Omega Strikers - July 8th Micropatch - Update Notes
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https://store.steampowered.com/news/app/1869590/view/528724684296949878 It is copyrighted by Odyssey Interactive. It was added on 8 July 2025 @ 12:00 AM GMT. |
Welcome Back Gamers
Season 6 is well underway and, following that fat patch from last month or so, we want to make a couple modifications to the stuff that we changed in the aforementioned big fat patch. Outside of that, there aren't a ton of other things we're adding at this point. (No second emote contest yet, sad.) But I'm still cooking up some goodies headed your way! (New plush soon tm?) And, of course, thanks to my patch gang that helped me with this one: threezybreezy, MothHoney, Rayboyp, and Snake.
MAP ROTATION
I've been doing weekly map rotations (Monday map madness) and posting them in the Discord. Because of that, no map rotations in patch notes this time. I'm also thinking about just turning on ALL THE MAPS at the same time for a little bit. How does that feel? Let me know it in the comments below or on Discord or on Reddit or whatever.
STRIKERS
Last patch we shook up a lot of things. The cast were mostly in pretty good spots but there were a handful of outliers and strikers that weren't really in line with the rest of em. These adjustments should mostly even things out a bit.
Asher
Asher got hit with a somewhat large usability nerf last patch with the self slow. This should alleviate some of those pains while keeping her strength relatively similar.
- Barrier Beam [PRIMARY]
- Self slow :: 60% → 45%
Atlas
He's in pretty good shape following the nerf, but we can afford to show him just a little love for like the longest CD ability in the whole game.
- Celestial Intervention [SPECIAL]
- Healing :: 25% → 30%
Drek'ar
This is just to tone down some of his cheesy maneuvers that are kinda WACK.
- Xeno Cloak [Secondary]
- Core Knockback :: 15% → 9.7%
Era
Following the cast time buff and some other things, Era was easily the biggest winner of the last patch. This should tone her down but still let her meaningfully interact with the game.
- Bewitching Beam [PRIMARY]
- Debuff :: 2s → 1.75s
- Flutter Fly [SECONDARY]
- Speed :: 52.5% → 45%
Estelle
A light tap to Estelle primary while allowing for more cool Rose Warp plays.
- Piercing Shot [PRIMARY]
- Cooldown :: 9s → 9.5s
- Rose Warp [SECONDARY]
- Cooldown :: 17s → 16s
Finii
Finii has been pretty good, even with a nerf that hit her in the last patch. She was on the radar so we'll tone her down a bit more.
- Misdirection [PRIMARY]
- Cooldown :: 7s → 8s
- Triple Take [SECONDARY]
- Range :: 900 → 850
- Damage Dealt by Allies :: 25% → 30%
Juliette
Outperforming the other KO greedy strikers, Jules needs just a little touch to keep her in line.
- Base Stats
- Power :: 110 → 100
Juno
Juno is tossing her friends around and dealing damage and killing people and being generally super annoying.
- Friend Fling [PRIMARY]
- Cooldown :: 7.5s → 8s
- Knockback / Damage :: 200 + 100% → 200 + 90%
Octavia
Octy is a game warping character. Her recent nerfs have kept her in check but she has a little bit of room to grow still.
- Sonic Boom [PRIMARY]
- Cooldown :: 10s → 9s
AWAKENINGS
The awakening rotation is pretty solid atm. A lot of the more troublesome awakenings are out, but where's the fun if you can't be troublesome sometimes? A handful of adjustments here and some awakenings are getting tiny reworks so we'll see how those feel as well.
- Rotated out:
- Reptile Remedy
- Big Fish
- Among Titans
- Rotated in:
- Demolition
- Siege Machine
- Peak Performance [NERFED]
Small rework alert! Giving a higher base CD reduction so it feels better to deny, nerfing the wild speed boost it gives.
- Adrenaline Rush
- Ability cooldowns reduced by 1s → 1.5s. Earning a Takedown increases Speed by 40% for 8s → 7s and reduces current cooldowns by 10s → 8s.
Moving the oft overperforming bulky boy in line with the rest of the stagger awakenings.
- Bulk Up
- Gain 350 → 300 max Stagger and 1.75 → 1.5 Power per 100 max Stagger.
Watch as I slightly wipe away the smirk on the face of the happy star.
- Extra Special
- SPECIAL cooldown reduced by 30% → 25%. Each face off its cooldown is reset.
One + Two. That's how much power I'm removing from it.
- One-Two Punch
- Hit 23% → 20% harder (12% to Core) against targets you've hit within 1.5s.
Back in the rotation, Peak is pretty peak in terms of power - especially with the other stuff coming in this patch.
- Peak Performance
- Gain 350 → 300 max Stagger and 0.55% → 0.50% Speed per 100 max Stagger.
Small rework alert 2! More stacks required to get to max, but less power per KO.
- Prize Fighter
- Begin each set with 1 Prize Fighter stack, granting 23 → 18 Power. Takedowns grant 1 Prize Fighter stack (max 3 → 4 stacks), but getting K.O.'d removes 1 stack. Stacks reset (to 1) between sets.
Spark of Strength was kinda overperforming compared to the other members of its spark gang
- Spark of Strength
- SPARK - Gain 4 Power, plus 20 → 18 per SPARK you have.
Stinger is still ass in every tier
- Stinger
- Normal hits deal bonus damage equal to 11% → 12% (Light hits 3%) of enemies' max Stagger over 3.5s → 3.75s.
The strength in this mostly lies in its range but it could use a little touch to its damage.
- Super Surge
- DASH range, BLINK range, and HASTE effects increased 75%. These abilities hit 30% → 25% harder (7.5% → 8% to Core).
GEAR
A troublesome gear, I'm trying a little rework to how Mag soles functions. The gear is often kinda used best when like straddling the midline which isn't my favorite paradigm. This will give you speed for a bit longer but won't be as effective if you keep refreshing it.
- Magnetized Soles
- Crossing Midfield grants 20% → 14% Speed for 1.5s → 1.8s.
Mom boots got a sizable buff last patch and as a result was doing pretty well. I like how it emerged as a contended but I don't want it to overshadow other selections. This is a bit of an experimental change to see how the ramping speed effects the people who are good with it so I'll keep an eye on it.
- Momentum Boots
- Gain 5% Speed plus up to 15% → 13% over 12s → 10s (1.3% Movement Speed per Stack). Getting hit resets the added effect.
Pauldrons is quite a niche pick, but when it's picked correctly, it does pretty well. While I do want people to be rewarded for picking correctly in niche situations, I don't want it to be like. Super good.
- Powerhouse Pauldrons
- Gain 30% size, 25 → 20 power, and 20% damage reduction.
Not really a great pick in most situations and kind of an average pick in situations where it could be good. Giving the wand a lil love.
- Siphoning Wand
- Hits deal bonus damage equal to 6% → 7% of the enemies max Stagger over 2.5s → 2s (2% for Light hits), heal yourself for 125% of that amount.
Vambrace has fallen to the wayside, despite survivability changes. This should help it out a bit while making sure strikers aren't just straight up unkillable. Hopefully.
- Vicious Vambrace
- Restore Stagger equal to 45% → 50% of the damage you deal (10% on Core).