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Full notes
Full Omega Strikers update
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What changed
- Balance
- Gameplay
Omega Strikers changes
IT'S BEEN A WHILE, STRIKERS
We haven't spoken in like... a week? I missed you guys.
Anyway, as you know from reading the entirety of the last patch notes, we said we'd be keeping an eye on things since the patch was pretty large.
Well, our eyes thoroughly kept on it, and we want to make a couple adjustments to make sure everything is sitting nicely where we want it.
STRIKERS
Drek'ar
Drek'ar having multiple charges of his primary has made him a tad stronger with the new strike cooldown mechanic than we would have liked.
Lock and Load [PRIMARY]
Cooldown :: 10s → 10.5s
Molten Bolt [SPECIAL]
Debuff duration :: 2.5s → 2s
Finii
With lowered cooldowns across the board, Finii's damage amplification was a quickly proving a bit much at high levels of play.
Triple Take [SECONDARY]
Damage dealt by allies :: 30% → 20%
Juno
We're happy with Juno's new special deployment time, and are comfortable giving her some power back to her blobbos.
Strike With Friends [PASSIVE]
Blob strike core knockback :: 1170 → 1230
Kai
KAI was STILL MOGMAXXING but the JESTER BELLS are RINGING for him so we need to bonesmash his secondary.
Blazing Pace [SECONDARY]
Duration :: 6s → 5s
Rasmus
I've been hearing whispers, nay, rumblings of Rasmus players wanting power on hook back. I am a kind and generous ruler but the monkey's paw will curl. He doesn't really need a buff, so these changes should keep his kill confirm in check after that additional hook power.
Whiplash [SECONDARY]
Player knockback :: 160 → 120
Player knockback power scaling :: 80% → 60%
Death Touch [SPECIAL]
Non-empowered damage multiplier :: 0.6 → 0.7
Non-empowered player knockback multiplier :: 0.6 → 0.7
Cooldown :: 22s → 25s
AWAKENINGS
Sparks were maybe a little bit *too* back, so we're re-adjusting them so they remain potent pickups without scaling quite so hard. We're also making a few other small tweaks to the pool and to awakenings to help make games feel a bit more consistent and less focused on cooldown reduction.
Rotated out:
Inner Focus
Rampage
Rotated in:
Siege Machine
Recovery Drone
Tempo Swing
Tempo Swing should still be a good healing option, but was doing a little bit too much damage.
Hitting anything heals you for 7.5% of your max Stagger (2% for LIGHT hits) and deal 45% → 40% of that amount as damage to the enemy hit.
Catalyst
Catalyst has been chill, but we think it can take a tiny bit of extra energy still.
Gain 0% → 5% more Energy from dealing hits. Being hit generates 4.2 Energy (1.4 for LIGHT hits).
Spark of Focus
Shifting some of the power from the scaling to the base value.
Gain 5 → 7 Cooldown Rate, plus 11 → 7 per SPARK you have.
Spark of Strength
Spark of Strength is also getting a similar adjustment, but it scales a bit more than Focus.
Gain 4 → 8 Power, plus 22 → 16 per SPARK you have.
Spark of Agility
Similarly to the previous two, it's having some power shifted to its base value.
Gain 2% → 3% Speed, plus 5% → 4% per SPARK you have.
Source
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