Omega Strikers - December 16th Patch - Update Notes

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This official update post is copied verbatim from the Omega Strikers Steam page:
https://store.steampowered.com/news/app/1869590/view/650337184176407722
It is copyrighted by Odyssey Interactive.
It was added on 16 December 2025 @ 12:00 AM GMT.

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!


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.

Ai.Mi icon.png Ai.Mi

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

Asher icon.png Asher

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

Atlas icon.png Atlas

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

Drek'ar icon.png Drek'ar

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%

Dubu icon.png Dubu

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.

Era icon.png Era

Maybe she can finally catch up to Kai?

  • Base Stats
    • Speed :: 460 → 465

Finii icon.png Finii

A very complex and interesting game warping mind altering change for bunny.

  • Base Stats
    • Speed :: 460 → 465

Juliette icon.png Juliette

They should buff the SPEED the Juliette plush gets to your house.

  • Base Stats
    • Speed :: 450 → 455

Juno icon.png Juno

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

Kai icon.png Kai

Nevermind Era, you ain't catching this dude.

  • Base Stats
    • Speed :: 460 → 465
  • Blazing Pace [SECONDARY]
    • Speed :: 35% → 37.5%

Kazan icon.png Kazan

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

Luna icon.png Luna

Luna's theme is actually slept on as one of the best songs in the game.

  • Base Stats
    • Speed :: 455 → 460

Mako icon.png Mako

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%

Nao icon.png Nao

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%

Octavia icon.png Octavia

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

Rasmus icon.png Rasmus

Clarion Corp Majority Shareholder

  • Base Stats
    • Speed :: 450 → 455
  • Whiplash [SECONDARY]
    • Cooldown :: 16s → 15s

Rune icon.png Rune

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

Vyce icon.png Vyce

You've been (drum sounds) Thunderstruck

  • Base Stats
    • Speed :: 455 → 460
  • Thunderstruck [SECONDARY]
    • Range :: 825 → 950

X icon.png X

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

Zentaro icon.png Zentaro

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
    • Adrenaline Rush
    • Knife's Edge
    • Spark of Agility
    • Spark of Focus
    • Spark of Leadership
    • Spark of Strength
    • Stagger Swagger
    • Big Fish
    • Might of the Colossus
    • Unstoppable
  • Rotated In
    • Prize Fighter
    • Stacks on Stacks
    • Rampage
    • Among Titans
    • Team Player
    • Reptile Remedy
    • Tempo Swing [REWORKED]
    • Inner Focus [NEW]
    • Berserker [NEW]

Omega Infused Accelerator [NEW]

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.

  • Aerials
    • DASH range, BLINK range, and HASTE effects increased 75% → 45%. PROJECTILES gain 42.5% → 55% travel or cast range.

1 like and I make Among Titans a goalie gear.

  • Among Titans
    • Lose 30% → 20% Size and gain 12% → 10% Speed. Your teammates gain 15% → 10% Size.

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.

  • Berserker [NEW]
    • 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.

Chronoboost is NOT IN, but it's being adjusted it in line with the other DASH/BLINK/HASTE awakenings for the future.

  • Chronoboost
    • DASH range, BLINK range, and HASTE effects increased 70% → 40%. Ability BUFFS and DEBUFFS last 22.5% longer.

We're giving players who take Egoist a little bit more risk to accompany the high reward.

  • Egoist
    • 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.

Keeping the damage intact but bringing the range down in line with other awakenings.

  • Explosive Entrance
    • DASH range, BLINK range, and HASTE effects increased 70% → 35%. Your IMPACT abilities hit 15% harder (3.25% on Core).

Glass Cannon has been consistently at the top of the charts, so we're pulling back a bit on its power when fully stacked.

  • Glass Cannon
    • Gain 4 Power and 2% Speed every 2s (up to 28 → 24 Power and 14% → 12% Speed). Getting hit resets the timer.

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.

  • Inner Focus [NEW]
    • 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.

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.

  • Omega Infused Accelerator [NEW]
    • 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.

With almost every character being slightly faster, we're reducing the power of most speed awakenings slightly, and Peak Performance is no exception.

  • Peak Performance
    • Gain 300 max Stagger and 0.5% → 0.4% Speed per 100 max Stagger.
  • Primetime [BUGFIX]
    • 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).

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.

  • Prize Fighter
    • 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.

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.

  • Quick Strike
    • Strike cooldown reduced by 15%. Strike hits grant -0.65 → -0.5 additional Energy.

Last time Rampage was in the game, the other size awakenings were 50% stronger. We're making the same adjustment here.

  • Rampage
    • 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.

With the rework of Tempo Swing, we're adjusting Reptile Remedy a tad.

  • Reptile Remedy
    • Gain 400 → 300 Stagger and heal 4% → 3% missing Stagger per second for 4 → 3 seconds whenever you strike the core.

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.

  • Siege Machine

PROJECTILES gain 30% → 35% travel or cast range. CREATIONS gain 30% duration and hit 20% harder (4% to Core).

With base speeds higher nearly across the board, Stacks needs to come down a tiny bit.

  • Stacks on Stacks
    • 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.

Does this taste a bit flat to anyone else?

  • Super Surge
    • DASH range, BLINK range, and HASTE effects increased 75% → 35%. These abilities hit 25% harder (8% to Core).

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.

  • Team Player
    • 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.

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!

  • Tempo Swing [REWORKED]
    • 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. 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.

  • Eject Button
    • 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.

A few goalies who liked grabbing as much size as possible were a bit out of control.

  • Powerhouse Pauldrons
    • Gain 30% → 27.5% size, 20 power, and 20% damage reduction.