In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with Demon Veil's mid-season balancing update and give you an insight into the reasons behind these changes. For more information on all the updates, changes and content that was released with Demon Veil, check out the seasonal patch notes here.
BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban. Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.
OPERATOR BAN RATE
OPERATOR BALANCING
BANDIT
Bandit can deploy multiple batteries on the same reinforcement or gadget
Population targeted by this change: Top Ranked.
We've all been there - you're Bandit tricking a reinforcement but your battery gets hit with an EMP. Having to pick up your battery in order to place a new one can be a pain, so we've made a quality of life change to smooth out this system. Bandit can now attach multiple batteries to a single surface or gadget, making the process of re-upping his electrical charge after a battery is disabled more streamlined. Since this interaction is core to the experience of playing Bandit, it made sense on our side to remove the unnecessary friction (and logical inconsistency) of only being able to have a single battery attached to a given surface. Instead, in the heat of an engagement we would rather let players focus on their tricking strategy, rather than forcing them to micromanage an arbitrary mechanic that takes them out of the moment.
BLACKBEARD
Added Claymore (removed Breaching Charges)
Population targeted by this change: Casual.
We previously tweaked Blackbeard's primary gadget to tone down his aggressive playstyle a little, but we hear you. That nerf hit him quite hard and thanks to a loadout that didn't vibe with the change, he's been in a limbo state. To better match his ability to effectively hold flanks and rotations while sticking back in an encounter, we've switched his Breaching Charges with Claymores. This should help give him a better sense of safety while hanging back without having to rely on his teammates, especially given the Claymore buff detailed below. This should be especially true on maps that feature a lot of rappelling, as he can protect himself from runouts while focusing on his attack strategy and providing firing support to his team.
GRIDLOCK
Increased number of Trax canisters to 4 (from 3)
Population targeted by this change: Top Ranked.
We're hoping to make Gridlock a more reliable Operator pick for covering flanks. Right now, Ops like Nomad end up being more consistent - and while that may still be the case efficacy-wise, this buff will allow Gridlock to cover a more extensive area and give Defenders more trouble per square foot, so to speak.
NOMAD + ORYX
Pushed operators can remain prone and recover control of the character faster
Recovery time reduced to 1.25s (from 2s)
Population targeted by this change: Casual.
We're looking at this change in hopes of making knock-back effects less guaranteed kills and give more room for the affected players to react and survive, either by responding to the threat from the prone position or just being able to escape from some otherwise last-second situations. All of this will more so affect Nomad rather than Oryx due to the frequency and type of encounters, but the change will impact both Operators.
SMOKE
Smoke is vulnerable to his own toxic gas
Population targeted by this change: Casual.
While this change is pretty explicitly a nerf, it mainly targets what is essentially a special immunity just for Smoke. Adding this vulnerability should make it more obvious at a glance how abilities affect all Operators, even if they are technically wearing a gas mask. Removing Smoke's immunity also impacts the most hyper-aggressive Smoke players. The gas can still be used for area denial and to apply pressure, but Smoke can no longer prowl through that denied area without paying a cost.
WARDEN
Increased duration of the ability to 20s (from 10s)
Increased cooldown to 20s (from 10s)
Population targeted by this change: Casual.
This change is half buff and half quality of life improvement. We're hoping that it will better cement Warden as a hard-counter to smoke plants and Operators like Ying. Warden will still be mostly situational, but this should make his Glance Smart Glasses easier to handle in terms of timing.
YING
Reduced duration of the flash to 1.4s (from 2.8s)
Increased the number of Candelas to 4 (from 3)
Population targeted by this change: Casual.
Long-time players may recognize this as a previously reverted change from a past patch. The rationale remains the same, since the impact of a single Candela may be lesser, but with an additional use, we're hoping the overall kit remains net-neutral when looking at the overall time targets can be flashed for. It should be noted the lesser duration also applies to allies. That in mind, we'll be closely following Ying to see how this influences her place in the game, especially how she interacts with Operators like Wamai, Jäger, and Warden (especially with his buff as seen above), as well as the interplay with the attacker repick mechanic at large.
This is a pretty substantial buff to the opportunity potential of the Claymore, if not its solo performance. The main purpose here is to allow a greater selection of Operators to "block" two different flanks without needing to bring along a dedicated Operator like Nomad or Gridlock. We think this change may make Claymores a more appealing selection in some - but not all - cases, ultimately making it a more viable choice compared to grenades which currently dominate the scene. Picking Claymores still means that the Operator is not bringing stuns, smokes, or frags; making that tradeoff for a gadget to cover against flanks can make roaming strategies for Defenders more dangerous, especially on maps like Bank or Kafe. We also feel that the affected Ops could use a bit more versatility in their roles if the right situation calls for it by making that gadget swap. With all that in mind, we will of course be closely watching this change and other tangential adjustments at all skill levels in the weeks to come.
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Try out the latest Siege updates on the Test Server and don't hesitate to report any bugs or issues you encounter on the new and improved R6Fix.
As mentioned in our thread on the subject, Y7S1.1 includes several fixes for ongoing issues. However, in some cases, specific problems may still occur in very specific situations. This is the first wave of changes to address these issues and we will continue monitoring and deploying iterative fixes to resolve any persisting issues. FIXED – Footsteps SFX are inconsistent when the operator is running. This includes enemies sounding like they are right next you, even when on the opposite side of the map or a different floor. This may still occur in some niche situations while in drone cam. FIXED – Gunfire SFX loops infinitely in TDM. A fix to mitigate this issue is in place, though the problem may continue to occur albeit less frequently. FIXED – Audio quality decreases before the game crashes.
BUG FIXES
GAMEPLAY
FIXED – An occasional error when attempting to repick an attacker after switching to another player's drone. FIXED – Team killing a player who joins a match in-progress causes the Reverse Friendly Fire icon to appear for the killed player instead of the team killer in the next round.
TEAM DEATHMATCH
FIXED – Attackers and Defenders on the same team in TDM have louder SFX in-game. FIXED – Players can aim down sights during the Victory Screen in TDM. FIXED – Promotional video is shown before finishing introductory TDM video. FIXED – Player cards are only visible on first death. FIXED – Victory dances appear broken on operators with removed gadget models. FIXED – Respawn timer is longer than the visible countdown.
OPERATORS
FIXED – Mira's Black Mirror's canister is breakable from the opaque side of the Mirror with a melee hit. FIXED – Azami's Kiba Barriers don't destroy damaged barricades when the Barrier deploys. FIXED – Amaru can't use Garra Hook on a hatch when a Kiba Barrier covers the hatch from the bottom. FIXED – Placing a Deployable Shield on top of a Kiba Barrier that's near a destroyed hatch destroys both devices. FIXED – Going up a hatch covered by a Kiba Barrier doesn't destroy the Barrier. FIXED – Azami's Kiba Barrier can create small platforms to stand on in various locations. FIXED – Operators can land in a prone position on their stomach after being hit with a pushback effect. FIXED – Collision, destruction, clipping, and lighting issues for various Operators. FIXED – Various VFX and SFX issues with Operators and devices.
USER EXPERIENCE
FIXED – OTs-03 weapon sights have a placeholder texture. FIXED – A second scope appears inside of the 3.0x and 2.0x scopes when the Sentinel Spirit weapon attachment skin is equipped. FIXED – Several headgears and uniforms are incorrectly named "Default" for various Operators. FIXED – "Reconnect" prompt is displayed for a minute after completing the match if the player reconnected once during the game. FIXED – "Jynxzi" Streamer Charm is missing from the game. FIXED – Privacy Mode options are not greyed out when a match is ongoing. FIXED – The thumbnail for Ace's Elite skin shows Melusi in the shop instead. FIXED – Missing 3D preview for shield skins in the shop's Weapon Skins category. FIXED – Duplicate items from the Lord Tachanka Bundle do not give renown to the player. FIXED – Joining an in-progress ban phase on the banning team results in missing UI elements. FIXED – The last viewed pack is shown by default in the carousel when returning to the Pack Manager. FIXED – End of match report message is incorrect in the case of a draw. FIXED – Azami appears to still have a process if unlocked via the Premium Battle Pass. FIXED – Various issues with Montagne's MTG MK.II Elite set. FIXED – Various clipping and visual issues for cosmetics. FIXED – Various Battle Pass and challenge issues. FIXED – Various customization issues. FIXED – Various UI and UX issues. FIXED – Various localization issues.
After an amazing first year in collaboration with SAU_SIEGE, Sunstark, FrAgMenT, and Pericote, we are happy to present to you with another Community Artist Bundle that will be available during Y7S1. With this program, we want to celebrate our amazingly creative and dedicated community artists and give them the chance to have their art styles represented in-game. Each chosen artist will have the opportunity to design a full set for an operator of their choice and the resulting bundles will become available during Year 7 and beyond. To start Year 7, shinosaaaaaaang has designed a bundle for the Japanese operator Echo!
Shinosaaaaaaang’s Echo Operator Bundle includes:
Uniform
Headgear
MP5SD weapon skin
Charm
HOW TO REDEEM THE BUNDLE
The shinosaaaaaaang Operator Bundle will be available via Prime Gaming for a limited time, starting from Monday, March 23rd. Prime Gaming members will be able to claim this exclusive set for free. If you’re not a Prime member yet, you can sign up for a free trial. A Renown Booster is currently available from Prime Gaming until March 23rd, so don’t forget to claim this too!
Redeem the respective offer through Prime Gaming here.
Receive the content automatically in-game within 48 hours.
ABOUT THE ARTIST
Shinosaaaaaaang, also known as Shino, collaborated with Ubisoft back in 2018 and 2019, and is now back with a brand-new design for Echo! Shino, an artist from Japan, has been drawing original art and fan art for almost 40 years, with her work ranging from Rainbow Six Siege to Demon Slayer. Her artworks depict many different themes and worlds, as she bases her creations on present and past inspirations. To quote Shino herself: “My art style is addictive like a sweet trap; once you are hooked, there’s no going back”. Where does her inspiration for this bundle comes from? To echo the Yokai Drone gadget, Shino has based her design on a traditional Japanese Yokai. She drew inspiration from the Karasu Tengu, depicting the black feathers of the crow-like Yokai. Don’t forget to follow shinosaaaaaaang on Twitter and Instagram to stay up to date with her content and discover her world further.
FAQ
What is the Community Artist Bundle Program? The Community Artist Bundle Program launched in Y6S1 and it brings operator bundles created by some of our most talented and dedicated Siege fan artists into the game.
I’m a Siege fan artist too – what can I do to get selected as well? Given the length of our production cycle for in-game content, the fan artists for Year 7 have already been determined. However, we are always on the lookout for future participants. If your goal is to see your bundle in-game, continue showing us your passion and strive to be an outstanding member of the Siege community. We have multiple ways for our dedicated community artists to get more involved with the game, such as the Siege Champions Program.
How can I get the Y7S1 shinosaaaaaaang Operator bundle? Link your Ubisoft account with your Amazon account here and claim the Operator set through Prime Gaming starting from March 23rd. After successfully redeeming the content, it will be available in your in-game inventory within 48 hours. Players must have Echo available as an operator.
Can I buy the shinosaaaaaaang Operator Bundle with Renown or R6 Credits as well? The shinosaaaaaaang Operator Bundle is exclusive to Prime Gaming for a limited time only and can be obtained via the Prime Gaming offer as described above. Prime Gaming is included for free with Amazon Prime, and free trials are available for new users.
Will this offer be available on all platforms? Yes, it can be redeemed on PC, Xbox One, Xbox Series S|X, PlayStation 4, PlayStation 5, Amazon Luna, and Google Stadia.
How long will this offer be available? Following its release on March 23rd, you have one month to claim this offer via Prime Gaming.
I don’t see my rewards. If you’re having trouble redeeming your shinosaaaaaaang Operator Bundle, please contact our support.
For more information about Prime Gaming, visit the Prime Gaming FAQ.
You can find here the updates and fixes made over the course of the Y7S1 Season Test Server. For the full Demon Veil Patch Notes, click here.
Y7S1 PATCH SIZE
Find the download sizes for each platform below.
Ubisoft Connect: 4.4 GB
Steam: 3.8 GB
Xbox One: 13.82 GB
Xbox Series X: 13.17 GB
PS4: 5.17 GB
PS5: 4.66 GB
GAMEPLAY
FIXED - Camera is zoomed out while aiming down sights with the Reflex B sight equipped. FIXED - Entering Observation Tools will default to security cameras if one of a player's Observation Tools was picked up or destroyed. FIXED - Unable to pick up some devices that are deployed into small spaces. FIXED - Camera goes out of bounds if watching a kill cam when the end of round replay begins. FIXED - Windows don't break when deploying a device on a barricade. FIXED - After spawning, crosshairs can sometimes remain visible while aiming down sights. FIXED - Camera goes out of bounds for Attackers in support mode when the last Attacker is eliminated and there are no Observation Tools on their team. FIXED - Bulletproof Camera EMP burst disables electronic map objects for 15 seconds instead of 6 seconds. FIXED - Bulletproof Camera EMP burst can destroy fragile map objects. FIXED - Crosshairs of the Reflex B sight are obstructed by the iron sights of various weapons. FIXED - Defuser disappears if an Attacker picks up the defuser and disconnects between Attacker lock and the start of the Action Phase. FIXED - SPAS-15 shotgun has no reticle for some non-magnifying sights. FIXED - Enemy AI doesn't interact with Azami's Kiba Barriers.
LEVEL DESIGN
FIXED – Multiple LOD issues on various maps. FIXED - Azami's Kiba Barrier doesn't break when the breakable wall it's deployed on is completely destroyed.
BANK FIXED - Valkyrie's Black Eye doesn't lose signal when thrown onto the garage door outside at EXT Garage Ramp on Bank map.
COASTLINE FIXED - Ceiling decals in 1F Blue Bar aren't destroyed when destroying the floor in 2F Billiard floor on Coastline map. FIXED - Valkyrie's Black Eye loses signal on the ceilings of various second floor rooms on Coastline map.
FAVELA FIXED - Players can defuse the same bomb site twice to win a Training Grounds match on Favela map.
KANAL FIXED - Valkyrie's Black Eye doesn't lose signal when thrown outside onto the bottom of 2F Upper Bridge on Kanal map.
OUTBACK FIXED - Azami's Kiba Barrier can allow players to get inside the shark on Outback map.
THEME PARK FIXED - Valkyrie's Black Eye loses signal at 1F Yellow Corridor drone vent on Theme Park map.
TOWER FIXED - Ace's S.E.L.M.A. Aqua Breacher activates when deployed on the indestructible floor in 1F Lounge on Tower map.
OPERATORS
FIXED - Various Operators are missing some non-magnifying weapon sights. FIXED - Various modelling and clipping issues. FIXED - Various animation issues.
ACE FIXED - Ace's S.E.L.M.A. Aqua Breacher has no SFX when equipped and held.
ARUNI FIXED - Aruni's MK14 EBR is missing Muzzle Brake from weapon barrels.
AZAMI FIXED - Azami's Kiba Barrier doesn't collapse when an operator stands on it. FIXED - Azami's Kiba Barrier deployment VFX are visible on the opposite side of the wall it's deployed on. FIXED - Azami's Kiba Barrier deployment VFX are visible from the other side of walls. FIXED - Azami's Kiba Barrier deployment VFX aren't visible when watching a match replay. FIXED - Azami's Kiba Barrier destroys Goyo's Volcán Canisters when it expands. FIXED - Azami's Kiba Barrier doesn't destroy the canister of Mira's Black Mirror when it expands, making the canister indestructible. FIXED - Azami's Kiba Barrier doesn't break when an Operator stands on it if it was deployed on a hatch that gets destroyed afterward. FIXED - Azami's Kiba Barrier doesn't break when an Attacker exits rappel through the Barrier. FIXED - Azami's Kiba Barrier can sometimes prevent vaulting through windows when it's deployed on a ceiling.
BANDIT FIXED - Bandit's Shock Wire can't be deployed on a reinforced hatch when another device is in the center of it.
CAPITÃO FIXED - Incendiary bolts from Capitão's Tactical Crossbow don't disappear when Capitão disconnects.
CAVEIRA FIXED - Caveira's SPAS-15 Reflex C sight is incorrectly attached to the weapon.
FLORES FIXED - Flores' RCE-Ratero Charge floats midair when affected by Mute's Signal Disruptor while jumping. FIXED - Activating Flores' RCE-Ratero Charge changes the Observation Tool that an Operator was viewing.
FUZE FIXED - Fuze's AK12 is missing Scope 2.0x from weapon sights. FIXED - Fuze's Cluster Charge can be deployed on an angle where a reinforced and indestructible wall meet.
GOYO FIXED - Defenders lose the round and Goyo gets a Friendly Fire penalty if an Attacker moves the hostage near a Volcán Canister and disconnects after deploying a device to destroy the canister.
IQ FIXED - IQ's Electronics Detector can detect Azami's Kiba Barrier when the kunai is the environment but undeployed.
MAESTRO FIXED - Bullet impact visuals appear on both of Maestro's Evil Eyes when only one is shot.
MAVERICK FIXED - Maverick's Breaching Torch is unable to breach a reinforced wall when an Operator's shield is pressed against the other side.
MELUSI FIXED - Melusi's Banshee detects Operators through Azami's Kiba Barrier.
OSA FIXED - Osa's Talon-8 Shield remains visible if it's destroyed by Maverick's Breaching Torch during deployment.
PULSE FIXED - Pulse's Cardiac Sensor can't be unequipped after a player equips it and immediately swaps to a gadget.
TACHANKA FIXED - Tachanka's DP27 has no reticle when aiming down some non-magnifying sights.
WAMAI FIXED - Defenders lose the round and Wamai gets a Friendly Fire penalty if an Attacker moves the hostage near Wamai's MAG-Net and disconnects after deploying a device to destroy the MAG-Net.
YING FIXED - Ying is unable to vault while holding a Candela.
ZERO FIXED - Zero's SC3000K has access to Scope 2.5x A in weapon sights.
USER EXPERIENCE
FIXED - Some unique ability previews are missing during the Preparation Phase. FIXED - Privacy Options can be reset to default while the player is in the middle of a match. FIXED - "View Fullscreen" button doesn't work for unique abilities and victory celebrations when selected using a mouse. FIXED - Duplicated pop-ups for Team Deathmatch can appear on game launch. FIXED - The Home section background is sometimes replaced by a black screen after exiting the Notifications section. FIXED - The last Operator eliminated at the end of a match doesn't appear eliminated on the scoreboard. FIXED - Team Deathmatch playlist pop-up appears before the intro cinematic finishes. FIXED - Players can join an in-progress Team Deathmatch match when there is less than 2 minutes left in the round or when 3/4 of the total eliminations has been reached. FIXED - Long delay between the end of a Custom Local Team Deathmatch match and when the MVP starts. FIXED - Player usernames aren't display during the MVP of a Team Deathmatch match. FIXED - Screen resolution slider for Display options can become unresponsive. FIXED - Crash occurs when multiple players repeatedly switch Operators while the lobby is paused by the host. FIXED - Various UI issues. FIXED – Various localization issues. FIXED – Various customization issues. FIXED – Various VFX and SFX issues. FIXED - Overall game performance.
MATCH REPLAY
FIXED - Gunshot audio replays every time a Match Replay is rewound. FIXED - Player isn't returned to the Watch section at the end of a match replay. FIXED - Match Replay experiences long loading times when transitioning between rounds if the rewind and pause buttons are pressed repeatedly as the round ends. FIXED - Match Replay recordings aren't created for Testing Grounds matches on the Test Server. FIXED - Various Match Replay camera issues.
These charms are only available by subscribing to the respective streamer’s Twitch channel with a linked Uplay account. For more information on how to link your Uplay and Twitch account, as well as opt in for Twitch Drops, please refer to this FAQ.
How to get involved
We are always on the lookout for additional content creators to add to the program and will be exploring new candidates in 2022. If your goal is to see your charm in game, we use the following criteria to begin the selection process for potential candidates:
Requirements to be considered - Approximately 350+ concurrent viewers – preferable. - Average of 10 Rainbow Six streams per month. - Average of 20 hours of Rainbow Six streamed per month. - Positive standing with Ubisoft/Rainbow Six Siege. - High quality level of content. - Twitch Partnered. - Rainbow Six Siege reserves the right for final decision.
Consideration for Removal - Less than 10 Rainbow Six Siege main streams over 3 months. - Level of quality dropping below an acceptable level. - Standing with Rainbow Six Siege/Ubisoft compromised. - Any actions that may negatively affect the R6S/Ubisoft brand. - Loss of Twitch Partnership. - Rainbow Six Siege reserves the right for removal of any charms.
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.
For more information on all the updates, changes and content that was released with Demon Veil, check out the seasonal patch notes here.
GAMEPLAY TOPICS - ACTIVELY UNDER INVESTIGATION
Crouch Running
We know that crouch running (normal movement speed while crouching) can sometimes lead to frustration in the hands of certain Operators, allowing them to arrive on the scene quickly and more discretely than others. Currently, we're making some tweaks to the volume of crouch walking. We want crouch walking to be a viable option for all Operators, while ensuring that the action can be heard.
Status: Y7S2
FOV Slider for Consoles
We hear you, you want an FOV slider on consoles! Changing the FOV can have an impact on performance, and it's important that if a player prefers a higher FOV, that the game retains it's playability. To this end, we're currently testing this option on current and last gen consoles, ensuring that a high FOV can be used to it's full potential.
Status: During Y7S1
Deployment Progress Timing
In some cases the deployment progress bar may not perfectly align with the timing of the action itself, meaning that cancelling deployment in the last moment, can lead to a gadget still being placed. It's crucial that this can be trusted in those high pressure moments, and so we're reworking this to make it completely reliable.
Status: During Y7
Loadout Reset
During the course of Y6S4 we have seen a reduction in loadout resets occurring, however we're aware that with the additional customization of Elite 2.0, this issue has the potential to cause increased frustration. We continue to monitor and actively investigate this, as we work towards a definitive solution.
Status: Ongoing
Squad Management
Currently, managing your squad can be a cumbersome process, requiring players to create new squads if they'd like to remove players or change the squad leader. We're working on options that will simplify this process, allowing players to be promoted to leader, or removed from the group.
Status: During Y7
PERFORMANCE AND PLAYER BEHAVIOR
Servers & Connectivity
Of course, good connectivity is key to having a good Siege experience. After an increase in connectivity issues resulting in disconnections was recently found, members of our team were dedicated to investigate and resolve the issue. As part of this, we knew that we needed to alleviate the change of a wrongful sanction being handed out. To this end, we've updated our system to reduce the chance of a sanction being given in a case where it is not warranted. Our work on connectivity continues, and we'll be providing updates on this as we make further improvements.
Cheating, Hacking & Toxicity
Cheating
Cheating continues to be a top priority for us and adding the phone verification requirement for Ranked is just one of the actions that we're currently taking to help with this. While this feature rolls out, we're working on and exploring further solutions and improvements, and we'll be sharing more on this subject as soon as we're ready. To see our latest updates on Anti-cheat, dig into February's Anti-Cheat Status Update and our Understanding Anti-Cheat Blog.
Privacy Mode
It's important that streamers and players alike are able to protect themselves and are given the privacy options to do that. We recently started with a soft launch of the upcoming Privacy Mode, giving participants the opportunity to test out new features, provide feedback, and ultimately to help improve the overall experience. Once we're satisfied that the updated Privacy Mode gives players the protection they need, we will move forward with a full release. Until then, work continues to ensure that the right options are included to help players have a safe and customisable experience.
Status: Targeting later in Y7S1
Mouse & Keyboard On Consoles
Our dedicated team continues to work on this project, evaluating and testing solutions to move forward with. It's important to us that using spoofers do not provide an advantage for players, creating a level playing field for all. At the same time, we don't want to exclude players who need these from an accessibility standpoint. It's crucial that we take the right approach for our players, and we'll be sharing more information once we're confident with our solution.
Status: Ongoing
Want to look back at our previous update? Find it here.
Rainbow Six Siege introduces the first season of Year 7, Demon Veil! Azami, our newest Operator, joins Rainbow with an extensive background ranging from motorized Tokyo police officer to being a bodyguard in the private sector. Focused and determined beyond all doubt, she will bring her skills forward in the defense of her teammates. Her Kiba Barrier will bring a unique twist to the battlefield. Read the Patch Notes below for full details.
In this latest edition of Designer's Notes, we'll go into more detail about the balancing changes that'll come with Demon Veil's pre-season update and give you an insight into the reasons behind these changes.
For more information on all the updates, changes and content that was released with Demon Veil, check out the seasonal patch notes here.
BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.
Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator's Win Deltas per Bomb Site.
OPERATOR BAN RATE
GAMEPLAY REWORKS
ATTACKER REPICK
All Attackers can change their Operator and loadout in addition to spawn location during Preparation Phase.
Attacker Repick is available in all modes.
Sixth-Pick and Reveal Phase are removed from Custom Match settings options.
Population targeted by this change: All players.
Attacker Repick is something we tried on the most recent Lab Test Server for Y6S4. As discussed in its [panel debut](https://youtu.be/HcE6_DiKkcs?t=205&type=link), Attacker Repick is meant to help emphasize the importance of intel-gathering for Attackers, and ultimately broaden the selection of viable operators and strategic choices available when on the offensive. With this, we hope to promote more deliberate choices around how players gather which intel, especially on Attack - as well as how a team of Defenders choose to handle enemy intel-denial.
Attacker Repick has seen minimal changes since the Lab Test Server, where it was mostly well understood and seen as intuitive to use, along with not tipping the overall Attacker/Defender balance too drastically. We will, of course, continue to monitor data and discussions around the feature as everyone gets used to it in Y7S1.
SIGHTS AND SCOPES
All weapon sights have been renamed and reorganized.
All weapons get all sights of their given optical levels (weapons previously without 2.5x do not receive 2.5x sights).
Replaced all instances of Low Red Dot with High Red Dot to minimize vision obstruction.
Population targeted by this change: All players.
In an effort to make weapons and sights more universal across operators, as well as easier to organize, we've opened the floodgates on sight styles. Now primary weapons and non-handgun secondary weapons will have access to all non-magnifying sights (Non-magnifying scopes are Red Dot, Reflex, and Holographic). Weapons with a 2.5x scope will now have both 2.5x scope variants. Tachanka's DP27 unique reflex sight will stay unique to Tachanka, but we hope that you get a kick out of sporting your favorite sights in style - especially you Glaz mains out there.
OUTDOOR CAMERAS & DRONES
Defenders' cameras (from Valkyrie, Maestro, and Bulletproof cams) and Defenders' drones (from Echo and Mozzie) placed outside disconnect 10 seconds after being placed.
Population targeted by this change: Top Ranked & Newcomers.
This change was initially delayed after being announced for the Y6S4 Test Server, but now with the kinks ironed out it's finally here for Y7S1. Along with Attacker Repick, this change is directed at increasing the importance and usage of cameras and intel-gathering tools inside. Playing against consistent Defender outdoor visibility can feel tedious at best and oppressive at worst - often with little possible recourse for the Attackers. That early-game intel can still be gathered, but it now has a strict time-limit; making those moments far more vital and with less of a sour taste for Attackers at the start of a round.
OPERATOR BALANCING
GOYO REWORK
Changed Volcán Shield to Volcán Canister, which no longer has a deployable shield.
Volcán Canister can now be used as a deployable gadget on grounds and walls:
Volcán Canister has a bulletproof casing, protecting it from certain angles.
Reduced Volcán Canister explosion damage and destruction.
Increased Volcán Canister fire duration to 20s (from 10).
Increased number of Volcán Canister charges to 4 (from 2).
Population targeted by this change: Pro Play.
This change is pretty significant for Goyo, essentially trading defensive capabilities to double-down on zone denial. We're hoping that the buffs to his Volcán's area of effect capabilities will offset the removal of his more frontline-defense, which could keep multiple areas in a state of quasi-denial with limited options to counter. Now even though Goyo has to place the charges in a more planned, exposed way, the benefits of doing so in key locations or for key moments should be more rewarding overall. These changes should also help make Goyo a more clear alternative to Smoke as originally intended.
MELUSI
Reduced opening & closing time to 0.75s (from 2).
Population targeted by this change: Top Ranked.
We wanted to make Melusi's Banshee more susceptible to high-skill Attacker play. Though this change is technically a nerf and will allow Attackers to more quickly destroy the exposed weak point of the Banshee, we hope this will serve to keep Defenders more vigilant for the activation sound as well, making Melusi a strong but not quite a must-have operator.
VALKYRIE & ZERO
Black Eye and ARGUS cameras can be accessed while they are still in the air - however the video feed does not begin until they attach to a surface.
Population targeted by this change: All players.
This is a small change that was initially packaged with the new behavior for outdoor cameras and will allow Valk and Zero players to get a few more important moments of utility out of their camera gadgets. We hope this quality of life improvement will kick in at the right moments to shave off a few precious seconds.
THUNDERBIRD
Kona Stations only heal if the player is below 100% health.
Population targeted by this change: Top Ranked.
We wanted to adjust the Kona Station to be less of an aggressive tool, being used to over-heal then peek for minimal health loss. At the same time, this will also help the station get more general use as team anchors will be less able to use them up by accident.
KALI
Removed movement speed penalty from the CSRX 300.
Population targeted by this change: All players.
This is a small quality of life change as we continue working on better refining the balance and feel of several operators.
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Try out the latest Siege updates on the Test Server and don't hesitate to report any bugs or issues you encounter on the new and improved R6Fix.
Investigations are ongoing for the crashes related to audio issues on Xbox and it's suspected to be related to sound data corruption.
Today's patch aims to help limit the number of crashes related to these issues and will allow the team to collect data from active cases to help further investigations.
A new icon (see below) has been introduced and will appear in-game when a related audio issue is identified on your end.
If you see this audio icon, rebooting the console at your earliest convenience should help avoid the issue and minimize the chance of crashing.
The team will continue to share progress updates via the Siege Twitter account as a more extensive fix for this issue is worked on.
BALANCING CHANGES
ARUNI
Muzzle Brake attachment can be equipped on the MK14.
ELA
FO-12
Reduced damage to 25 (from 35).
Reduced Extended Barrel attachment damage modifier to be consistent with other weapons.
ELA & ZOFIA
Concussion effect of Grzmot Mine and KS79 no longer affects movement speed.
BUG FIXES
GAMEPLAY
FIXED – Camera goes out of bounds for an Attacker that's watching a death replay when the end of round replay begins. FIXED – Bulletproof cam remains visually present when the deploy animation is interrupted. FIXED – Fuze's Cluster charge cannot be deployed on Mira's Black Mirror. FIXED – Razorbloom and Grzmot mine can be activated through a soft wall if the wall is shot with a small caliber weapon. FIXED – Ping doesn't function when looking at a lower angle with Twitch's Shock Drone.
LEVEL DESIGN
FIXED – Destruction, clipping, and lighting issues on various maps. FIXED – LOD issues on various maps. FIXED – Some devices can be hidden behind the bookshelf in 2F CEO Office on Bank map.
OPERATORS
FIXED – While using a controller, player cannot lean and hold Ying's Candela at the same time. FIXED – Animation is missing for the Victory Celebration of Ash's Black Viper elite.
USER EXPERIENCE
FIXED – Crash occurs when players shoot a certain locations on some maps. FIXED – Various UI issues. FIXED – Various BattlePass issues. FIXED – Various shop issues. FIXED – The game soft locks when changing the mouse sensibility while eliminated. FIXED – Various audio and SFX issues. FIXED – Various localization issues. FIXED – Various customization issues. FIXED – Players is removed for inactivity on Xbox after disconnecting and reconnecting a controller during a match. FIXED – Missing text on 3D preview in Packs after previewing items from different categories. FIXED – Player gets redirected to the home screen after interrupting a Pack opening by pressing ESC. FIXED – Compass Location and Orientation doesn't update for a caster when switching from one player in first person to another in third person. FIXED – Various HUD issues.
In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes that’ll come with High Calibre's mid-season update and give you an insight into the reasons behind these changes.
For more information on all the updates, changes and content that was released with High Calibre, check out the seasonal patch notes here.
BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE
Please note that we are using presence to gauge the popularity of an Operator. This notion had to be introduced to reflect the implementation of the pick & ban.
Presence definition: pick rate of an Operator when not banned. Win Delta: The Win Delta is aggregated from Operator’s Win Deltas per Bomb Site.
OPERATOR BAN RATE
A NOTE ON SIX INVITATIONAL 2022
You may notice that this update's Designer's Notes are shorter than usual. With Six Invitational 2022 coming up quickly, we want to be careful about making changes that could cause major shifts in the meta so close to the event. We think balance is in a good place right now and want to take this moment to observe how it sits with our Pro scene, and use that intel to help guide future changes.
In the meantime, we've made some adjustments we've had in mind for quite some time and have plans in place for post-SI22 balancing changes that we can't wait to share soon!
OPERATOR BALANCING
ARUNI
Added Muzzle Break to Mk 14.
Population targeted by this change: Casual and Top Ranked. More choice is typically a good thing, so we regularly evaluate which weapon attachments different operators have access to and make adjustments as needed. One case that stood out to us was Aruni and her Mk 14 EBR, since hers only had one barrel attachment compared to its other owner, Dokkaebi, who has three. This is because prior to Aruni's release, there were concerns that a DMR with recoil stabilization would be too strong for a Defender. After watching her performance on Live and comparing the Mk 14 to the P10-Roni (which out-paces it), we made the decision to give her more options and add the Muzzle Brake to her kit.
While we feel she's in a largely solid place, she could still benefit from a slight buff. This added attachment choice will help tame the initial kick of her shots, giving her a little nudge in fragging potential, while creating more consistency between our two Mk 14 users. Given its usefulness for newer players who are learning Siege and could use the recoil reduction, we have also made this the default barrel attachment on the Mk 14.
ELA
FO-12
Reduced damage to 25 (from 35).
Reduced Extended Barrel attachment damage modifier to be consistent with other weapons.
Population targeted by this change: Casual and Top Ranked.
It's little surprise that 3-speed operators with shotguns can be a force to be reckoned with in the right hands, but we've found that this is even more true on console with players using controllers. Between its power, Ela's speed, and a forgiving spread, the FO-12 can be a frustrating weapon to come up against on console, so we've tweaked its damage values on all platforms. We expect it will still be powerful in up-close scenarios as intended, but will be less oppressive and dominant in console settings.
In addition to this, we also reduced the damage modifier of the FO-12's Extended Barrel attachment to make it consistent with all other weapons in the game. While this is a slight nerf to where Ela currently is, it should be barely noticeable. Why make this change then? Similar to the change to damage drop-off and Silencers in Y6S3, we want attachments to behave consistently between guns, so this change will bring the FO-12's Extended Barrel in line with other weapons.
ELA + ZOFIA
Removed movement speed reduction when affected by concussion effect of Grzmot Mine and KS79.
Population targeted by this change: Casual and Top Ranked.
We've talked before about how some gameplay mechanics create more frustrating than they need to. It factored into the decision to reduce the effect of screen shakes and plays a similar role here. Slowing players' movement when they've been hit with Ela's Grzmot Mine or Zofia's KS79 often feels like a rolling snowball as players receive multiple inconveniences all at once. This can feel like you're left as a sitting duck.
To limit this frustration and give affected players a fighting chance to react, we've made the decision to remove the speed reduction associated with their concussion effects. Of course, they will still retain all their other effects which we feel will continue to be valuable in trapping scenarios, especially their ability to interrupt actions. While we know this will sting for Ela and Zofia mains, we don't expect it to be as significant of a change as it might feel at first glance, especially given both of them have a slightly above average win delta.
Try out the latest Siege updates on the Test Server and don't hesitate to report any bugs or issues you encounter on the new and improved R6Fix.