In this latest edition of Designer’s Notes, we'll take a deeper dive into the balancing changes introduced in the Y11S3 Mid-Season Update. HORUS LANCE LAUNCHER Drilling time reduced on Ballistic Shields, soft surfaces, and solid surfaces (non-destructible surfaces) to 1.5s (from…
✚newIn this latest edition of Designer’s Notes, we'll take a deeper dive into the balancing changes introduced in the Y11S3 Mid-Season Update.
▼nerfDrilling time reduced on Ballistic Shields, soft surfaces, and solid surfaces (non-destructible surfaces) to 1.5s (from 2s).
▲buffGuardbreak strength on projectile impact against ballistic shield operators is increased to 100% (from 30%).
▼nerfEquipping the Horus Lance Launcher uses Quickdraw animations, equip animation timings are reduced to 0.4s (from 0.9s).
▲buffHorus Lance impact damage against an operator is increased to 80 (from 50).
✚newAdded firing mode to trigger Incendiary Grenades on impact.
▼nerfPrecision mode charges: Reduced to 3 (from 4).
▲buffThe addition of the Glaive-12 allows her to create lines of sight more quickly and from further.
✚newSecondary weapons: Added Glaive-12.
▲buffExpansion: Reduced delay between expansions to 0.9 seconds (from 1).
▲buffSlowdown: Increased the strength when running away from her to 10% (from 5%).
⇄adjustThis change allows Osa to place her shield in a wider range of situations, improving flexibility and reducing friction when setting up positions.
⇄adjustReduced deployment restrictions.
▲buffDamage: Increased to 14 hp (from 12).
⇄adjustThis change reinforces Barbed Wire as a reliable counter to BU-GIs, giving defenders an additional tool to stop its advance. Defenders are rewarded for proper gadget placement, while Ram players are encouraged to plan deployment paths more carefully and account for defensive setups.
✓fixEncountering a bug? Report your experience with Bug Reporter.
See the upcoming changes to Rainbow Six Siege with the release of Y11S3.2. HORUS LANCE LAUNCHER Drilling time reduced on Ballistic Shields, soft surfaces, and solid surfaces (non-destructible surfaces) to 1.5s (from 2s). Guard break strength on projectile impact against…
See everything included in the Y11S3.1 update. 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.…
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⇄adjustSee everything included in the Y11S3.1 update.
▲buffTotal ammo increased to 36 (was 31).
⇄adjustThis increases the time and commitment required to clear Castle’s barricades, improving their role in slowing Attacker advances and reinforcing defensive positions.
▲buffIncreased melee hits to destroy the Armor Panel increased to 10 (was 9).
▼nerfReduced the time it takes for gas to reach maximum range to 1.9 seconds (was 2 seconds).
▲buffIncreased the battery life to 9 seconds (was 8 seconds).
⇄adjustThis change improves the lethality of Thermite’s charges when activated in contested areas, increasing the risk for Defenders playing close to reinforced surfaces.
▲buffIncreased damage to 220 hp (was 200 hp).
▲buffReduced time to swing Sledge's Breaching Hammer to 0.8 seconds (was 1 second).
▲buffThis buff improves consistency in close-quarters engagements, allowing the M1014 to better fulfill its role without extending its effective range.
▲buffIncreased damage to 30 hp (was 28 hp).
⇄adjustThis adjustment increases its effectiveness in close-range fights, making it a more competitive shotgun choice while preserving clear range limitations.
▲buffIncreased damage to 26 hp (was 24 hp).
✓fixFixed - "Remove Horus Lance to perform action" tip appears randomly during match.
✓fixFixed - Attacker spawn locations aren't aligned or scaled properly on the tactical map for House map.
✓fixFixed - Camera shows a blank screen during the end of the round at Basement bombsite on the Villa map.
✓fixFixed - Compass location shows 2F Break Room when entering 2F Manager's Office from 2F Administration Office on the Consulate map.
✓fixFixed - Question mark icon appears instead of Operator icon in kill feed during Team Deathmatch.
✓fixFixed - Montagne's Le Roc Shield auto-retracts when hit with Noor's Horus Lance.
✓fixFixed - Operators can remove Noor's Horus Lance while holding a secondary gadget.
✓fixFixed - Shield Operators can't throw devices if they are hit by Noor's Horus Lance.
✓fixFixed - Shield Operators don't take damage from Noor's Horus Lance if they press the embedded Horus Lance against a wall.
✓fixFixed - Players can swap to a secondary gadget while affected by Noor's Horus Lance.
✓fixFixed - Flames from Noor's Horus Lance go in the wrong direction when on Blackbeard's H.U.L.L Adaptable Shield while Blackbeard is rappelling.
✓fixFixed - Ying's Candela doesn't deploy if hit with flames from Noor's Horus Lance.
✓fixFixed - Montagne's Le Roc Shield can't be retracted if crouching while removing Noor's Horus Lance.
✓fixFixed - Operators can immediately remove Noor's Horus Lance from the shield on their back by cancelling the animation.
✓fixFixed - Flames from Noor's Horus Lance don't damage Opponents when deployed on top of a door frame.
✓fixFixed - Operators continue moving when hit by Noor's Horus Lance.
✓fixFixed - Flame effect doesn't play when top of Opponent's shield is hit by Noor's Horus Lance while in the prone position.
✓fixFixed - Decoys occasionally face the wrong direction when deployed by Alibi's Prisma.
✓fixFixed - Entering and Exiting Match Replay resets team colors to default if they are changed from default.
✓fixFixed - C4 Detonator shows as white when team color settings are changed from default.
✓fixFixed - Teammates in the Shooting Range won't follow the Squad Leader into a Custom Online Lobby.
✓fixFixed - Players in a Squad can't reconnect to an ongoing match after disconnecting.
✓fixEncountering a bug? Report your experience with Bug Reporter.
You can find here the updates and fixes made over the course of the Y11S3 Season Test Server. Fixed – AI training bots will try to break Azami's Kiba Barriers instead of navigating around them. Fixed – AI training bots do not spawn in the Yacht map of the Clear House playlist.…
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✓fixYou can find here the updates and fixes made over the course of the Y11S3 Season Test Server.
✓fixFixed – AI training bots will try to break Azami's Kiba Barriers instead of navigating around them.
✓fixFixed – AI training bots do not spawn in the Yacht map of the Clear House playlist.
✓fixFixed – AI training bots rappel slowly.
✓fixFixed – Players cannot aim down sights using the iron sights on the Bearing 9 or Super Shorty.
✓fixFixed – Several tutorial objectives in the Shooting Range cannot be completed.
✓fixFixed – The extend and retract animations of Montagne's Le Roc Shield are not smooth.
✓fixFixed – Pulse's Cardiac Sensor does not display detected enemies.
✓fixFixed – Players cannot change the match settings if they become Squad Leader while in the Essentials tab of Playlists.
✓fixFixed – If players pick the same Operators in 3v3 Arcade, the game crashes when a match finishes.
✓fixFixed – Operator Guide images do not load when navigating using the keyboard arrows.
✓fixFixed – Horizontal grips are unavailable when customizing guns.
✓fixFixed – If players disable voice chat while in the main menu, their voice chat is still active when they start a match.
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. We want to reinforce interactivity and counterplay during the execution of the Jegeo Payload, while ensuring…
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⇄adjustThe 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.
⇄adjustRemoving 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.
⇄adjustRecoil: Increased.
⇄adjustHip fire spread: Increased.
⇄adjustThese 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.
⇄adjustAruni 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.
⇄adjustWithout 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.
⇄adjustLowering 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.
⇄adjustTogether, 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.
⇄adjustFirst shot: Increased.
⇄adjustFirst shot: Increased.
⇄adjustThis adjustment slightly increases the effectiveness of coordinated scans by tightening defender reaction windows, while maintaining the ability to avoid detection through careful positioning.
⇄adjustThis 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.
⇄adjustThis increase improves consistency in eliminating targets caught within the blast, strengthening its role as a dependable anti-flank tool while maintaining clear visual counterplay.
See the upcoming changes with the release of Y11S2.3. "Hibana's X-Kairos already offers a high degree of flexibility, but deploying pellets can sometimes leave her exposed for longer than intended. This small adjustment reduces the delay before detonation, allowing her to act…
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⇄adjust"Hibana's X-Kairos already offers a high degree of flexibility, but deploying pellets can sometimes leave her exposed for longer than intended. This small adjustment reduces the delay before detonation, allowing her to act more quickly after committing utility."
▼nerfX-Kairos detonation timer reduced to 3.8s (was 4s).
⇄adjust"Resource management is a core part of Maverick's gameplay. Increasing the available fuel gives players a bit more flexibility when creating openings, making the Breaching Torch more forgiving, without changing its overall role."
▲buffIncreased canister ammo to 160 (was 144).
▲buffTotal ammo increased to 320 (was 288).
⇄adjust"Fuze's Cluster Charges can be difficult to deploy on reinforced surfaces without exposing him to defenders. This small speed increase improves responsiveness and allows him to execute plays more reliably."
▼nerfReduced breaching time on reinforced surfaces and Armor Panels to 1.75s (was 2s).
⇄adjust"The Zoto Canister's area of effect plays a key role in controlling space and denying actions. This small increase improves coverage and placement forgiveness, making its impact more consistent."
▲buffIncreased Zoto Canister range to 3.2m (was 3m).
⇄adjust"Oryx's mobility is central to his identity. Reducing the dash recharge time allows him to reposition and react more frequently, reinforcing his role as a highly mobile defender."
▲buffDash recharge time reduced to 5s (was 8s).
⇄adjust"Mute's Signal Disruptors often require very precise placement to cover key entry points and drone paths. This increase in range makes deployments more forgiving and improves coverage consistency without changing how the gadget is used."
▲buffIncreased disruption range to 2.6m (was 2.475m).
▲buffIncreased disruption warning to 4.875m (was 4.75m).
⇄adjust"Impact EMP Grenades often rely on precise placement to affect multiple electronic devices. Increasing their radius makes these interactions more forgiving and consistent, without significantly expanding their overall utility."
▲buffEMP Range increased to 2m (was 1.8m).
✓fixFIXED - Rappelling Attackers sometimes cannot enter balconies in Chalet.
✓fixFIXED - Defenders are not detected outside at EXT Garage in Villa.
✓fixFIXED - Operator is disabled and frozen in crouch if hit by concussion effect during Armor Pack pick up animation.
✓fixFIXED - The hitbox of the fully extended Roc Shield is bigger than the model.
✓fixFIXED - Default value for "Crossplay & Input devices" setting is Mouse & Keyboard.
✓fixFIXED - The Match Cancellation Vote will disappear should a second player from the same team disconnects.
✓fixFIXED - Players with Elite and third party XBOX controllers plugged into consoles are being placed in PC lobbies.
✓fixFIXED - Mouse & Keyboard is not detected on console.
✓fixFIXED - Equipped items in the Locker do not show the equipped state.
✓fixFIXED - 5 player squads in a PVE Quick Match get stuck in infinite loading during the second round.
✓fixEncountering a bug? Report your experience at R6Fix.
Rainbow Six Siege Mid-Season Update: Everything You Need to Know
Updated map pool: House has been removed, with Coastline, Consulate, and Outback added. There are 5 total maps (up from 3) Bomb sites are now automatically revealed Reduced prep phase duration Attrition replaces Operator bans – winning players can no longer select the Operator…
In this latest edition of Designer’s Notes, we'll take a deeper dive into the balancing changes introduced in the Mid-Season Update. Wamai and Jäger occupy a similar space as projectile denial operators, and our goal is to maintain their shared role while further differentiating…
✚newIn this latest edition of Designer’s Notes, we'll take a deeper dive into the balancing changes introduced in the Mid-Season Update.
⇄adjustCharge update frequency 20s (was 40s)
▲buffReduced activation time to 0.5s (was 1.5s).
⇄adjustA longer per-target cooldown reduces repeated pressure on the same defenders, providing clearer recovery windows. Players who have already been affected gain temporary relief, allowing for repositioning and more meaningful decision-making.
✕removedAt the same time, Dokkaebi gains flexibility, as her effectiveness is no longer tied to a single cooldown. This enables more adaptative usage, rewarding awareness of defender positioning and better timing when coordinating pushes.
⇄adjustCooldown is now per-target (from ability global)
⇄adjustAdditionally, we are improving the recoil control of the 416‑C to increase its consistency; more details can be found in the Refinement Changes section further down.
⇄adjustIncreased Ammunition:
⇄adjustVertical: Reduced Vertical recoil an all burst stages
⇄adjustThis adjustment smooths out some remaining awkward interactions, making Rauora’s ability more comfortable and reliable to use in practice.
▲buffReduce cooldown between shots to 1s (was 3s)
⇄adjustA minor increase to Banshee’s area of effect improves placement forgiveness and overall usability, without changing its core impact.
▲buffIncrease Banshees area of effect to 4.3m (was 4m)
⇄adjustReducing the Shock Drone charge time slightly increases the payoff for well‑managed drones, improving their consistency over the course of a round.
▲buffReduce Laser charges refill time to 28s (was 30s)
▲buffReduce refill time to 25s (was 30s)
✓fixEncountering a bug? Report your experience at R6Fix.
See the upcoming changes with the release of Y11S2.2. M&K is coming to consoles! Their use will be allowed in the PC crossplay pool, but will still be forbidden in other pools. Teams with console players will have stronger communication, as M&K makes text chat available to all.…
▲buff1v1 is back. After listening closely to community feedback, we’ve rolled out a set of changes aimed at making matches faster, fairer, and more competitive.
✕removedCoastline, Consulate, and Outback have been added to the pool and House has been removed.
▼nerfReinforcements pool has been reduced from 10 to 6.
⇄adjustCooldown is now per-target (from global ability).
⇄adjustCharge update frequency 20s (was 40s).
▲buffReduced activation time to 0.5s (was 1.5s).
✚newAdded Deployable Shield.
▲buffConcussion Grenades ammunition increased to 3 (was 2).
▲buffImpact Grenades ammunition increased to 3 (was 2).
⇄adjustVertical: Reduced Vertical recoil on all burst stages.
▲buffReduced cooldown between shots to 1s (was 3s).
▲buffIncreased area of effect to 4.3m (was 4m).
▲buffReduced laser charges refill time to 28s (was 30s).
▲buffReduced refill time to 25s (was 30s).
✓fixFIXED – Mute's Signal Disruptor will disable the ACOG or Holo sights when equipped on the XK23.
✓fixFIXED – XK23 Magazine briefly spawns at wrong location when cancelling a tactical reload and then reloading an empty magazine.
✓fixFIXED – AI do not deploy their gadgets in the Kanal map's 1F Security room and 1F Map Room.
✓fixFIXED – Sometimes microphone icons are greyed out and players are unable to communicate with voice chat.
✓fixEncountering a bug? Report your experience at R6Fix.