Rainbow Six Siege update patch notes (Y4S2.3)

For games as a service, constant balance changes are needed to make sure no facet of its gameplay can be exploited. This is especially true of competitive shooters such as Rainbow Six Siege. While the patch is still in the works, the developers give some insight on what the next update will bring with their Rainbow Six Siege update patch notes for Y4S2.3. All of the notes are listed at the end, but you can get a bit more details about the notable changes you can expect below.

Rainbow Six Siege Y4S2.3 Update Patch Notes | Notable changes

Rainbow Six Siege Y4S2.3 update designer notes

For those who have played Glaz before Operation Phantom Glass, he was an integral part to just about any attacking team. However, after the update’s release, the Russian sniper got a rework. Initially, player’s were able to use Glaz’s scope to see the opposition through smoke, highlighting them yellow. When he got the rework, moving the slightest bit would deplete a focus gauge, rendering that highlighting ability useless. In ranked, this significantly dropped his win and pick rate.

ALSO: Rainbow Six Siege 1.69 Update Patch Notes (Y4S2.2)

The Rainbow Six Siege Y4S2.3 update plans to address this issue. Glaz’s focus gauge will now deplete in six seconds rather than 2.5 seconds. Additionally, rotating 120 degrees will also deplete focus, rather than the originally implemented 90-degree limitation. This does seem like a step in the right direction and hopefully, it works as intended.

Depending on what side you are, a shield in Rainbow Six Siege can be your best friend or your worst enemy. Nothing is more frustrating than finding yourself at the other end of a shielded Operator storming in picking you off with ease.

As such, some changes to ballistic shields will be made when the Rainbow Six Siege Y4S2.3 update releases. The hip-fire spread while using a shield is being increased to reduce the chances of those Operators getting headshots while shielded. Additionally, melee attacks with the shield are now non-lethal resulting in a DBNO (“down but not out”) state. This implementation is meant to promote team play rather than just to strategically trade kills with the shielded opponent.

Rainbow Six Siege Y4S2.3 update patch notes | Full patch notes

You can read the full patch notes here:



With Phantom Sight release, we have increased the recoil of the F2 assault rifle. Therefore, her pick rate has reached a more acceptable level: from 60% to 43% presence per round. However, she continues to boast a high Kill / Death ratio from 1.25 to 1.17 and is still a very lethal attacker.


Along with Twitch’s F2 recoil adjustment, we reduced Frost Mats health points, this lead to Frost Mats to be destroyed more often as they are now destroyed 75% of the time instead of 68% before Phantom sight release.


To increase Kaid’s versatility we added the Nitro Cell to his loadout. This option has become more popular with 65% of people using it against 51% using barbed wires during Wind Bastion.



  • Glaz’s focus gauge will now be depleted in 6 secs (from 2.5secs).
  • Glaz’s focus will start depleting after a 120° rotation (from 90°).

Following Glaz’s rework during update Y4S2 and according to the statistics we gathered, Glaz’s rework appeared too drastic and is currently under picked and underpowered.

We are planning on tweaking the penalization while moving and to allow him to hold several angles simultaneously, it is now possible to rotate your camera up to 120° without any penalty.


  • Lowered the number of pings from Jackal’s ability to four (five previously).

Jackal found himself in a situation comparable to Lion. Many comments and feedback from the player base deemed his ability slightly unbalanced.

We are aware that he has been identified as one the most frustrating attackers to play against; we are starting to explore how we can address the situation without making him irrelevant.

This change should give more leeway for tracked opponents to survive and lessen the negativity generated by his ability.


  • Reduced the duration of Echo’s Sonic Burst to 7 secs (10 secs previously).

Echo appears to be one of the most reliable and efficient anchors in the game now thanks to his intel gathering and plant denial abilities. We aim at reducing the effect of his Sonic Burst and are also looking at other options for the future.

We also hope that Echo will be less targeted by Operator bans, as he is quite powerful and at the source of frustration in his current form.


  • Increased the hip fire spread when using a ballistic shield.
  • Using melee successfully with a ballistic shield will now put the enemy in a DBNO state.

Ballistic Shields have been an important source of frustration for players and lead to certain behaviour that were not initially intended. By reducing the hip fire accuracy, we want to reduce chances of shielded operators to score headshots too easily without exposing themselves.

The decision to change the shield melee attack, from lethal to non-lethal was decided to avoid players rushing towards an Operator hoping for a trade. We want to reinforce team play and synergy when using these Operators.


  • Changed Maverick’s blowtorch sound to a louder one.

Since Maverick has been released, the sound generated by his gadget was often said to be too silent.

We have decided to tweak the sound of his blowtorch and recorded and new sample that should be heard more easily by defenders. Let us know what you think!


  • Increased the duration of the HEL device to 12 secs (from 10 secs).

We would like to increase Nøkk’s performance and to make her slightly more efficient.

We have decided to increase the duration of her ability to allow players to use her full potential.