Y11S1 DESIGNER'S NOTES
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[/p][p][/p][h3]DEFENCE[/h3][p]
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[/p][p][/p][h2]OPERATOR BAN RATE[/h2][h3]ATTACK[/h3][p]
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[/p][p][/p][h3]DEFENCE[/h3][p]
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[/p][p][/p][h2]OPERATOR BALANCING[/h2][hr][/hr][h2]SKOPÓS[/h2][p]We are sharpening Skopós' identity by reducing the Shells' health while increasing their speed, pushing her further into a fast-but-fragile playstyle. This shift rewards good positioning and tactical movement. The goal is to make her feel distinct, dynamic, and more reliant on smart decision-making rather than just killing potential.[/p][p]To improve the fluidity of her kit, we are reducing both the shell transfer time, and the cooldown between shell swaps. These changes remove unnecessary friction, allowing players to access the right tool more quickly and adapt on the fly. By streamlining these interactions, Skopós' Shells become more responsible and better suited to rapid tactical shifts during engagements.[/p][p]Finally, we are adding Aruni's punch to give Skopós more agency in soft destruction and map interactions. This allows her to contribute more meaningfully during prep phase and mid-round rotations, and it pairs naturally with the increased mobility.[/p][p]Overall, these adjustments aim to make Skopós more flexible, expressive, and rewarding to paly without compromising the counterplay.[/p][h3]BASE STATS[/h3]![]()
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Y11S1 Designer’s Notes
[p]In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that'll come with the Y11S1 update and give you some insight into the reasons behind them.[/p]BALANCING MATRIX AND TOP OPERATOR BANS
[p][/p][h2]WIN DELTA VS. PRESENCE[/h2][h3]ATTACK[/h3][p]- [p]Speed: 3 (from 2)[/p]
- [p]Health: 1 (from 2)[/p]
- [p]Transfer time: Reduced to 1.3 seconds (from 1.5)[/p]
- [p]Activation time: Reduced to 1.3 seconds (from 1.5)[/p]
- [p]Swap cooldown: Reduced to 0.5 seconds (from 3)[/p]
- [p]Melee: Creates a bigger hole and destroys wood studs (same behavior as Aruni)[/p]
- [p]Primary weapons: Added T-95 LSW[/p]
- [p]Grips: Added Vertical, Angled, and Horizontal[/p]
- [p]Twitch[/p]
- [p]Solid Snake[/p]
- [p]Cannot break through full health barricades[/p]
- [p]Blackbeard[/p]
- [p]Blitz[/p]
- [p]Fuze[/p]
- [p]Montagne[/p]
- [p]Clash[/p]
REFINEMENT CHANGES
[p]These are small adjustments that don't aim to alter an operator's overall power level or flexibility. Instead, they focus on polishing gameplay details, improving consistency, and enhancing quality-of-life without shifting the meta. Our goal is to maintain a steady stream of these refinements alongside major updates, helping the game evolve and improve at a constant pace.[/p][h2]ALIBI[/h2][p]A longer tracking period means that precise trigger control becomes even more rewarding.[/p][h3]PRISMA[/h3]- [p]Tracking: The last ping is not removed when the debuff finishes[/p]
- [p]Max resources: Increased to 5 (from 4)[/p]
- [p]Concussion: Increased duration to 9 seconds (from 7)[/p]
- [p]Cluster Flash: Increased flash duration to 1.6 seconds (from 1.4)[/p]
- [p]Deployment time: Reduced to 1 second (from 2.5)[/p]
- [p]Alibi[/p]
- [p]Caveira[/p]
- [p]Denari[/p]
- [p]Fenrir[/p]
- [p]Jager[/p]
- [p]Kaid[/p]
- [p]Lesion[/p]
- [p]Maestro[/p]
- [p]Pulse[/p]
- [p]Sentry[/p]
- [p]Warden[/p]
RANK DISTRIBUTION
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