8/17/2026

Y11S3 DESIGNER'S NOTES

In this latest edition of Designer’s Notes, we'll go into more detail about the balancing changes coming with Y11S3 and share insight into the reasons behind them.

WIN DELTA VS. PRESENCE AND TOP OPERATOR BANS

[PC] WIN DELTA VS. PRESENCE

-R6S- Y11S3 Designer-s Notes-Group1-1 Y11S2.3 PC-WIN-DELTA ATT

-R6S- Y11S3 Designer-s Notes-Group1-2 Y11S2.3 PC-WIN-DELTA-DEF

[CONSOLE] WIN DELTA VS. PRESENCE

-R6S- Y11S3 Designer-s Notes-Group2-1 Y11S2.3 CON-WIN-DELTA ATT
-R6S- Y11S3 Designer-s Notes-Group2-2 Y11S2.3 CON-WIN-DELTA-DEF

[PC] TOP OPERATOR BANS

-R6S- Y11S3 Designer-s Notes-Group3-1 Y11S2.3 PC BANMATRIX ATT

-R6S- Y11S3 Designer-s Notes-Group3-2 Y11S2.3 PC BANMATRIX DEF

[CONSOLE] TOP OPERATOR BANS

-R6S- Y11S3 Designer-s Notes-Group4-1 Y11S2.3 CON BANMATRIX ATT
-R6S- Y11S3 Designer-s Notes-Group4-2 Y11S2.3 CON BANMATRIX DEF

MAJOR CHANGES

DOKKAEBI

We want to reinforce interactivity and counterplay during the execution of the Jegeo Payload, while ensuring Dokkaebi's success depends on positioning, timing, and risk management.

Requiring a continuous connection between Dokkaebi's tablet and the target's phone introduces a clearer risk-reward dynamic to the Jegeo Payload. Defenders can actively interrupt the process using gadgets, such as Signal Disruptors, or by eliminating Dokkaebi.

The tablet remaining active and detectable by electronic detectors, such as Solis' SPEC-IO, throughout the upload further increases this risk. This encourages more deliberate positioning and careful timing when committing to the ability.

Additionally, replacing EMP Impact Grenades with Breach Charges removes unintended self-disruption, as EMP effects could interrupt the connection by disabling the target's phone.

JEGEO PAYLOAD

  • Requires constant connection between Dokkaebi and the target to progress.
    • Interrupting the connection automatically cancels the payload upload.
  • The tablet is always active during the upload.

LOADOUT

  • Gadgets: Removed EMP Impact Grenades. Added Breach Charges.

KALI

We want to improve Kali's fluidity and adaptability across engagement distances, allowing her to participate more actively in a wider range of scenarios.

Removing the ADS cancelation when swapping to the V-Lance improves overall responsiveness, allowing Kali to use her gadget more fluidly without disengaging from fights. This change better integrates her utility into moment-to-moment gameplay.

The updated scope magnifications are designed to be more practical across different distances. Aligning the default magnification with an existing value also reduces the learning curve, while lowering the higher magnification makes it more usable without compromising Kali's effectiveness at longer ranges. Additionally, the faster bolt-action cycle reduces downtime between shots, and the increased ammunition allows for more consistent participation throughout the round.

To balance this increased fluidity, higher recoil reinforces the need for precision in follow-up shots, while increased hip fire spread limits effectiveness in close-range situations. Together, these adjustments make Kali a more active operator and reward precision, adaptability, and engagement awareness while maintaining clear trade-offs.

V-LANCE

  • Switching to or from the V-Lance does not cancel ADS.

CSRX 300

  • Short magnification: 3.5x (from 5x).
  • Long magnification: 8x (from 12x).
  • Pump: 0.8 seconds (from 1).
  • Max ammo: 51 bullets (from 36).
  • Recoil: Increased.
  • Hip fire spread: Increased.

SMG-12

The SMG-12 offers an extremely high rate of fire, allowing it to deliver significant damage output in very short timeframes. Despite its intended trade-offs, its current damage, magazine size, and total ammo pool can enable excessive sustained pressure, particularly in close-range engagements.

These changes emphasize controlled bursts over prolonged firing, increasing the importance of precision and timing. Players will need to be more selective in how they commit to engagements, as missed shots or overuse will carry greater consequences.

BASE STATS

  • Damage: 16 hp (from 28).
  • Magazine: 22 bullets (from 32).
  • Max. ammo: 111 bullets (from 129).

OPERATORS AFFECTED

  • Dokkaebi
  • Vigil
  • Warden

ARUNI

Aruni and Tubarão both have access to DMRs that already offer strong long-range precision and high per-shot damage. When paired with certain barrel attachments, these weapons can become overly consistent in reducing recoil, particularly in rapid follow-up shots.

Without access to the Muzzle Brake, these weapons should require greater recoil management between consecutive shots, reinforcing their precision-focused gameplay. This adjustment reduces the overall firing consistency.

LOADOUT

  • MK14 EBR: Muzzle Brake not available.

TUBARÃO

LOADOUT

  • AR-15.50: Muzzle Brake not available.

AR-15.50

Lowering damage reduces the reliability of securing eliminations in fewer shots, particularly against higher-health targets, while increased recoil makes rapid follow-up shots more demanding.

Together, these changes decrease overall engagement consistency, especially when holding long sightlines or chaining shots under pressure. Defenders using these DMRs will need to rely more on precision and positioning, rather than sustained accuracy.

This should bring the AR-15.50 and the Mk 14 EBR performance more in line with defensive expectations, preserving their high-impact potential without allowing them to dominate extended engagements.

BASE STATS

  • Damage: 59 hp (from 67).

RECOIL – M&K & CONTROLLER

  • First shot: Increased.

OPERATORS AFFECTED

  • Maverick
  • Tubarão

MK14 EBR

BASE STATS

  • Damage: 56 hp (from 60).

RECOIL – M&K & CONTROLLER

  • First shot: Increased.

OPERATORS AFFECTED

  • Aruni
  • Dokkaebi

REFINEMENT CHANGES

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.

LION

This adjustment slightly increases the effectiveness of coordinated scans by tightening defender reaction windows, while maintaining the ability to avoid detection through careful positioning.

EE-ONE-D

  • Warning: 1.4 seconds (from 1.5).

KAPKAN

We want to reinforce the lethality of Kapkan’s traps when triggered, increasing their effectiveness and raising the overall threat level.

ENTRY DENIAL DEVICE

  • Damage: 62 hp (from 60).

ECHO

This adjustment allows for more frequent use of Sonic Bursts, increasing Echo’s presence over time while keeping clear opportunities for attackers to play around cooldowns.

YOKAI

  • Sonic Burst refill: 15 seconds (from 16).

SPSMG9

This buff improves the weapon’s lethality and reliability in short-range fights, making it a more competitive choice without significantly impacting balance at longer ranges.

BASE STATS

  • Damage: 35 hp (from 33).

OPERATORS AFFECTED

  • Clash
  • Kali

CLAYMORE

This increase improves consistency in eliminating targets caught within the blast, strengthening its role as a dependable anti-flank tool while maintaining clear visual counterplay.

BASE STATS

  • Damage: 155 hp (from 150).


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