duration for projectile :: 0.25s → 0.15s

    • Projectile range increased slightly at all points in the cast

      • Minimum range :: 258.75 → 270

      • Maximum range :: 1310 → 1367

[h3]Rune[/h3]
Rune was STRONG. We made him LESS STRONG. But it might've been a little too LESS STRONG. This should help balance him out a touch.

  • SHADOW STEP [SECONDARY]

    • Cooldown :: 12 → 10

[h3]X[/h3]
He's strong, but not that popular (based on Pick rate. In the world, he's definitely stupid popular I mean look at him.) This nerf will help bring him back to a nice even state.
BELL RINGER [PRIMARY]

  • PvP damage and knockback :: 200 (+100% Power) → 190 (+95% Power)

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

BULL RUSH [SECONDARY]

  • PvP damage and knockback :: 220 (+110% Power) → 210 (+105% Power)

  • Core knockback :: 1390 (+205% Power) → 1385 (+202.5% Power)


[h2] GEAR AND AWAKENINGS[/h2]
I wanted Rapid Fire again. What are you gonna do about it, punk?
  • ROTATED OUT: Perfect Form
  • ROTATED IN: Rapid Fire

[h3]Demolitionist[/h3]
Demolitionist was just straight up pretty strong.

  • Cooldown refund :: 8s → 6s

[h3]Fight or Flight[/h3]
Wake up babe new Slick Kicks 2 just dropped.

  • Speed boost duration :: 1.5s → 1.75s

[h3]Reverberation[/h3]
Reverberation wasn't at its peak performance, now it is. Hopefully.

  • Cooldown Rate per 100 Stagger :: 1.15 → 1.25

[h3]Specialized Training[/h3]
Specialized Training? More like Unspecialized Training. Hey Siri what's the opposite of specialized

  • Special PvP hit modifier :: +50% → +40%

  • Special Core hit modifier :: +10% → +8%

[h3]Stagger Swagger[/h3]
Stag Swag was too strong at higher elos, but too weak at lower elos.

  • Base speed :: 10% → 12%

  • Heal per second at low health :: 200 → 150

Omega Strikers - November 30th Update | Update Notes

[previewyoutube][/previewyoutube]

Hello dear friends! Welcome to patch 3.2 of your favorite game, Omega Strikers! Today, we've got a plethora of new things headed your way to your favorite game Omega Strikers! Additions to your favorite game Omega Strikers include a thunderous new Oni that goes my the name Mako, a new drum n baseball themed map, new events, and more!

This isn't the last patch either - we've got a couple more things cooking up that we'll be shipping to you in your favorite game Omega Strikers, so keep an eye out for that.
So, without further ado, let us begin today's patch notes of your favorite game Omega Strikers.

SYSTEM CHANGES

[h2]MAPS AND MODES[/h2]
[h3][NEW] Taiko Temple[/h3]
Somebody started playing drums on a baseball field and thus Taiko Temple was born! ...At least I think that's the lore? (It probably isn't, guess you'll have to partake in the Oni event). Smash the core and enemies into the drums for some extra bounce, then round the bases after your home run.
[h3]Maps Rotation[/h3]
  • Rotated Out: Night Market, Atlas's Lab
  • Rotated In: Taiko Temple, Ai.Mi's App


Maps' Chance to Roll: All existing maps have an equal chance to roll in Ranked play. In normal and quick play, Taiko Temple will have a heightened percentage for the first weekend of the patch.

[h2]Custom Games[/h2]
Continued improvements to custom games! We want to make it even easier for you to join up some customs with the homies, so now we have a custom game browser!

  • Create a Custom Lobby

    • Public/Private room

    • Lobby Size

    • Spectators enabled/disabled

  • Browse Custom Lobbies

    • Search by Lobby name/ owner

    • Filter by game mode / lobby size / map etc.

[h2]Skins/Content[/h2]
Dreams and Nightmares. Nameplates. Titles. Emotes. You pick.

  • New Skins!

    • Alpharad Rune

    • Dream Era

    • Nightmare Era

    • Nightmare Vyce

  • New Nameplates!

    • Creator Nameplates

      • Alpharad

      • IKeepIt Taco... again

      • Mang0

      • Nyanners

    • Pro Team Nameplates

      • One for each canon team!

[h2]STRIKERS[/h2]
[h3][NEW] Mako[/h3]
We're finally getting the band back together! Mako is the final piece of the puzzle for the Oni twins - and for your team comp! She's got plenty of tools to defend the net or hit a home run by using her trusty bats and Taiko drums to beat down enemies, amp up allies, and snare the Core. So if you're up against Mako, be sure to bring some ear plugs, it's gonna get loud!!

Watch her Character Trailer here!


  • RHYTHM STRIKE / MAJOR BEAT(STRIKE PASSIVE)

    • Knock the Core in a direction with a LIGHT hit.
      Every hit, gain a Beat. At 8 Beats, this Strike will be empowered with a larger size, more Core knockback, and it can hit enemy Strikers.

  • DRUM AND BASE [SECONDARY]

    • Push-and-hold this ability for up to 4s to push away enemies and BUFF all allies, granting 30% HASTE and 30% Size while drumming and for 1.5s after. Upon releasing the ability, emit a LIGHT shockwave that blasts enemies away from you.
      Gain a Beat upon using this ability and another every 1s it's held.

  • PERFECT PITCH [PRIMARY]

    • Push-and-hold to wind up a huge swing. On release, swing the bat for a LIGHT hit. After .25ss the swing will also connect with a drum, launching it forward as a PROJECTILE. Charge up to 1.25s for a stronger swing.
      The wind up can be held for 2.5s.

  • ENSARE DRUMS [SPECIAL]

    • Launch your drums towards enemies as a PROJECTILE. On hitting an enemy CREATE a trap that will let targets enter but will knock them back when they attempt to escape.

[h3]Ai.Mi[/h3]
Ai.Mi was racking up the dubs at elite tiers while eating Ls at lower ranks. We're hoping this change evens her out for everyone.

  • FIREWALL SENTRY [SPECIAL]

    • Cooldown :: 35s → 30s

    • PvP Damage & Knockback :: 125 (+62.5% Power) → 115 (+57.5% Power)

    • Core Knockback unchanged

[h3]Asher[/h3]
Call us the exterminators because we're DESTROYING these Asher bugs. For good measure, we're giving her a few extra changes to get her back on her feet.

  • BARRIER BEAM [PRIMARY]

    • Barrier duration now scales with creation duration

    • Note: Barriers on enemy's side of the field still break after 1 hit

  • BREAKTHROUGH [SECONDARY]

    • Cooldown :: 18s → 17s

    • [BUGFIX] Adjusted her dash hitbox to hopefully prevent cases where she is unable to buffer her dash→ strike combo

  • PATHSPLITTER [SPECIAL]

    • [BUGFIX] Now hits all overlapping enemies when transforming to prevent cores from sneaking through

[h3]Dubu[/h3]
Dubu was often becoming a ghost from getting knocked out so often... maybe that's what inspired DuBoo?

  • Stagger growth :: 500 → 600

  • SOMERASSAULT [SECONDARY]

    • Cooldown :: 20s → 19s

[h3]Finii [/h3]
THE BIGGEST MOST IMPACTFUL CHANGE OF OMEGA STRIKERS HISTORY. FINII'S ABILITY IS NAMED CORRECTLY.

  • DOUBLE TAKE → TRIPLE TAKE [SECONDARY]

[h3]Kazan[/h3]
Kazan has proven to be frustrating for others to face off against, even when he's not finding much success on the field. We are shifting his playstyle away from being an attrition brawler and more towards a mix of core-control/brawler depending on his form. This is a pretty hefty change, so we'll be watching him closely and keeping an ear out for feedback and will be counting on you all to help us steer him in the right direction if you aren't feeling these changes.TL;DR : Kazan's closed umbrella form is being adjusted to be better at core controlling (and worse at brawling) while his open form is being tuned to be better at knocking people out. We also hit him with a couple quality of life changes.

  • CROOKED LEVERAGE [CLOSED PRIMARY]

    • Hit type :: Normal → Light (

    • PvP damage :: 140 (+70% Power) → 110 (+55% Power)

    • PvP knockback (if staggered) :: 170 (+85% Power) → 250 (+125% Power)

    • Core knockback Unchanged

    • Cooldown :: 11s → 7.5s

    • Channel time :: 0.2 → 0.125

    • Linger time :: 0.5 → 0.35

      • This will reduce the duration that Kazan is stuck after a missed PRIMARY

  • THE SLIP/POP-UP [CLOSED SECONDARY SPECIAL COMBO]

    • Hit type :: Normal → Light (

    • PvP damage & knockback :: 140 (+70% Power) → 120 (+60% Power)

    • Core knockback :: 1260 (+140% Power) → 1220 (+120% Power)

    • Cooldown :: 11s → 10s

    • Hitbox size :: 350 → 475

    • [BUGFIX] Super Surge no longer amplifies Pop-Up's damage.

    • [BUGFIX] No longer instantly warps to the maximum range of dash if dash attack special is triggered while in terrain.

  • TOP SPIN [OPEN PRIMARY]

    • PvP damage & knockback :: 170 (+85% Power) → 220 (110% Power)

    • Core knockback :: 1320 (+170% Power) → 1390 (205% Power)

    • Push effect prior to final hit :: Reduced by 60%

    • Improved ability to capture core during the spin.

  • CARRIED AWAY / MADDENING DESCENT [OPEN SECONDARY SPECIAL COMBO]

    • PvP damage & knockback :: 200 (+100% Power) → 230 (+115% Power)

    • Core Knockback :: 1380 (+200% Power) → 1395 (+207.5% Power)

  • POP/RETRACT [SPECIAL]

    • Cooldown :: 3s → 1.5s

[h3]Nao[/h3]
Nao's power went to the moon with our last set of (back-to-back) changes. These should bring her back to earth. Sell sell sell!

  • Stagger growth :: 450 → 250

  • Proximity Drone ::

    • Cooldown :: 10 → 12

    • PvP Damage and Knockback :: 140 (+70% Power) → 110 (+55% Power)

    • Core Knockback :: 1260 (+140% Power) → 1200 (+110% Power)

    • Disarm Time :: 0.8 →0.6

[h3]Rune[/h3]
For real please stop banning Rune!! He's nerfed again, you can play him!!

  • UNSTABLE ANOMALY [PRIMARY]

    • Cooldown :: 7.5 → 8

    • Core Knockback :: 1405(+212% Power) → 1175(+170% Power)

    • PvP Values unchanged

  • SECONDARY

    • Core Knockback :: 1405(+212% Power) → 1175(+170% Power)

    • [BUGFIX] PvP damage reduced to match PRIMARY :: 250 (+125% Power) → 200 (+100% Power)

    • PvP Knockback unchanged

[h3]X[/h3]
We buffed X a few patches ago and he was once again giving it to us. This is a light touch to make sure he doesn't continue to over perform!

  • BULL RUSH [SECONDARY]

    • Cooldown :: 13 → 15

[h3]GEAR AND AWAKENINGS[/h3]
Somebody picked up ALL THE ORBS and now they're gone again what the heck! We've taken out Orb awakenings while we wait for them to respawn, so try your hand at this brand-new batch of supportive awakenings! Titans will soon walk among us, so you can find new ways to lead your team to victory with all the giants walking around the field with this rotation.P.S. We've also DEMOLISHED some PANCAKES!!
[h3][NEW] Among Titans[/h3]

  • Lose 30% Size and gain 15% Speed. Your teammates gain 15% Size.

[h3][NEW] Team Player[/h3]

  • Strikes hit the core 20% harder when aiming towards an ally. If that ally strikes the core within 1.5 seconds they will hit the core 20 % harder, if they strike towards an ally they can transfer this effect.

[h3][NEW] Spark of Leadership[/h3]

  • SPARK - Your Allies gain 50% of your SPARK effects. Gain 5 Cooldown Rate, 150 Stagger, 8 Power, and
    2% Speed.

[h3][ROTATED OUT] :: Orb Dancer, Orb Ponderer, Orb Replicator, Stacks on Stacks[/h3]
[h3][ROTATED IN] :: Among Titans, Team Player, Spark of Leadership, Demolitionist [/h3]
[h3]Big Fish[/h3]
Big Fish? More like... Medium Fish? This should bring this awakening to more of like an Above Average Fish but Not Quite Huge Fish.

  • Size increase :: 25% → 30%

[h3]Glass Cannon[/h3]
Glass cannon had too much time out of combat while it wasn't in the rotation. We'll reset its stacks to keep things fair.

  • Power per stack :: 8 → 6

  • Speed per stack :: 4 → 3

  • Max stacks :: 4 → 6

  • Time until fully charged :: 10s → 15s

[h3]Heavy impact[/h3]
Heavy impact is a bit of an outlier in terms cooldown reduction so we're going to bring it into alignment with the other cooldown reducers.

  • Maximum cooldown reduced :: 14s → 7s

[h3]Peak Performance[/h3]
With all his stagger buddies gone, this is no longer what Peak Performance looks like... Hopefully this change piques your interests and returns him to his former glory.

  • Speed conversion per 100 Stagger :: 0.5% → 0.6%

[h3]Primetime[/h3]
Primetime has had a long fall from grace, and after giving others a chance to shine, it's coming back for its time slot.

  • Hit power Reduction:: 15% → 10%

  • Core Hit power reduction :: 3% → 2%

[h3]Siphoning Wand[/h3]
Siphoning wand was too good on some Strikers and not good enough on everyone else. We're retuning it to be more in line with other awakenings by treating light hits and normal hits differently. We are giving it a small buff to make up for overall nerf it'll be taking.

  • Normal hit drain :: 5% → 6%

  • Light hit drain :: 5% → 2%

  • Heal amount :: 100% → 150% of damage dealt

[h3]Twin Drive[/h3]
Oh, you want two abilities? Ha ha ha, sure. (Monkey's paw curls.) Twin Drive now lets you cast abilities twice, but it'll have a longer cooldown.

  • (Bug fix) Fixed a bug where Twin Drives cooldown reduction wasn't applying

  • Cooldown Modifier:: -5% → +7.5%

    • That's a nerf btw. Twin Drive makes your cooldowns 7.5% longer.
BUG FIXES

  • Demolitionist no longer triggers multiple times per barrier.

  • The hole in the center of Ai.Mi's app will now correctly KO Strikers

  • Gates of Obscura no longer causes players to jitter around the map when dashing or getting knocked back.

  • Knockback resist is no longer granted in the enemy goal arc.

  • Drek'ar now correctly plays SFX when entering stealth.

  • Rapid Fire now correctly works on abilities with more than one charge.

  • Magnetized Soles tool-tip correctly reflects buffed duration of 1.5 seconds

  • Fixed missing VOs for Octavia, Vyce, Spirit Warden Zentaro, Magician Rasmus, and Pop King Kai

  • Adjusted Nao's MVP screen to use the correct camera angle.

  • Fixed tooltip for Nao's primary recast.

  • Various minor bugfixes.


Bonus!

We've got a couple pieces of absolutely KILLER merch for you to pick up!!



JUNO PLUSH!!

You can pre-order yours right here on Makeship:
https://www.makeship.com/products/juno-plush





Omega Strikers OST Vinyl

This special piece features the best video game OST of all time (Omega Strikers)(I am biased) and you can even get a special limited blue core flip edition! It's WICKED

Pre-order your Omega Strikers OST Vinyl right here:

https://materia.store/products/omega-strikers