7 NEW BUFFS AND 1 NERF JUST DROPPED IN SIEGE (LAST MINOR BALANCING PATCH)



FIRST STEP IN MAKING ACE NOT OVERPOWERED
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Rainbow Six Siege Operation Split Fire recorded on PC in 4K60fps

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Intro: 0:00
Ace: 1:48
Aruni: 6:10
Denari: 10:08
Flores: 14:31
Brava: 19:29
Jackal: 23:46
Commando 9: 29:47
Nitro Cell: 33:01

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45 Comments

  1. I have a question why do people say extended barrel usually means your a cheater? I like to use it sometimes like on oryx's gun bc it gives a dmg buff (its also not that hard to control on some guns)

  2. Imo Aruni gates should reset automatically if triggered normally. Since they burn utility primarily I think it would help massively to force attackers to bring EMP because currently the EMP does basically the same thing whether you use it on the gate or just chuck it into the lasers to reset it.

  3. after denari they really need to reevaluate if aruni's current mechanics make sense given how his lasers work.

    the only thing aruni does better than denari is guarantee they burn 1-3 gadgets on a gate, and not even that because the only tax for brute forcing an aruni gate is 30 damage and electrocution which denari can accomplish just 2 of his 7 deployables AND have higher uptime.

    like it just feels like there's an imbalance. they need to make it so she matches his uptime or so her power justifies the ridiculous downtime. either her gates need to cover the whole door to prevent droning and auto recharge and redeploy after like 5 to 8 seconds (matches the uptime) or they need to make it so you take damage for each vertical laser on the doorway/window so the ridiculous recharge time compliments the lethality. atleast enough damage to make you never want to even tank it (match the power).

    also make the p10 roni usable

  4. Honestly I think one of aces main issues is that he’s too safe when breaching things hibana and thermite have to put their weapons away completely while using their gadgets which takes longer to swap back to a weapon to defend themselves with whereas ace just has to chuck them like a nade and he’s immediately got his gun up again I think they need to add a bit more risk to his kit I mean thermite literally has to manually place his breaches with no way to defend himself he is 100% vulnerable and ace almost never is I think they should make ace’s breaches arc a bit more when throwing them so they’re harder to land from long distance so it forces him to expose himself to get a better angle temporarily making him vulnerable to being shot without a teammate to protect him and make the breach time slower by 30% I think this would be a fair nerf but another thing they should absolutely bring back is impact tricking give us the ability to spend a secondary gadget to help our wall denial deal with hard breachers it adds a team play aspect and the whole game is centered around teamwork so it makes sense

  5. i feel like a decent nerf to ace would be having to activate his charges like every other big hard breacher. you would have to hold a button to activate so you can guaranteed get one charge but getting 2 can be somewhat risky but using both gadgets at once can get them both destroyed easily. it would also bring a skill to setting off the second charge with perfect timing. it just gives it plenty more options for countering and actually having to think more about when and where to throw them

  6. Ace is good at getting walls open. That doesn’t break the game the same way that operators like Snake or a buffed version of Jackal does.

    I think a 50 % increase to his deployment time seems like a bit much

  7. 7:35 or the ops can shoot the gates faster too. People forget that if an attacker shoots aruni gates when there down they become the attackers gates. 8:42 you don’t the hit box bigger cause that makes easier for the attackers to get angles that can reactivate the gate

  8. My proposal for an ace "nerf" and "buff"
    His Selma charge can be thrown to come out hormonally and vertically, however it is slightly slower and splits into 3 charges instead of 2, making a bigger hole but he will lose 1 Selma

  9. whats the fucking point of nerfing every damn weapon …. just get better in the game bruh yall be makin no sense thats like saying nerf the rockets in gta cuzz u die instantly lmao

  10. 12:59 for this you could argue the buff can be measured in no. of operators killed by default set ups and if that rises from all the 3 speed ops to all the 3 speed and all the 2 speed ops the buff is then far more than 10%.

  11. I think for flores it would be better to replace the speed up over time after 5s you should be able to click a button if you want it to speed up a little so you have control over it and can decide if you need it for whatever scenario

  12. 24:52 oh my god I didn't know jackal got neutered so aggressively! One ping versus snake showing exact position and direction of everyone in the area… Ubi. Wtf? I really hate Snake more and more. Why is this random guy from a non-related universe just shoved into our game??!?!!! The skins? Bad enough. But just solid ass snake himself in a Tom Clancy game? Brother must be laughing in his grave at us morons who just accept it.

  13. the fucking complaining gets so old after a while they've already ruined the fun of the game nerfing tf out of ash, taking away acogs for a while and now we're to the point of complaining about ace? In a game that is heavily defender sided with mira, mute, smoke, kaid, goyo we're going to nerf a fucking 1 speed hard breacher? Why? Bro spends 5 minutes talking about it just whining like ace is some kind of broken win condition, he is just a hard breacher he doesn't do "everything". You want to give bandit more of a chance to deny entry to site? 3:05 nvm it all makes sense now, if buddy gets in a gunfight he's dead so he'd rather just deny entry all together

  14. When 1 aspect of a defender weapon causes the entire defending meta to revolve arround it, everyone uses it, it gets nerfed, and replaced by the next weapon with that aspect

  15. 5:50 What do you think about making his breaching charge having 5 destructible parts? I mean, each of its "tentacles", so to speak, could be destroyed and then the hole in the wall would have a slightly different shape. And of course there will also be a fifth part in the middle that connects them all and obviously if you destroy it, the whole breaching charge is destroyed.

  16. I actually play Noor a lot, even before his recent buff, and I use the Commando pretty often. There are many situations where I know I'll be playing a position where the increased dexterity of the Commando over the Alda is Life vs. Death. For example, if I play Noor on Labs basement, I need to be mobile in case the enemy gets vert control, so having the Alda is actually detrimental. Basically, if I'm going to root myself in a pow4er position like dummies on Club or server on Bank, I'll bring the Alda because there's:

    A. A high chance they'll have a shield
    B. I'm placing myself between multiple entry points
    C. Many of the pushes for these areas end up with the attackers stacked on top of each other, so running out of ammo is basically insta-death

    It has always been obvious to me that every gun in the game has its own use case, and the main problem with the balancing is that they haven't properly incentivized specialization. Due to the way attachments and guns function and are distributed, everything in the game is a nail, and the guns are hammers. As long as you have a good enough hammer, you can do whatever you want. This is exactly why DMRs suddenly became "OP". Low recoil, high damage, fast fire-rate, large ammo count, high destruction, magnified optics, and with the introduction of the horizontal grip, no significant movement penalty. DMRs should be long-range precision weapons, you shouldn't be incentivized to bring one and unload it at close range and outgun everyone. Ubisoft's gun balancing has always been a game of cat and mouse with the meta; but they're the ones who keep breeding the fucking cats lmao

  17. honestly what if they added an extra part to aces throwing animation where ace has to pull a pin or something out of his ace charge before he throws it that takes like 0.5-1s

  18. If we ever ababdon the gun meta, i may return to the game. I love the tactical stuff, but suck at shooting. Altough, i haven't played since i had to switch from a laptop to a pc. Looking at a big monitor instead of a small screen may help me.

  19. aruni going from most picked to a ~5% pick over the dmr nerf really goes to show just how hard people were crutching that shit. won’t be surprised if the same thing happens to sentry, goyo, & kaid, after the tcsg gets nerfed

  20. If utility and balance is the goal, they should really just make every operator able to use any gun in the game, excluding DMRs on defense. The only reason you should have to pick a specific operator should always be for their unique gadget and for a specific strat that you want to run.

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