
KNOCK KNOCK WHO'S THERE IT'S ME
Hello my dear strikers, welcome to the best Omega Strikers patch of the day.
It's a pretty thicc patch - it's got a big awakening rotation, changes to a bunch of characters, and even two new awakenings that have never been in the game ever before!!!!!
With a patch of this relative size, we expect some things might come in too weak or too strong, so PLEASE leave us some feedback on the Discord server after playing it for a bit to let us know how it feels.
We're also in the midst of the Crystal Rose Cup tournament and the SASL Playoffs, so go check those out when they're live! They're super cool and super sick and super fun to watch.
Special thanks to this patch council, Dropleto, LeoLeon500, Lukas441, and Slof.
Anyways, that all being said, let us begin.
SYSTEM CHANGES
Trio Queue Restrictions
Historically, if you queue up as a trio, the game would attempt to balance this out by matching you only into other groups of two or more.As time has gone on, however, we believe this hard restriction on matchmaking is not improving match quality enough to justify the increase in queue times it causes. Therefore, I am looking into the following change for the future. (Not right now)
Queuing as a trio will no longer require a duo or trio on the opposing team
Again, this IS NOT live now.Full transparency, I have been speaking to my engineers about the feasibility of this and it seems doable but there may be some knock on effects to matchmaking that I want to be super confident about before we launch it. I also want to give the patch a bit of time to settle before we do this, so keep an eye on the Discord for an announcement when it goes live.
AWAKENINGS
Say hi to your new friends Quick Reflexes and Heavy Handed - more on them below. They won't have a cool icon in game yet but it's coming, I've put only the best community artists on it.
Rotated out:
Aerials
Egoist
Team Player
Knife's Edge
Fire Up
Fight or Flight
Reptile Remedy
Orb Ponderer
Prize Fighter
Recovery Drone
Rotated in:
Super Surge
One-Two Punch
Adrenaline Rush
Perfect Form
Spark of Resilience
Orb Replicator
Big Fish
Inner Focus
Quick Reflexes
Heavy Handed
Bulk Up
We're giving awakenings that grant stagger a balancing pass, so you'll see pretty much all of them changed.
Gain 300 → 150 max Stagger and 1.3 → 1.6 Power per 100 max Stagger.
Big Fish
Now grants less size, in order to match the rest of the size awakenings, but it gets more stagger instead.
Gain 22.5% → 20% Size and 200 → 225 max Stagger.
Peak Performance
Adjusted as part of our wider balancing pass of the stagger awakenings.
Gain 250 → 150 max Stagger and 0.4% → 0.45% Speed per 100 max Stagger.
Spark of Resilience
Believe it or not, the stagger spark also gets adjusted alongside the rest of the stagger awakenings.
SPARK - Gain 400 → 250 max Stagger, plus 50 per SPARK you have.
Quick Reflexes [NEW]
This one grants speed whenever you win a "strike war" - in other words, when you wait for an opponent to hit the core and then hit it right after them.
Gain 3% Speed. Whenever you strike the core within 0.4s of an enemy, gain an additional 22% Speed for 1.25s.
Heavy Handed [NEW]
This one is pretty similar to Quick Reflexes, but instead of giving you movement speed it makes you hit the core harder.
Hit the Core 5% harder. Whenever you strike the Core within 0.4s of an enemy, instead hit the Core 20% harder.
GEAR
Eject Button
We're continuing to push Eject Button in the same direction as the last patch.
Gain 50% DASH and BLINK range, 40% HASTE effectiveness, and 25% → 30% reduced SECONDARY cooldown. After casting your SECONDARY, recast it within 3.25s to BLINK back to the cast position.
Momentum Boots
With cooldowns lower across the board, we're shifting a tiny bit of power out of the part that gets reset on hit and into the base speed.
Gain 2% → 3% Speed plus up to 14% → 13% over 10s (1.4% → 1.3% Movement Speed per Stack). Getting hit resets the added effect.
Pummelers
We're giving players that pick Pummelers a bit more reward when they manage to knock out an opponent. Be careful of the arena edges!
Your knockbacks hit players 10% farther. Gain 30% → 40% Speed whenever you have a Striker advantage.
STRIKERS
Asher
We were pretty positive about the changes we made to Asher last patch, but we are anticipating this new awakening rotation will put her in a worse spot, so we're walking back some of them to help her out.
Barrier Beam [PRIMARY]
Sweetspot damage :: 170 → 175
Sweetspot damage power scaling :: 85% → 87.5%
Sweetspot knockback :: 170 → 175
Sweetspot knockback power scaling :: 85% → 87.5%
Sourspot damage modifier :: 50% of sweetspot damage → 60% of sweetspot damage
Sourspot knockback modifier :: 50% of sweetspot damage → 60% of sweetspot damage
Atlas
Clutch revives get a bit more potent.
Celestial Intervention [SPECIAL]
Heal on successful revive :: 60% → 75%
Drek'ar
We're giving Drek'ar a bit more knockback on his special again to help out his brawling side.
Base Stats
Speed :: 455 → 450
Lock and Load [PRIMARY]
Cooldown :: 11s → 12s
Molten Bolt [SPECIAL]
Cooldown :: 27 → 30
Knockback :: 60 → 90
Knockback power scaling :: 30% → 45%
Dubu
There may have been a tofu recall but it didn't stop Dubu from eating the competition.
Base Stats
Strike size :: 280 → 270
Somerassault [SECONDARY]
Cooldown :: 18s → 20s
Era
Last year we tried making her primary faster and she needed to be nerfed within a week. Let's try it again!!! We'll keep a very close eye on her to see if that ends up needing to happen again or not.
Base Stats
Stagger growth :: 325 → 375
Bewitching Beam [PRIMARY]
Pre-cast channel time :: 0.3s → 0.22s
Finii
Hopefully Finii players will own goal a bit less now?
Big Finish
Time between pressing button to recast and the ult exploding :: 0.1s → 0.01s
Minimum time before it can explode after initial cast unchanged
Juliette
More of the same change we made last time.
Base Stats
Stagger growth :: 375 → 325
Juno
Blink and you'll miss it it's so fast wow.
Strike With Friends [PASSIVE]
Blob lifetime :: 2.75s → 3s
Blob speed :: 100% of Juno's speed → 110% of Juno's speed
Blob Bounce [SECONDARY]
Cooldown :: 12s → 11s
Kai
Super idol 的笑容 都沒你的甜
Barrage [PRIMARY]
Cooldown :: 12s → 11.5s
Gigablast [SPECIAL]
Damage :: 220 → 240
Knockback :: 220 → 240
Kazan
Guys can you please stop being good or bad with Kazan. Please. He's so annoying to change in the code. Please.
Crooked Leverage [CLOSED PRIMARY]
Damage :: 100 → 110
Damage power scaling :: 50% → 55%
Maddening Descent [OPEN SECONDARY]
Range :: 380 → 420
Damage :: 215 → 230
Damage power scaling :: 107.5% → 115%
Knockback :: 215 → 230
Knockback power scaling :: 107.5% → 115%
- Now works with Super Surge
Maddening Descent [OPEN SECONDARY]
Now works with Super Surge
Mako
Mako has not been doing very well in high-level coordinated play. We hope this slate of changes will allow her to see some play at a high level.
Base Stats
Stagger :: 1300 → 1400
Strike size :: 250 → 265
Perfect Pitch [PRIMARY]
Minimum recast time :: 0.1s → 0.005s
Self-slow :: 43% → 35%
Drum and Base [SECONDARY]
Minimum recast time :: 0.2s → 0.005s
Nao
We're giving Nao's special ability a wider window to let her make plays, but making it easier for opponents to disarm her lil' flock cameras.
Proximity Drone [SECONDARY]
Disarm time :: 0.5s → 0.2s
Lifeline [SPECIAL]
Recall window :: 3.25s → 4.5s
Octavia
Much like with Asher, we think this patch will be unkind to her so we're rolling back some recent small nerfs.
Bass Drop [SPECIAL]
Knockback :: 137 → 140
Knockback power scaling :: 68.5% → 70%
Rasmus
The pendulum swings the other way, this time landing on a buff and a nerf? Hold up that's not really how pendulums work.
Pendulum Swing [PRIMARY]
Knockback :: 175 → 180
Knockback power scaling :: 87.5% → 90%
Whiplash [SECONDARY]
Bonus speed :: 35% → 32.5%
Rune
I got one hand in my pocket and the other one is forming a solid pillar with some kind of other-dimensional mass.
Unstable Anomaly [PRIMARY]
Cooldown :: 8s → 9s
X
X SMASH (slightly less hard everywhere except for his primary)
Bellringer [PRIMARY]
Damage :: 180 → 200
Damage power scaling :: 90% → 100%
Knockback :: 180 → 200
Knockback power scaling :: 90% → 100%
Bull Rush [SECONDARY]
Damage :: 190 → 160
Damage power scaling :: 85% → 80%
Knockback :: 190 → 160
Knockback power scaling :: 85% → 80%
X Maximus [SPECIAL]
Base size :: 290 → 300
Size buff :: 40% → 35%
Damage :: 75 → 60
Damage power scaling :: 37.5% → 30%
Zentaro
This guy would be WAY too strong if we didn't tone him down a bit when all of his favorite awakenings are in rotation. PLEASE LET ME CHANGE HIS ULT CD PLEAAASE.
Base Stats
Power :: 105 → 95
Slice and Dice [PRIMARY]
Damage :: 160 → 130
Damage power scaling :: 80% → 65%
Iai Rush [SECONDARY]
Damage :: 180 → 155
Damage power scaling :: 90% → 77.5%