In this latest edition of Designer’s Notes, we'll go into detail about the balancing changes that’ll come with the Y9S1.3 update and give you some insight into the reasons behind them.
BALANCING MATRIX AND TOP OPERATOR BANS
WIN DELTA VS. PRESENCE
[i]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.[/i]
[i]
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.[/i]
OPERATOR BAN RATE
MESSAGE FROM THE TEAM
[i]As observed in the Balancing Matrix, there has been a significant increase in the presence of certain operators. However, despite this shift, their performance statistics do not raise any immediate concerns. Consequently, we have decided not to make any adjustments to the sights distribution in this patch. It's essential to recognize that the graphs presented reflect only a small segment of the Ranked player base. Below those ranks and across the broader player community, the presence of these operators is considerably lower. Their presence was higher at the beginning of the season and gradually declined to the numbers you see right now. This downward trend suggests that these operator choices are driven more by novelty than by overwhelming strength. We observed similar patterns during the 1,5x era, and based on tests conducted over the past year, we prefer a cautious approach rather than immediate reaction because the system is still too new. We believe maintaining the current distribution throughout the entire season won't compromise the overall balance. Additionally, prematurely removing these operators could prompt players to swiftly switch to the next operator equipped with Magnified Scope. Such a shift might adversely impact the balance of other operators that have not received as much attention and are currently in a good position. Hasty removal would not allow sufficient time to thoroughly evaluate all the pros and cons of the new sights, especially considering that nostalgia and novelty are still influencing the decisions.[/i]OPERATOR BALANCING
________________________________________AZAMI
[h4]KIBA BARRIER[/h4]- Increased by 10% the damage received by High caliber Handguns and Revolvers. [list]
- Handguns: .44 Mag Semi-Auto, D-50
- Revolvers: .44 Vendetta, Keratos .357, LFP586
- Submachine Guns: K1A, P90, UMP45, Vector.45 ACP
- Assault Rifles: 416-C Carbine, 552 Commando, 556XI, AK-12, AR33, AUG A2, C7E, C8-SFW, Commando 9, F2, F90, G36C, L85A2, PARA-308, POF-9, R4-C, SC3000K, Type-89
- Assault Rifles: AK-74M, ARX200, M4, M762, Mk17 CQB, Spear .308, V308
- Light Machine Guns: 6P41, ALDA 5.56, DP27, G8A1, LMG-E, M249, M249 SAW, T-95 LSW
IANA
[h4]LOADOUT[/h4]- Secondary Gadgets: Added Impact EMP Grenade. Removed Stun Grenades.
LESION
[h4]GU MINE[/h4]- Initial damage: Reduced to 3hp (from 5).
- Gadget refill timer: Increased to 25 seconds (from 20).
- Secondary Gadgets: Added Observation Blocker. Removed Impact Grenades.
NOKK
[h4]HEL PRESENCE REDUCTION[/h4]- Duration: Increased to 30 seconds (from 20).
- Cooldown: Increased to 30 seconds (from 20).
ORYX
[h4]REMAH DASH[/h4]- Will destroy Deployable and Talon shields. The dash is not interrupted.
SENS
[h4]R.O.U. PROJECTOR SYSTEM[/h4]- Max. Resources: Increase to 4 R.O.U. Projectors (from 3).
GADGET BALANCING
________________________________________IMPACT GRENADE
[h4]EXPLOSION[/h4]- Damage: Reduced to 40hp (from 60).
- Radius: Reduced to 2 meters (from 3).
- Azami
- Caveira
- Clash
- Echo
- Goyo
- Maestro
- Melusi
- Rook
- Valkyrie
- Vigil
- Wamai
WEAPON BALANCING
________________________________________BALLISTIC SHIELD
[h4]GUARD BREAK[/h4]- Explosion: Trigger threshold reduced to 30 damage (from 50).
- Blitz
- Fuze
- Montagne
- Clash
