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Y6S4.2 DESIGNER'S NOTES



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.

[h2]BALANCING MATRIX AND TOP OPERATOR BANS[/h2]

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





[h2]A NOTE ON SIX INVITATIONAL 2022[/h2]

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!

[h2]OPERATOR BALANCING[/h2]
[h3]ARUNI[/h3]
  • 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.

[h3]ELA[/h3]
  • 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.

[h2]ELA + ZOFIA[/h2]
  • 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.

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Rainbow Six Siege creative director departs for 'other opportunities' at Ubisoft




For the third time in its six year run, Rainbow Six Siege has a new creative director. Leroy Athanassoff, who took the creative director title after Xavier Marquis left the game in 2020, is moving on after two years. In his place comes art director Alex Karpazis, who started on the Siege team in 2017...
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Rainbow Six Siege is changing directors again

Just over two years after the last shake-up in Rainbow Six Siege's creative leadership, another big change is coming. Creative director Leroy Athanassoff has announced that he's leaving Siege to work on other projects at Ubisoft. Alexander Karpazis will be promoted from his position as art director into the creative director role.


"I wanted to let you know that due to personal reasons, I will be leaving my role of creative director on Siege to pursue other opportunities at Ubisoft," Athanassoff says in a message to players. "This isn't a decision I make lightly - I love this game and this community, and I'm so proud of everything our team has accomplished together over the last two years - but I'm confident that it's the right one, and the team has given me their full support."


"I'm truly thankful for Leroy's mentorship over the years," Karpazis says in the same post. "He's taught me what exemplary leadership, creativity, and passion look like in the position of creative director. Leroy's hard work will be visible in future seasons as the team and I prepare for one of the most ambitious years in Siege's history. I'm extremely humbled by the team's trust in me, and I hope to earn the trust of the community in my new role as well."


Read the rest of the story...


RELATED LINKS:

Rainbow Six Siege kicks off a new holiday-themed CTF snowball fight mode

Rainbow Six Siege High Calibre release time and patch size confirmed

Rainbow Six Extraction comes with free co-op passes, and unlocks 18 Siege operators

RAINBOW SIX SIEGE: CORE TEAM UPDATE



Year 7 is right around the corner, and we have many exciting things to share with you over the coming months. We also want to keep the community informed about some updates to the core team.

Read on for some words prepared by our Creative Director, Leroy Athanassoff, as he welcomes a new but familiar face into the role.

[h3]Leroy Athanassoff[/h3]

Hi Siege players and community,

I wanted to let you know that due to personal reasons, I will be leaving my role of Creative Director on Siege to pursue other opportunities at Ubisoft. This isn’t a decision I make lightly – I love this game and this community, and I’m so proud of everything our team has accomplished together over the last two years – but I’m confident that it’s the right one, and the team has given me their full support. Don’t worry, I won’t be going too far, and I have a feeling that my journey with this incredible game is far from over.

I also have the pleasure of announcing that my friend and colleague Alexander Karpazis will now take over as Creative Director! Having worked with him for four years, I can attest to not only his skill and talent, but also to his passion for Siege. I’ve seen firsthand the dedication he’s brought to creating fun, engaging features that fans love. I have no doubt that he will continue to build on this amazing game and offer even more content and innovation to Siege players. I’ll let Alex introduce himself to you below.

I want to thank Alex, the entire Siege team, and you – our amazing community – for an unforgettable experience. I can’t wait to see where Siege goes next!

Leroy


[h3]Alexander Karpazis[/h3]

Hello Operators,

My journey with Siege started all the way back when the project was in its Alpha. I joined some friends and competed in Siege's first internal tournament where we made it to the finals. Even in the early stages of the game I knew there was something special about Siege, but at the time I had no idea how profound of an impact it would have on my life. Fast-forward to the present: I’ve spent the last four years working with an incredible team of people, on one of the most successful competitive shooters in the world. The next step of that journey starts today, and I couldn’t be more excited about the future of Siege.

I’m truly thankful for Leroy’s mentorship over the years. He’s taught me what exemplary leadership, creativity, and passion look like in the position of Creative Director. Leroy’s hard work will be visible in future seasons as the team and I prepare for one of the most ambitious years in Siege’s history. I’m extremely humbled by the team’s trust in me, and I hope to earn the trust of the community in my new role as well.

Here's to an incredible year of Siege to come, and many more to follow.

{-}7

Alex

Rainbow Six Extraction will be on Game Pass at launch

Ubisoft today announced a surprising upcoming addition to Game Pass: Rainbow Six Extraction will be available on Microsoft's subscription service right from the start when it launches later this month. The monster-mashing spin-off from R6 Siege isn't one of their full-price games, coming at a slightly cheaper £34, but still, damn, that's a good get. And exactly the sort of game I likely wouldn't buy new but would try on Game Pass.


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