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Y10S3 Designer’s Notes

In this latest edition of Designer's Notes, we'll go into detail about the balancing changes that'll come with the Y10S3 update and give you some insight into the reasons behind them.

BALANCING MATRIX AND TOP OPERATOR BANS

WIN DELTA VS. PRESENCE

OPERATOR BAN RATE

OPERATOR BALANCING

BLACKBEARD

Blackbeard's Kill/Death Ratio has not shown any variation since its release, and stays stable at 0.9. Blackbeard's abilities and loadout make him a very versatile pick that holds great offensive capabilities. In this patch we would like to keep his versatility while slightly reducing his offensive capabilities.

The first group of changes attend to Blackbeard's Aim Down Sight (ADS) mechanics. He will be slower to leave ADS, making him more vulnerable in that state. He also won't be able to ADS while rappelling in through a window.

The second group of changes are related to Blackbeard's Weapon Reloads. Now the H.U.L.L Shield will fold completely during the reloads, exposing most of Blackbeard's body to the enemies. The MK-17 will also see its magazine capacity reduced from 25 to 20. This should make Blackbeard reload more often and with higher risk.

The third group of changes aim to make Blackbeard a bit slower. While on rappel he won't be able to Breach In through non-weakened barricades, and we've also reduced his H.U.L.L Shield Breach Charges to from 4 to 3.

H.U.L.L. ADAPTABLE SHIELD

  • ADS Changes
    • Blackbeard ADS recovery time set to 0.9s (was 0.5s).
    • Blackbeard can't ADS while rappelling in a window.
  • Reload Changes
    • Blackbeard's H.U.L.L. Shield completely folds while reloading.
  • Mobility Changes
    • Blackbeard cannot breach-in from rappel through non-weakened barricades.
    • H.U.L.L. Shield Breach Charges reduced to 3 (was 4).

ECHO

Echo is losing the Magnified Sight on his MP5SD; he will no be more inclined to take fights at closer range and we ant to boost his mobility to make repositioning easier for him.

BASE STATS

  • Speed: Increased to 2 (from 1).
  • Health: Reduced to 2 (from 3).

FENRIR

Fenrir's ability has a high impact on Attackers. Since the last changes we made to him, it is easier to counter his traps, but we still consider his ability to be quite strong. We want to make the full Fenrir package a bit leaner by removing some of the extra utility that the Bailiff brings to the table. Players will need to rely on other defenders to set up the site.

LOADOUT

  • Secondary Weapons: Removed Bailiff 410.

LESION

Lesion has become one of the most reliable roamers. The combination of a great loadout, plus an ability that is useful for gathering intel and slowing enemies makes him a great option. The removal of the Magnified Sights on some Operators will make him more relevant. We are removing Lesion's shotgun to increase Lesion's focus on his ability, inviting Defenders to source destruction capabilities on the team from other loadouts.

LOADOUT

  • Secondary Weapons: Removed Super Shorty.

ORYX

Oryx's playstyle relies on mobility and quick reactions. A machine pistol provides high firepower and a quicker ADS compared to a submachine gun, allowing him to stay agile and effective in mid-range engagements. However, he will need to make more strategic decisions based on the situation, as selecting the Reaper MK2 without the SPAS-12 will leave him without the tools to destroy hatches. We believe that this addition will make him more adaptable and capable of handling a variety of combat situations while increasing the loadout variety.

LOADOUT

  • Secondary Weapons: Added Reaper MK2.

PULSE

Pulse greatly benefits from using the M1014, but the lack of a reliable secondary weapon limits its use in various situations. Since the recent improvements to shotguns, which significantly reduced the M1014's visual recoil for better comfort, its pick rate has stabilized at 29%. However, we believe that this rate is still below its potential, given its synergy with the Cardiac Sensor.

By introducing the Reaper MK2, we aim to provide Pulse with greater flexibility and ensure he doesn't feel powerless when opting to use the shotgun. Additionally, we believe that every weapon in his loadout has its own playstyle and fulfills different needs. The UMP45 will remain the most reliable option for long to mid-range engagements, while the M1014 and Reaper MK2 combination may be more appealing to mid to close-range play. And, of course, the handguns are always a reliable choice in any situation.

LOADOUT

  • Secondary Weapon: Added Reaper MK2.

ROOK

Rook's capability to hold long angles will be reduced due to the removal of Magnified Sights from his loadout. To reinforce his anchor role, we would like to add an alternative side weapon and gadget: the Reaper MK2 and C4. Both elements should reinforce his strength on close and mid-range engagements.

LOADOUT

  • Secondary Weapon: Added Reaper MK2.
  • Gadgets: Removed Observation Blocker. Added Nitro Cell.

SENTRY

Sentry is designed to fill any gaps in the defensive setup. However, with the current loadout he struggles to hold long angles comfortably. Therefore, we have decided to add a Slug Shotgun to his loadout. This addition will enhance his capability in long-range engagements while assisting with site setup.

LOADOUT

  • Primary Weapon: Added TCSG12.

SLEDGE

The Reaper MK2 is less lethal than other Machine Pistols in the game, and that makes it suitable for a wider group of Operators. The addition of the Reaper MK2 will give Sledge a secondary weapon alternative that works good at close ranges.

LOADOUT

  • Secondary Weapon: Added Reaper MK2.

STRIKER

We believe that Striker also deserves a weapon more suited for long-range engagements. The DMR will enable her to better support her teammates from a distance, and may synergize more effectively with other types of secondary utility.

LOADOUT

  • Primary Weapon: Added SR-25.

WAMAI

We've removed a few secondary destruction tools in this patch (Lesion's and Fenrir's), but we don't want to affect the overall destruction capability of defenders too much. For this reason, Wamai will receive the Super Shorty, which will improve his usefulness during the preparation phase.

LOADOUT

  • Secondary Weapon: Added Super Shorty.

YING

The SIX12 is highly effective at close range but is not reliable at medium to long distances. The Reaper MK2 will provide a versatile secondary option, allowing her to engage enemies effectively at various ranges and creating more opportunities to use the shotgun in close-quarters combat. She can also use the shotgun for breaching and verticality, creating more opportunities to use the Candelas from above or from unexpected angles.

LOADOUT

  • Secondary Weapon: Added Reaper MK2.

GADGET BALANCING

DEPLOYABLE SHIELD

This change is a small quality of life improvement. In some situations, a direct source of light generates a strong glare on the shield glass windows that prevents a clear view through them. We've improved the glass materials to ensure that the glass pieces do not generate glare in these situations.

BASE STATS

  • Glass: Light reflections reduced for better comfort

OPERATORS AFFECTED

  • Echo
  • Ela
  • Frost
  • Pulse
  • Sentry
  • Tachanka
  • Thorn
  • Thunderbird
  • Warden

WEAPON BALANCING

SIGHTS

Magnified Sights on Defensive Operators has a huge impact on their presence and on their killing potential. This update will limit defenders' access to these sights on automatic weapons. We still believe that defenders should be able to hold long angles and challenge attackers, but in a more limited way. Slug Shotguns and DMRs will still have access to Magnified Sights on Defense.

Also in this patch, you will find that some of the affected Operators have received tweaks to compensate for these changes, but more may come in the future. We will keep a close eye on the effect of these changes and will take action if needed.

MAGNIFIED

  • Automatic weapons on Defense do not have access to these scopes.

OPERATORS AFFECTED

  • Castle
  • Doc
  • Echo
  • Frost
  • Goyo
  • Rook
  • Tachanka

BALLISTIC SHIELD

Shielded Operators will experience a slight exposure when throwing a projectile from behind the shield. Although this opening is smaller than it was with original shields, the momentary exposure creates a vulnerability that defenders can exploit, making it riskier for shielded operators to throw projectiles.

BASE STATS

  • Projectile Throw: Animation added.

OPERATORS AFFECTED

  • Blackbeard
  • Blitz
  • Fuze
  • Montagne

MK17 CQB

As part of Blackbeard's balancing wave, we are tweaking his most used weapon. We are reducing its magazine capacity to make players more thoughtful when shooting. This should reduce the use of long pre-fires and make Blackbeard reload more often.

BASE STATS

  • Magazine: Reduced to 20 (was 25)
  • Max Ammunition: Reduced to 221 (was 226)

OPERATORS AFFECTED

  • Blackbeard

REAPER MK2

The Reaper is being issued to a few more Operators, and we want to take this opportunity to make its recoil a bit more comfortable. This weapon aims to be a bit different to other Machine Pistols in the game, and we want to keep that spirit. The initial rounds of the shot will be easier to handle, but sustained bursts will remain challenging to control. Using the weapon in short bursts will be more rewarding and successful for players.

RECOIL - PC

  • First Shot: Reduced weapon initial kick.
  • Horizontal: Softened lateral recoil on first stages.

OPERATORS AFFECTED

  • Oryx
  • Pulse
  • Rauora
  • Rook
  • Sledge
  • Ying

RANK DISTRIBUTION

[R6S] Y10S3 Designer's Notes Y10S2 Rank Distribution PC

[R6S] Y10S3 Designer's Notes Y10S2 Rank Distribution Console

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