Tom Clancy's Rainbow Six® Siege

The quarterfinal phase of the Rainbow Six Siege Major in Raleigh has kicked off today, the beginning of three more days of action between eight remaining teams.

Earlier in the week, 16 teams gathered in North Carolina to fight for the final spots in the tournament. Those left standing now battle for the biggest share of a $500,000 prize pool in Rainbow Six's first-ever US-based Major. Here's the schedule for the final stages of the Siege tournament:

Friday, August 16 

10 AM EDT—Forze vs Vodafone Giants (Quarterfinal 1)1 PM EDT—Spacestation vs Team Secret (Quarterfinal 2)4 PM EDT—Team Empire vs FaZe Clan (Quarterfinal 3)7 PM EDT—G2 Esports vs Team SoloMid (Quarterfinal 4)10 PM EDT—Daily wrap-up

Saturday, August 17 

10:30 AM—Pre-show11 AM—Showmatch12:30 PM—Semifinal 13:30 PM—Semifinal 27 PM—Daily wrap-up

Sunday, August 18

10:30—Pre-show11 AM—Showmatch1:30 PM—Rainbow Six Siege DLC reveal & esports panel2:30 PM—Grand Final7:30 PM—Closing Ceremony

One Latin American team remains in the bracket (FaZe), with five of the eight squads coming from Europe and two NA-based squads filling out the competition. The tournament winner will receive $200,000. Coming into play, Capitão, Mira, and Echo are among the operators banned most consistently by pro players.

All stages of the tournament will be broadcast on twitch.tv/rainbow6 through the weekend. On Sunday at 1:30 PM EDT, Ubisoft will present the next wave of operators coming to the game in the next season of Rainbow Six Siege. I'm at the event here in Raleigh all weekend and have a full breakdown of the new stuff on Sunday.

For more tournament scoring, brackets, and more information, head over to Ubisoft's esports page.

Tom Clancy's Rainbow Six® Siege - Ubi_Aspira



“Save you once, shame on me. Save you twice? Well. You’re family now, and we don’t keep count.”

"They said I’d never make anything of myself. They said that if I couldn’t be taught, I’d never learn anything worth knowing. Well, I’m here to tell you that’s all rubbish. You’ve had to sit through years of them filling your heads with what they want you to think, all for a fancy bit of paper. Worth it, was it? I’ll tell you what. You get out there, you never hold back, and someday some professor who doesn’t remember tossing you out of his class will ask you to come and inspire the next generation. Lucky for all of you, I’ve got a bit of skin in the game as far as young whippersnappers go, so you’d better shape up to be something pretty bloody marvelous.


I’LL BE WAITING."

- PORTER, J., RECIPIENT OF AN HONORARY DOCTORATE IN PHYSICAL AND THEORETICAL CHEMISTRY


“Anyone who says you shouldn’t mix business with pleasure has never made friends with a chemist.”
Tom Clancy's Rainbow Six® Siege - Ubi_Aspira


GARRA HOOK AND VOLCÁN SHIELD – R&D REPORT

https://www.youtube.com/watch?v=m1rfxazAwbg

"Harry -
I understood that our new Operator’s grappling hook made her fast, but I never expected it would have that much of an effect on the pacing of our training matches. In less experienced hands (mine), the Garra Hook is a slightly-more-convenient way of scaling a wall or breaking through a barricaded window. But for her, it’s an extension of her body. The way she swings her legs, the way she tucks her arms into her sides, everything is geared toward making her as agile as possible. I made the mistake of challenging her, one-on-one. Then for a rematch. Each time, she took me down from an angle I wasn’t expecting, with a speed I couldn’t adapt to. I have to adapt to it.

My only consolation is that she works best when her opponents are distracted. If she goes charging in, she’s going to get a bullet to the face. And she’ll deserve it. But for now, with her unpredictability, she’s set to turn our whole routine upside down. I can’t wait.

Our other new Operator is a special one. He’s quiet, but thoughtful. I’m not surprised his invention is the same. In both cases, if you underestimate or misjudge he’ll be on you like lightning.

I appreciate fielding another defense that more than one person can use. We have our cameras, and we need to check them, but the Volcán gives us something else to keep an eye on. Plus, it’s impressive. Smoke’s “toxic babes” keep people at bay, and do it well, but an unexpected explosion causes a split-second of disorientation that leaves you vulnerable to attack. When I’m right there behind my mirror, protected from the blast, that split-second is all I need.

You asked if they’re ready. They are. As for how they’re going to change the way we approach each other, we’ll just have to wait and see."

-- Specialist Elena “Mira” María Álvarez, Rainbow R&D Director

Visit our Rainbow Six Twitch Channel on August 18th for the full reveal of Operation Ember Rise during the Six Major Raleigh.
Tom Clancy's Rainbow Six® Siege

We know that Rainbow Six Siege's Year 4 Season 3 operators will be from Mexico and Peru, and a leak in June suggested their gadgets will be a grappling hook and a shield that drops fire when destroyed. A new leak this week, originating on 4Chan, supposedly shows what those two new operators look like: you can see one above, and the other below.

We have no confirmation that these are legit, but there a couple of reasons we think they probably are. First is that Kormora, a reliable Siege leaker, has said they're real images of the new operators. 

The second comes from a teaser image of new operators Ubisoft put out in February: the image references "antiquities trafficking" (see below), which appears to be what's going on in the picture at the top of this post. And last, the style of the images matches previous concept art. 

We don't yet know the release date for Season 3, but it's expected to be out later in the summer. We'll keep our ear to the ground for any new details about the operators.

Thanks, PCGamesN.

Tom Clancy's Rainbow Six® Siege - Ubi_Aspira


TOP ISSUES AND COMMUNITY CONCERNS
Updated: 22 July 2019

We will be updating the following list regularly to outline the status of certain issues that are currently pressing for our community. Please note that this list is not exhaustive, and should only be used as a reference to give a general idea of where our focus currently is.

TOP ISSUES
SOUND BUGS
Description: Muffled, missing sounds + various sound issues.
Status: We have identified a bug that allows sound to travel more easily that intended through solid objects/walls. We are also continuing to go through videos that are sent to us to identify standalone sound/audio issues.

CONNECTIVITY
Description: Players are losing control on their Operator and then being disconnected and presented with an error message.
Status: We have dedicated a team specifically to these connectivity topics, and have identified a couple of issues that are sometimes interpreted as a “Denial of Service” attacks. These issues are a priority for us.

RANK DISPARITY IN RANKED MATCHMAKING
Description: Players are able to take advantage of the Matchmaking algorithm to play against lower skilled opponents.
Status: [Target: During Y4S3] Currently in progress. We have detailed the approximate values that we want to restrict parties to, and are working on the implementation.

TOXICITY REPORTING
Description: We currently offer a single option for reporting toxicity.
Status: [Target: During Y4S3] We have finalized the design and process for handling additional reporting options. The UI/UX is in progress.

TOP GAMEPLAY TOPICS
SMOKE GAS CANISTER PROPAGATION
Description: Gas from Smoke’s Gas Grenades clips through walls.
Objective: Our goal is to rework the propagation so it is similar to the new Capitao fire bolt, and use this as an opportunity to revisit the visual.
Status: [Target: During Y4S3] We have encountered an issue and will be pushing this change to Season 3 to ensure that it is released in a more comfortable state.

WEAPON SIGHT ALIGNMENT
Description: Weapon optics are a few pixels off center in some situations.
Objective: We want to implement a system to prevent most misalignment issues in the future. At the same time, we are improving the look of the guns in ADS by adding secondary motion, which is now possible due to the tech that keeps the scopes aligned with the reticule.
Status: [Target: During Y4S3] Feedback is currently being gathered in internal play sessions.

SHOTGUN WALL DESTRUCTION IS UNRELIABLE
Description: Shotguns are inconsistent when being used to destroy wooden beams.
Objective: We want to ensure that the destruction of wooden beams is reliable, for both player comfort and ensuring we do not force players to spend extra time attempting to destroy wooden beams.
Status: [Target: Y4S3] We have it implemented and turned off while we address remaining bugs. Once those are fixed, we will turn it on.

OPERATOR/GADGET KILL SWITCH
Description: Operators that are disruptive due to exploits being removed from play.
Objective: When an Operator or Gadget is disabled, provide players with feedback on what/why.
Status: [Target: During Y4S3] We have a bit of programming work left, and some UI work as well.

DEBRIS STUCK IN WINDOW/DOOR BARRICADES
Description: Debris sometimes remains stuck in the barricades on doors and windows, causing players to have different sight lines.
Objective: Provide consistency for all players for barricade destruction.
Status: [Target: Potentially Y5S1] We are currently in the design phase to determine how we want to approach this topic. We are exploring and prototyping different options.

TOP BALANCING TOPICS
MAP POOL
Description: We have too many maps available in the Ranked map pool.
Status: [Target: Y4S3] We are in the process of reassessing the number of maps present in the Ranked map rotation. Additionally, we are determining which maps to include in this reduced map pool.

OPERATOR BANS
Description: We have seen a high ban rate for Blitz, Jackal, Echo, and Caveira in Ranked.
Status: We are discussing how we want to approach topic of balancing around Pick/Ban in Ranked, and the Operators that are affected the most by it.

SMOKE
Description: Adjustments to the damage curve for Smoke’s Gas Canister will move Smoke further towards an area denial role.
Status: [On Hold] We are satisfied overall with how this is developing, but but need to put it on hold until other dependencies are delivered.
Tom Clancy's Rainbow Six® Siege

Nearly four years in, Rainbow Six Siege still doesn’t have a colorblind mode. Of the recurring requests I see on the Siege subreddit, none are more passionate than those from colorblind fans asking Ubisoft for help to enjoy their game. Colorblind players have been sharing their struggles since Siege’s launch in December 2015, but Ubisoft has been very slow to react.

This month, Ubisoft broke a year of silence on the topic with a response on the subreddit to a colorblind player who writes a new post every season hoping for accomodations. Ubi said that while there are no current plans for a colorblind mode, it’s something that the development team “wants to look into for the future.”

That would be encouraging, except it’s not the first time Ubi has made that promise. Over a year ago, community developer Craig Robinson wrote a similar message to a colorblind player, going as far to say that the developer was “working towards correcting it.” Considering the feature has now been downgraded to “want to do,” it looks like that work was never done.

According to the National Eye Institute, around 8 percent of males (that’s 1 in 12) and 0.5 percent of women of Northern European ancestry have a form of red-green color blindness, the most common type. As accessibility becomes more of a focus in game development, colorblind modes have become common across AAA games. Siege is one of the few multiplayer juggernauts that has zero accommodations whatsoever.

Siege would benefit from colorblind modes more than most games. It’s extremely visually demanding—players need to be able to identify and call out all 48 operators and spot hazards through the tightest angles. Color plays a huge role. Sometimes the enemy I’m shooting at is so miniscule that I only see them because of a subtle change in color through a bullet-sized hole in a wall.

An imperfect simulation of what Siege looks like with Tritanopia.

Now imagine that scenario, except you have Tritanopia, a rare form of color blindness that interprets the world in mostly shades of white, pink, and light blue. That’s the world that Ben Silverman, the author of the post that Ubi recently responded to, lives in. With over 1000 hours in Siege, he’s familiar with the various ways his Tritanopia puts him at a disadvantage.

He has trouble discerning the green reticle of Siege’s reflex sight from the sky and walls around him. The orange and blue lights of cameras and drones are also difficult to differentiate, making it harder to know if an enemy is watching him through them. The red laser tripwires of claymores often disappear in front of the pink-shaded walls around him.

Siege’s lacking accommodations have diminished Silverman’s urge to play over time. After a long wait, he’s not holding his breath for things to improve. “I've talked to them six times on the subreddit, 10-15 times on Twitter and even brought it to their attention face to face at [an esports event] last year,” Silverman told me over email.

Tuning colorblind modes can be tricky for a competitive shooter like Siege. In a singleplayer game like SimCity (video above), developers can shift the basic color language of the game with only the player in mind. In a PvP game, developers have to be careful to maintain balance for everyone. If it was discovered that turning on a color filter made it easier for non-colorblind players to see enemies from far away, it could be misused and throw off the balance. Though, almost every big multiplayer game has successful colorblind modes. “There are certainly ways to avoid [balancing issues],” Silverman said. He points to Overwatch, Fortnite, and (for the most part) PUBG as good examples. Sometimes that means changing the smaller things, like the color of blood in PUBG.

In the case of Overwatch, color filters helped colorblind players better differentiate heroes from the environment, but they had the side effect of making friendly blue outlines look similar to red enemy outlines. That was worse than no filter at all. Doing it right required more than just a filter. Blizzard’s solution was a 2018 update that gave players new tools to customize the individual colors of outlines and the HUD. Now, you can now try a variety of colors and pick what works best. “This is, honestly, the best update that has ever come to Overwatch for me,” said colorblind YouTuber AndrewJRT in a video after the new features released. “I’m just happy about it.”

The comparison between Overwatch and Siege isn’t perfect, but players aren’t asking for features that most other games don’t have. They mostly want the little things, like color options for HUD and weapon sights. More than anything, they’re asking Ubisoft to care.

In the reply to his Reddit post, Ubisoft told Silverman that it’s “not unaware” of the difficulties he faces. The developer wants to “make [Rainbow Six Siege] as comfortable and enjoyable for everyone as possible” and “respects” his persistence on the subject.

Silverman is appreciative of the encouragement, but wary that it’s just more lip service. On Siege’s regularly updated list of top issues and community concerns, colorblind modes aren’t mentioned at all. 

Jul 22, 2019
Tom Clancy's Rainbow Six® Siege - Ubi_Aspira


The primary focus of the Y4S2.3 patch brings balancing around shields, Glaz buffs, Jackal nerfs and a QOL change for Maverick torch SFX. There’s also a few other balancing tweaks as well as further improvements to the RFF system to moderate griefing teammates. Check out more detailed explanations on the balancing changes in our Designer’s Notes.

The Y4S2.3 patch will release to PC on July 22nd and console on the 24th.

GAMEPLAY UPDATES

RFF ANTI-GRIEFING
  • Addition of further RFF parameters to take into account damage history to a player from the offender over multiple rounds in a match.
    - Continued chip damage to an individual from another teammate over several rounds will stack RFF points more quickly.
  • Putting a teammate into DBNO will activate RFF.
    - Reviving the DBNO teammate will remove the RFF activation.
    - Bleeding out from DBNO will prompt the dead player to mark the TK as intentional or not.

IDLE KICK TIMER
  • Idle kick warning timer will display 10 seconds before a kick.

LAN VOICE CHAT
  • LAN/Offline modes in-game voice chat has been removed for optimization purposes.
  • PvP/Online voice chat will not be affected.

BALANCING

SHIELD HIP-FIRE
  • Hip-fire cone increased.
  • We have standardized the hip-fire penalization when you have a Ballistic Shield equipped. Having a shield equipped will now increase it by the same amount. Spread has increased for every Operator when a shield is equipped, but Fuze, Montagne and Blitz will be the most impacted by the change.

BALLISTIC SHIELD MELEE
  • Performing a melee attack with a Ballistic Shield equipped will now only injure and DBNO the opponent, instead of killing them.
  • The new changes for melee attacks while using a Ballistic Shield will impact Blitz, Fuze, Montagne and Recruit.

ECHO
  • Reduced Yokai Sonic Burst disorientating effect base duration to 7 seconds (down from 10s).
We are running low on AAA batteries, so to save energy we’re tuning down Yokai’s power a bit.

GLAZ
  • Reduced time it takes to trigger the vision penalty when moving or rotating, lowering the overall vision penalty when moving.
  • Movement time before complete vision is lost is now 6 seconds (up from 2.5s).
  • The speed at which the vision penalty is applied when rotating has also been slowed down.
Glaz has been feeling a bit left out so we gave him some incentive to join the party.

JACKAL
  • Reduced the number of pings from a scan to 4 (down from 5), reduced time being tracked by 5 seconds.
You can rest easier now. Maybe.

MAVERICK
  • Modified breaching torch sound SFX.
  • Breaching torch sounds will now be easier to hear when Maverick is making a hole close to you.
Can you hear me now?

NØKK
  • Increased Nøkk's ability duration to 12 seconds and increased the refill timer to 12 seconds.
  • With the longer duration, and cooldown, you’ll be able to better leverage her ability.
As per the law of equivalent exchange, you can now spend longer being spooky, but also spend longer getting a full refill.

BUG FIXES

GAMEPLAY
  • FIXED – Under certain circumstances, after emptying the magazine, weapons cannot be reloaded.
  • FIXED – After joining in progress, any Yokai drones or hacked Mozzie drones outside will not display the jammed VFX to the player who joined midway.

OPERATORS

CLASH
  • FIXED – Missing SFX for Clash when equipping her CCE Shield.
MIRA
  • FIXED – Sometimes placing Mira’s Mirror on a reinforced wall may not breach both sides of the wall.

LEVEL DESIGN

KAFE
  • FIXED – Players can spawn peek the Docks.

USER EXPERIENCE
  • FIXED – Starting any situation after completing a Custom Online game will start a Thunt Lone Wolf on the same map and mode as the Custom Online game.
  • FIXED – Players are unable to reconnect to a Ranked session via the dynamic Play button and remain in queue unless they relaunch.




Tom Clancy's Rainbow Six® Siege

As all Rainbow Six Siege players know, Sledge's sledgehammer is a powerful breaching tool. Its ability to punch perfectly rectangular holes in drywall is superhuman. So, it's not a surprise that one day he'd swing the hammer too hard and end up in an alternate Minecraft dimension.

This fun short posted by Reddit user n0lberg on the Siege subreddit has already garnered nearly 50 thousand upvotes. There's a lot that's impressive about the video, but the gadgetry is what sticks out most to me. Throwing out the drone and using the map as the observation tool is perfect.

n0lberg told me over DMs that they made the video all on their own, but did use a pre-built version of the House map in Minecraft and preexisting skins. Though, they did have to make "some custom textures" to pull it off. n0lberg also didn't use any mods. The rappelling effect was probably just careful use of the flying possible in creative mode, if I had to guess.

Since Minecraft is inherently a game with freeform breaching, I see so much more potential in this crossover. I want a complete Minecraft Siege mode that mods in breaching charges and operator gadgets. Make it happen, world.

Tom Clancy's Rainbow Six® Siege - Ubi_F4nch


The constant work of our balancing team aims at improving the game experience and the overall game balance. Statistics gathered since the beginning of Operation Phantom Sight have played a major role in the upcoming changes detailed below.

Balancing changes are also motivated by community feedback, which is often an indicator helping us to pinpoint specific issues. A careful analysis relying on data gathered with our internal tools help us to picture what needs to be done. We are about to give you an insight about these statistics and to explain why certain changes have been made.

ATTACKERS

DEFENDERS

Note: these statistics are using a pick rate projection taking into account the Operator ban rate.

CURRENT STATUS
TWITCH
With Phantom Sight release, we have increased the recoil of the F2 assault rifle. Therefore, her pick rate has reached a more acceptable level: from 60% to 43% presence per round. However, she continues to boast a high Kill / Death ratio from 1.25 to 1.17 and is still a very lethal attacker.

FROST
Along with Twitch’s F2 recoil adjustment, we reduced Frost Mats health points, this lead to Frost Mats to be destroyed more often as they are now destroyed 75% of the time instead of 68% before Phantom sight release.

KAID
To increase Kaid’s versatility we added the Nitro Cell to his loadout. This option has become more popular with 65% of people using it against 51% using barbed wires during Wind Bastion.

UPCOMING CHANGES
GLAZ
  • Glaz’s focus gauge will now be depleted in 6 secs (from 2.5secs).
  • Glaz’s focus will start depleting after a 120° rotation (from 90°).
Following Glaz’s rework during update Y4S2 and according to the statistics we gathered, Glaz’s rework appeared too drastic and is currently under picked and underpowered.

We are planning on tweaking the penalization while moving and to allow him to hold several angles simultaneously, it is now possible to rotate your camera up to 120° without any penalty.

JACKAL
  • Lowered the number of pings from Jackal’s ability to four (five previously).
Jackal found himself in a situation comparable to Lion. Many comments and feedback from the player base deemed his ability slightly unbalanced.

We are aware that he has been identified as one the most frustrating attackers to play against; we are starting to explore how we can address the situation without making him irrelevant.

This change should give more leeway for tracked opponents to survive and lessen the negativity generated by his ability.

ECHO
  • Reduced the duration of Echo’s Sonic Burst to 7 secs (10 secs previously).
Echo appears is one of the most reliable and efficient anchor in the game now thanks to his intel gathering and plant denial abilities. We aim at reducing the effect of his Sonic Burst and are also looking at other options for the future.

We also hope that Echo will be less targeted by Operator bans, as he is quite powerful and at the source of frustration in his current form.

SHIELDS
  • Increased the hip fire spread when using a ballistic shield.
  • Using melee successfully with a ballistic shield will now put the enemy in a DBNO state.
Ballistic Shields have been an important source of frustration for players and lead to certain behaviour that were not initially intended. By reducing the hip fire accuracy, we want to reduce chances of shielded operators to score headshots too easily without exposing themselves.

The decision to change the shield melee attack, from lethal to non-lethal was decided to avoid players rushing towards an Operator hoping for a trade. We want to reinforce team play and synergy when using these Operators.

MAVERICK
  • Changed Maverick’s blowtorch sound to a louder one.
Since Maverick has been released, the sound generated by his gadget was often said to be too silent.
We have decided to tweak the sound of his blowtorch and recorded and new sample that should be heard more easily by defenders. Let us know what you think!

NØKK
  • Increased the duration of the HEL device to 12 secs (from 10 secs).
We would like to increase Nøkk’s performance and to make her slightly more efficient.
We have decided to increase the duration of her ability to allow players to use her full potential.


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Tom Clancy's Rainbow Six® Siege

Rainbow Six Siege's newest Technical Test Server is trying out some huge nerfs and buffs to operators that have caught a lot of attention in recent months. Most notably, hipfire for shield operators is now less accurate and shield melee isn't an instant kill.

The test server patch notes read like a laundry list of community complaints piled up since Phantom Sight's release last month. As always, nothing listed here is guaranteed to make it into the live game, though I anticipate much of it will.

Update: Ubisoft has posted its Phantom Sight Designer Notes that expands on the balancing changes listed here and has updated graphs showing the win and pick rates of every operator in the game.

Attackers

Defenders

There are some interesting takeaways from this data. New operators Warden and Nøkk are among the least picked and least successful operators in the game. Ubi is trying to make Nøkk more consistent with a gadget upgrade, but I'd argue her awkward weapon choice is the real deterrent. Despite boasting the worst position on the graph (second only to Tachanka), Warden isn't being touched in this update.

I imagine Warden's stats are due to his stun-stopping smart glasses being incredibly useful, but only in very specific circumstances. If you're not trying to counter a Glaz, Ying, or Blitz main, there's no good reason to bring Warden along. His primary SMG is one of the worst in the game and his slow speed makes it harder to use his shotgun effectively. If you don't know the glasses will be useful, you're just giving yourself a disadvantage.

You also can see just how much Glaz's scope rework plummeted his pick rate (it used to be well above the center line). Interestingly, his win rate didn't dramatically decrease, which points Glaz players still being effective when they did play him.

As for Jackal, it's interesting to see his pick and win rates rise throughout the season without any actual change to him. Ubi said its using a projection model to account for Jackal's theoretical rates had he not been banned so much this season.

Original story:

Shield operators (Montagne, Blitz, Fuze, Recruit)

  • Hip-fire cone increased. We have standardized the hip-fire penalization when you have a Ballistic Shield equipped.
  • Performing a melee attack with a Ballistic Shield equipped will now only injure and DBNO the opponent, instead of killing them.

Shield operators like Montagne and Blitz have always felt a little busted, so it's encouraging to see Ubi testing ways to make them less frustrating to play as and against. Though, I'm not convinced the melee change goes far enough. Going into DBNO (down but not out) is usually a death sentence in Siege, so I don't see this making shield melee less frustrating.

Jackal

  • Reduced the number of pings from a scan to 4 (down from 5).
  • Tracking: Now 20 seconds ping every 4 seconds + ping duration (initial ping + 4 pings).

Jackal's infamy has exploded in the past month. Since the introduction of operator bans in Ranked, he's had one of the highest ban rates among attackers. Is it because he's too powerful, or his scans are too annoying? Those are questions that Ubi is deliberating as it figures out balancing in a post-operator bans Siege.

For now, they're testing a pretty basic nerf to his footprint scans, which always felt a little too long. Enemies scanned by Jackal will be pinged a total of five times, down from six. If Jackal decides to use all of his pings on the same target, he can track them for a total of one minute, or one third of a Ranked round. That's still pretty powerful.

Echo

  • Reduced Yokai Sonic Burst disorientating effect base duration to 7 seconds (down from 10s).

Echo has one of the highest ban rates among defenders. Some of that can be attributed to his popularity in Pro League, but it's also because nobody likes being dizzied by his Yokai drones for what feels like an eternity. This seems like a small change, but three fewer seconds with blurry vision and compromised hearing can make a big difference.

Maverick

  • Modified breaching torch sound SFX.
  • Breaching torch sounds will now be easier to hear when Maverick is making a hole close to you.

It's tough to nail down how Maverick's torch should be from certain distances, but almost everyone can agree that it's too quiet when Maverick is only a few meters away. Maverick will still excel at infiltrating remote areas of the map, but quick breaching an objective wall should sound more obvious now.

Nøkk

  • Increased Nøkk's ability duration to 12 seconds (up from 10 seconds) and increased the refill timer to 12 seconds.
  • With the longer duration, and cooldown, you’ll be able to better leverage her ability.

Nøkk's silent step and camera invisibility combo can be powerful, but it feels awkwardly short. It often expires right when I need it most, even at full charge. An extra two seconds will definitely help.

Glaz

  • Reduced time it takes to trigger the vision penalty when moving or rotating, lowering the overall vision penalty when moving.
  • Movement time before complete vision is lost is now 6 seconds (up from 2.5s).
  • The speed at which the vision penalty is applied when rotating has also been slowed down.

Following Glaz's recent rework that forces him to stay still to use his thermal scope, Ubi is walking back the intensity of the scope. Glaz can now move around more freely while still somewhat seeing through smoke, and it won't take as long for the vision to come back. Ideally, he still won't be as good as he was pre-rework while making him less frustrating.

This test patch also includes a good chunk of bug fixes and other smaller stuff, like an on-screen idle kick warning and further tweaks to reverse friendly fire that make trolling less fun. You can read the full patch notes here.

...