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Omega Strikers - October 19th Update | Update Notes

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

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

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

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

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

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

SYSTEM CHANGES

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

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

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

    • Use invisibility vents to surprise your enemies on Project XENO

    • Knock enemies into the crippling auras of Project OBSCURA

    • Trigger the cosmic power of Atlas on Project EXPANSE

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

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

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

  • 7 Total pings!

    • KO Them!

    • Get Orbs!

    • Sorry!

    • Use Energy Burst!

    • Spread Out!

    • Let Me Defend!

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

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

  • Choose lobby size

  • Enable/Disable spectators

  • Premade lobby codes

  • Lobby owner can rearrange teams (drag and drop)

  • Map selection

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

  • Server selection

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

  • Magician Rasmus

  • Neon Soul Zentaro

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

  • SENTRY DRONE [PRIMARY]

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

  • PROXIMITY DRONE [SECONDARY]

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

  • LIFELINE [SPECIAL]

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

  • CYBER SWIPE [SECONDARY]

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

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

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

  • BARRIER BEAM [PRIMARY]

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

  • BREAKTHROUGH [SECONDARY]

    • Hitbox reduced to better match strike size

    • This should make Secondary → Strike combos more reliable


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

  • MOLTEN BOLT [SPECIAL]

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

    • Damage and Core Knockback unchanged

    • [BUGFIX] No longer spawns behind him.

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

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

  • [RENAME] DOUBLE TAKE [SECONDARY]

    • Number of pulses :: 1 → 3

      • Time between pulses :: 0.4s

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

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

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

  • MISDIRECTION [PRIMARY]

    • Missile size Increased by 10%

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

      • Initial forward speed :: 2900 → 3000

      • Minimum speed going forward :: 0 → 500

      • Backwards speed :: 6000 → 6125

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

  • BIG FINISH [SPECIAL]

    • Improved ability to initially capture the Core

      • Ability to hold captured Cores unchanged

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

    • Recast lockout :: 0.5s → 0.25s

    • Recast channel time :: 0.15s → 0.1s

    • PvP Slow reduced :: 25% → 15%

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

  • BLOB BOUNCE [SECONDARY]

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

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

  • MADDENING DESCENT [OPEN SPECIAL COMBO]

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

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

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

  • BARRAGE [PRIMARY]

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

    • Core Knockback unchanged

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

  • UNSTABLE ANOMALY [PRIMARY]

    • Pillar duration :: 1.75 → 1.6

  • SHADOW SWAP [SECONDARY]

    • Pillar duration :: 1.75 → 1.6

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

  • BULL RUSH [SECONDARY]

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

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



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

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

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

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

[h3][NEW] Demolitionist[/h3]

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

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

  • Core Hit amplifier :: 15% → 14%

  • CD reduction :: 35% → 30%

  • Max CD refund: 3.5s → 3.0s

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

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

  • Core Hit amplifier :: 15% → 14%

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

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

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

  • Base stagger :: 150 → 100

  • Stagger Bonus per spark :: 250 → 350

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

  • Missile Speed :: 1750 → 2000

  • Range increased by 75

  • Cooldown :: 11s → 10s

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

  • Duration increase :: 70% → 65%

  • Size increase :: 50% → 40%

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

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

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

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

  • Strike Shot indicator no longer disappears.

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

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

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

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

  • Various other minor bug fixes.

Omega Strikers - October 5th Micropatch | Update Notes

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

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

  • STRIKE

    • Strike :: 270 → 265

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

  • ASTRAL PROJECTION [PRIMARY]

    • Cooldown :: 8s → 9s

  • STRIKE

    • Strike range :: 270 → 265

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

  • Strike range :: 285 → 275

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

  • STRIKE

    • Strike range :: 270 → 265

      • Strike range during SPECIAL unchanged

  • X MAXIMUS! [SPECIAL]

    • Size increase :: 35% → 37.5%

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

  • CRYSTAL THORNS [SPECIAL]

    • Cooldown :: 20s → 22s

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

  • STRIKE WITH FRIENDS [PASSIVE]

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

      • PvP values unchanged

  • MAKE IT RAIN [SPECIAL]

    • Cooldown :: 35s → 30s

[h3]Vyce[/h3]

  • SUPER NOVA [SPECIAL]

    • Cooldown :: 40s → 35s

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

  • Size :: 30% → 25%

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

  • Size :: 30% → 25%

[h3]Egoist[/h3]

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

    • Burst of speed when hitting full Energy unchanged

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

  • Cooldown reduction :: 30% → 25%

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

  • Cooldown per 100 max Stagger :: 1.5 → 1.15

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

  • Base Stagger :: 100 → 150

  • Stagger per Spark :: 200 → 250

[h3]Stagger Swagger[/h3]

  • Heal per Second :: 150 → 200

[h3]Tempo Swing[/h3]

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

Omega Strikers - September 21st Micropatch | Update Notes

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

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

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

  • BARRIER BEAM [PRIMARY]

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

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

  • PATHSPLITTER [SPECIAL]

    • Cooldown :: 35s → 40s

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

    • Core Knockback unchanged

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

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

  • BEWITCHING BEAM [PRIMARY]

    • Cooldown :: 8s → 8.5s

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

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

  • FLYING PHOENIX [SECONDARY]

    • Cooldown :: 16s → 18s

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

  • STRIKE WITH FRIENDS (STRIKE PASSIVE)

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

  • FRIEND FLING [PRIMARY]

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

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

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

  • UNSTABLE ANOMALY [PRIMARY]

    • Cooldown :: 7s- >7.5s

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

    • Range :: 750 → 700

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

  • POWER CHORD[PRIMARY]

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

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

    • LIGHT chain hit damage and knockback unchanged

  • SUPER NOVA [SPECIAL]

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

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

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

  • BULL RUSH [SECONDARY]

    • Cooldown :: 14s → 13s

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

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

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

  • IAI RUSH [SECONDARY]

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

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


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

  • Stagger :: 300 → 200

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

  • Power per 100 max Stagger :: 1.5 → 1.75

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

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

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

  • Base Speed :: 2% → 1%

  • Speed per Spark :: 7% → 6%

[h3]Spark of Focus[/h3]

  • Base Cooldown Rate :: 2 → 4

  • Cooldown per Spark :: 10 → 12

[h3]Spark of Power[/h3]

  • Power per Spark :: 20 -> 22

[h3]Spark of Resilience[/h3]

  • Base Stagger :: 50 → 100

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

  • Speed per Stack :: .12% → .10%

  • Max Speed :: 24% → 20%


Omega Strikers - September 7th Micropatch | Update Notes

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

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

  • FIREWALL SENTRY [SPECIAL]

    • Cooldown :: 30s → 35s

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

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

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

  • BARRIER BEAM [PRIMARY]

    • Cooldown :: 8s → 9s

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

  • CELESTIAL INTERVENTION [SPECIAL]

    • Cooldown :: 45s → 50s

    • Duration of Guardian :: 3.5s → 3s

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

  • SOMERASSAULT [SECONDARY]

    • Cooldown :: 18s → 20s

  • ROLLOUT [PRIMARY]

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

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

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

  • CRYSTAL THORNS [SPECIAL]

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

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

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

  • DOUBLE TAKE [SECONDARY]

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

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

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

  • UNSTABLE ANOMALY [PRIMARY]

    • Increase Pillar Range :: 600 → 750

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

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

  • SUPER NOVA [SPECIAL]

    • Cooldown :: 45s → 40s


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

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

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

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

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

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

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

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

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

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

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

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

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

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


Omega Strikers - Season 2 Patch Notes | Summer Splash

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WELCOME TO OMEGA STRIKERS 3.0.


Our fattest update yet, this patch features a TON of stuff. A CRAZY new striker, two crazy new maps, a new Striker Pass, new skins, and of course, AN ENTIRE VISUAL NOVEL. RIGHT THERE. IN THE GAME.
With great changes comes great patch notes, so let's jump right into it. There's A LOT.

SYSTEM CHANGES

[h2]VISUAL NOVEL[/h2]
Yeah, you read that correctly. There's an ENTIRE VISUAL NOVEL now in Omega Strikers for Summer Splash.
Head to the beach with Asher, Juno, Estelle, X, Juliette, or Dubu! Progress through the event, hang out with your new friends, get to know them better, and unlock new stuff in game! There's even missions for you to complete, some of which will even grant you fresh new titles and emotes!
[h2]MAPS AND MODES[/h2]
[h3][NEW] Inky's Splash Zone[/h3]

  • We have a brand new map that's incredibly interactive and breaks the boundaries of our previous designs! It's always summer at Inky's Splash Zone, always wild, and everyone is always prone to getting SOAKED. When you take down a barrier on this map, the corner without the barrier turns into a KO zone and gives your team access to a water blaster that'll knock enemies into the deep end.

[h3][NEW] Gates of Obscura[/h3]

  • The Gates of Obscura take us in a different direction than the fun-loving Splash Zone. Here, we'll explore the depths of the void and source of Rune's power. The portals on the map will possibly get you turned-around and upside-down, but once you master them, you can melt the brains of your enemies and dominate the map. There's crazy new angles on this map and things will get even spicier in Overtime, so keep your head on a swivel.

[h3]Maps Rotation[/h3]
Like Awakenings, we'll now rotate maps in and out on occasion to highlight new options and improve the meta.

  • Rotated Out: Ahten City and Demon Dais will have their places taken by the new maps: Inky's Splash Zone and Gates of Obscura.
  • Maps' Chance to Roll: Historically it's been completely equal, but for the first weekend, Inky's Splash Zone will have a higher chance to appear! We'll probably highlight Gates of Obscura down the road as well!

[h2]UI / Systems[/h2]

  • Recast abilities now have a slightly different icon background color when they're reactivatable. Applies to:

    • Ai.Mi's PRIMARY

    • Era's SPECIAL

    • Finii's SPECIAL

    • Rasmus's SECONDARY

    • Vyce's SECONDARY

    • X's STRIKE

[h2]Ranked[/h2]

  • It's (soft) reset time! Congratulations on your climb for this season. We hope you climbed to where you wanted and didn't tilt into oblivion. Let's see what new heights you can soar to in Season 2!

    • Almost everyone will end up in silver or below, with the highest ranks (challenger and above) resetting to gold or platinum.

[h2]Skins/Content[/h2]
Yeah there's A LOT OF NEW SKINS. Some in the shop, some in the Striker Pass!

  • Summer Splash

    • Asher

    • Juno

    • Estelle

    • X

    • Dubu

    • Juliette

  • Spirit Warden Zentaro

    • Blackheart Spirit Warden Zentaro

    • Ghostwood Spirit Warden Zentaro

  • Red Rose Estelle

  • Cat Butler Kai


[h2]Striker Pass[/h2]

  • There's a new Striker Pass in the shop, full of tons of new goodies!
    • Grindable XP has been reduced by about 25% compared to the Season 1 pass

[h2]STRIKERS[/h2]
[h3]ALL STRIKERS[/h3]
We've seen some higher lethality overall during the early stages of matches than we'd like. We're giving strikers a bit more breathing room before the brawl becomes overwhelming.

  • Base Stagger :: 1125 → 1200

[h3][NEW] Kazan[/h3]
Say hello to our little frenzied enforcer. Kazan is... crazy, but he's got a soft side for family. Much like his personality, he has a wild and unique playstyle where he utilizes his umbrella in a variety of different ways - swapping forms, leaping about the map, and comboing his abilities together to be our most mechanically challenging Striker to date. He's here to lend Clarion Corp a little extra muscle in exchange for their help curing his big Sis.

  • PRESS THE POINT (STRIKE)

    • Knock the Core with a LIGHT hit that has greater force generated by the point of the umbrella.

  • THE SLIP [SECONDARY]

    • Dash a short distance, passing by all targets.

  • CARRIED AWAY [POPPED SECONDARY]

    • Float up in the air, becoming Elusive. Elusive targets are invulnerable and untargetable.

  • CROOKED LEVERAGE [PRIMARY]

    • Hook all enemies in a line towards you.

  • TOP SPIN [POPPED PRIMARY]

    • LIGHTLY hit all enemies in a line, pushing them towards the top of the umbrella. The umbrella will then spin rapidly, dealing multiple LIGHT hits leading up to a final, more powerful flourish..

  • POP/RETRACT [SPECIAL]

    • Pop open or Retract the umbrella, unlocking a different set of abilities per form.
      Maddening Descent: While floating from Carried Away, reactivate to dive downwards and slam all nearby enemies.
      Pop-Up: During The Slip, popping the umbrella will hit all nearby enemies and stop the dash.

[h3]Finii [/h3]
Finii is not really winiing so we're reducing her Special cooldown. While we expect this to be an overall buff, we do have bugfixes that will also make the BIG FINISH slightly more fair for opponents to play around.

  • BIG FINISH [SPECIAL]

    • Cooldown :: 35s → 30s

    • The Core now can escape Big Finish noticeably easier especially when Energy Burst is used

    • [BUGFIX] No longer slows or vacuums enemies who are EVASIVE

    • [BUGFIX] Finii ultimate no longer incorrectly holds on to the core when being hit with Energy Burst

    • [BUGFIX] Implemented a likely fix to a rare bug where Finii ultimate would crash custom games.

      • If this still occurs, please let us know.

[h3]Juno[/h3]
We're giving Juno more control over Blobbos, especially for chained hits. The commands to Blobbos have to be made within a tighter window, but Blobbos will also hold the Core for a tad longer while waiting for Juno's command.

  • STRIKE WITH FRIENDS (STRIKE PASSIVE)

    • Blobbos hold time :: .15s → .25s

    • Blobbos speed (as a % of Juno's) :: 90% → 100%

    • Strike override (Juno's command to direct Blobbo's) linger duration :: .75s → .25s

    • [NEW] :: Juno's Strike cooldown refreshes when a Blobbo uses Juno's strike override direction

  • BLOB BOUNCE [SECONDARY]

    • [BUGFIX] Juno can now consistently strike the Core underneath her while she's jumping

[h3]Luna[/h3]
Her inventiveness has her more prepared than the average Striker to explore new maps!

  • B.O.O.S.T. [SECONDARY]

    • [NEW] Now extends duration when teleporting (relevant for Gates of Obscura)

[h3]Asher[/h3]
Trying to fix more bugs on one of our more... bug prone Strikers.

  • [BUGFIX] Can now cast primary during her secondary without the ability cancelling

  • [BUGFIX] Primary shield has had some bug fixes to prevent the core from going through it. Again.


[h3]GEAR AND AWAKENINGS[/h3]
[h3]Hotshot[/h3]
Even with recent buffs, Hotshot is still more like warmshot. We're touching it up to really push the pace.

  • Core Hit amplifier :: 12% → 15%

  • [BUGFIX] Description updated to include the maximum refund amount

[h3]Momentum Boots[/h3]
Momentum Boots have been dominating the goalie gear slot for a while. By taking the Speed down a notch, they'll grant less coverage of the goal arc.

  • Movement Speed per Stack :: 1.75% → 1.5%

  • Max Movement Speed over 10 seconds :: 22.5% → 20%

[h3]Primetime[/h3]
The time has been prime for too long. We're taking serious swings because it was simply the best for too many characters.

  • Hit Amp :: 5% → 0%

  • Hit Reduction :: 0% → 10% (2% for Core)

  • Standard recast time between charges :: .5s → 1.5s

    • Drek'Ar's recast timing is unchanged

[h3]Strike Shot[/h3]
Accidentally got shortened in 2.3, we're finally bringing it back to its previous glory.

  • [BUGFIX] No longer unintentionally shorter. Missile speed corrected as well.

[h3]Pummelers[/h3]

  • [BUGFIX] Speed buff is no longer lost when another haste effect is applied

[h3]Monumentalist [/h3]

  • [BUGFIX] Now correctly increases damage and knockback for:

    • Ai.Mi special

    • Finii Special

    • Asher Special

[h3]Orbs[/h3]

  • A new set of Orb trainings can be found in Quickplay!
BUG FIXES

  • Ai.Mi Secondary no longer locks her out from using eject button slightly longer than intended

  • Dubu Special no longer sends the Core flying at mach 5 (it'll still go fast, but won't break the Core speed cap)

  • Rasmus's and Drek'ar's SECONDARIES are now appropriately tagged as BUFFS (previously just HASTES).

  • Heavy Impact should now work when an ability hits two friendly units

  • Tactical callouts probably work correctly now all the time. (Probably. We did some stuff and can't reproduce the bug any longer, but it may still occur. Let us know if it does.)

  • Fixed a bug that caused some players to experience some issues when entering overtime when playing in non-english languages

  • Emotes and tactical callouts should no longer get stuck above player's heads for the whole game.

  • Added missing tags on the following abilities: (gameplay unchanged)

    • Added Melee Tag to Zentaro Special

    • Added Buff tag to Rasmus Secondary

    • Added buff tag to Drek'ar Secondary

  • Can now activate Night Market speed gates while elusive.

  • Fixed a bug causing Rasmus to lose Twin Drive benefits if his secondary was recast at the last second.

  • Kai Special now properly explodes when hitting targets at close range.

  • Fixed a rare bug that caused Juno to become stuck in her secondary.

  • Fixed a bug that caused some players to report extremely incorrect latency values, which resulted in poor server placement

  • Made some additional stability improvements to Dubu special to prevent the core from passing through it.
  • Deadeye now correctly applies to all Secondary abilities