Rainbow Six Siege | Lion and Blitz will be nerfed; check out other news.
Ubisoft revealed on its blog news of the next updates that should come to the game. The designer’s notes bring information about the balance of agents that Ubi intends to carry out in the middle of each season. They will be launched after analyzing the data and feedback from the new Agents and the new changes.
Check out the full patch note below:
Our data indicate that currently Lion is too strong. He has almost 100% choice in the Pro League, and his winning delta is also very high in placement matches. In addition, we have been told that it is not fun to play against the character. For this reason, our balance team has been working on some modifications to keep you aligned with the other Strikers.
If detected by Lion’s scanner, it will stop showing its outline while you are not moving. This has two major consequences:
- If detected and the player stops moving, the outline will no longer be displayed – Attackers can know where you are, but you can still change your stance without them knowing it.
- If it is detected too quickly, it will be more difficult for Attackers to locate your position.
This is just a first step to give Defenders more options to face the identification of Lion. We are still working on improving this resource and we count on your feedback to guide us in this task.
SCANNER LOADS AND WAITING TIME
We will reduce the number of charges from 3 to 2, in addition to increasing the waiting time between each charge from 10 to 20 seconds. We want to force players to make more careful decisions when activating Lion’s scanner, since at the moment they can overuse during crucial moments.
Jäger’s Magpies will no longer destroy the charges of Hibana’s X-KAIROS. This interaction has been disabled so that it is not so easily contained by Jäger.
A single shot from X-KAIROS is enough to deplete the loads of several Magpies, without requiring too much from the Attacking team. This contributes to increasing the overall use of Hibana, increasing its rate of choice. By removing this interaction, we make the teams make greater use of their resources to confront the Jäger system.
We are looking for ways to make Blitz a more fun character to use, without making it frustrating to fight.
Therefore, your shield’s flash range will be reduced from 8 to 5 meters. In addition, it will have 4 charges, instead of 5.
With the First Season of Year 3, its rate of choice approached the average, but its winning delta remains very high. Reducing the power of your flash is the first step in reversing the situation. We are looking for ways to offer Defenders more options so that they can face Blitz melee, but that will take more time.
Let’s change the way you use your Electronic Cloak: your charge will last 12, not 30 seconds; the recharge time will be cut in half, from 12 to 6 seconds.
After Ela’s nerf, Vigil reached the top and became one of the strongest characters in the game. This change will challenge the resource management of Vigil users, requiring a more skilled approach to remain effective. Then, we will pay attention to its loadout (the weapons, in particular).
Hibana will lose her Claymore, but will receive a demolition charge.
It is chosen very often in Pro and placement modes, as it is of great use to Attackers. Hibana does better than Thermite when exchanging shots, but we would like to adjust it before we touch her weapons. Thermite will be the only batter with a Claymore, and we hope that this exchange will balance its popularity. There may be more changes in the future, but we want to see the impact of this change first.
Let’s exchange Ying’s smoke grenade for a Claymore.
She is very strong in intensely organized groups, and too weak in high-level placement games. This modification, combined with changes in the LMG, will make it a more balanced choice in both contexts.
In general, the LMGs are very weak. We work on your damage to normalize it against your usual low rate of fire. Your indentation will also be reviewed as soon as we implement our new indentation system.
Our data indicate that Finka’s winning rate is very high. Before making any changes, we intend to analyze why. Our focus will be to study the effects of reduced recoil, acceleration through barbed wire and increased health. In order to increase speed and health, we need to collect more material to ensure the correct adjustments. With regard to the setback, we do not want to change it before implementing the new setback system, in order to avoid inaccurate information and feedback.
IS IT OVER THERE
It occupies a much better position. Our study indicates that she has acceptable win and choice rates now. In the short term, we do not plan any further changes, but we will keep our eyes open.
AGENT’S UNIQUE GADGETS
Our team learned a lot from the test server and the repeated changes with Blitz, and setting priorities was our biggest lesson.
When the basis of an Agent’s gameplay varies from Siege’s usual shooting, it is particularly difficult to deal with balancing, as in the case of characters with shields – and Glaz is the best example.
We will continue to work to make each Agent a viable choice, but we recognize that this cannot be done at the expense of the player’s enjoyment. If the increase in the rate of choosing an Agent that has not changed its mechanics results in frustration, we will look for another way to make the changes.