Right lol? Azami, Solis, Fenrir, Tubarao vs recent attacker ops like Sens, Grim, Brava, and Ram. Completely laughable comparison with the defensive ops arguably ALL being game defining/breaking whereas all those attackers are relatively niche and in Sens case just garbage. Completely braindead stuff from Ubisoft tbh.
@@KasettoQuota the changes they made to Grimm is really good compare to when he was released The way to nerf him is like remove the charge from 5 to 3 or increase time for the mine to pop
yeah the G2 DZ game really came down to G2 ran a perma maverick, DZ didn't run maverick once, so they were slowed massively. DZ also didn't run Kaid Tub combo once on their defences, which leads me to question their adaptation ability
@@kangrukenny I think DZ were rightfully worried G2 would go for unconventional rush strats. Ironically, G2 played clubhouse like a solid utility-based EU team, go figure :).
i hope DZ take the time they have to figure out how they have to play moving forward in the new META because i really do want them to go far. its actually kinda funny when you think about it; UbiMontri's attempts to lessen the TDM META just made TDM the most optimal solution
Not to mention every attacker thats been added the past year is a joke when you compare them to their defender counterparts. Azami, Solis, Fenrir, and Tubarao are so OP when you compare them to Ram, Brava, Sens, and Grim. Even if you wanna throw Deimos in there over Sens the defenders have been getting the far better operators.
Like they just did. Nerfing ads speed and taking the 1.5 out to give attackers an edge. With that combination it feels like my character is moving in honey. It’s still defender sided
@@ReplayEcho I'd argue its more defender sided now, the ACOGs on defense are better than attacker ACOGs simply due to them being able to hold angles better. Not to mention that attack has slower ADS while defense has still fast ADS and low spread guns so defense can still play aggro but Attackers can't.
Grenade change is the biggest factor in Pro League. There's hundreds of kills from frags per event but I didn't see one this whole SI. Attackers used to rely on nades from below or even to clear out a defender that's stuck.
Didn't know about this change since I hardly use frags and don't play often anymore. Why remove the skill from them? Of course they're strong, maybe make it so they don't 1 shot unless point blank or through walls as much? Fuse timing is such an important form of skill expression that I loved seeing be used.
@@birtchtree3352 LOL. Crybaby 🤣 Nades being cooked has been in the game for 8 YEARS and no one bat an eye until just recently. It's also a mechanic in most fps games. And yes there is a counterplay, position yourself in a hard floor or place a Wamai/Jager. Reducing nades to one per operator is a much better balance instead of what they did where barely anyone brings grenades now. Champ and pro league is flash galore.
Not even to mention Fenrir is ridiculous. You lose 5 seconds of vision no matter what. Including if you destroy it instantly, still lose 5 seconds of vision
@@mildlyangryguy6292 And funny that they design it wrong. In Valorant the debuff immediately gone after move away or destroyed but this game it still keep continue like 1-2 second that enough for you to get swing and killed.
Skill issue tbh. Quit sprinting through random doorways and actually pay attention to the maps and what is/isn’t a gadget lmao. I thought Kapkan taught all of us that from launch. I just picked up siege again after dropping it for Tarkov for 2-3 years and I have not died to a single Fenrir hitting me with a mine. It’s all about game/map knowledge. Stop treating siege like an arcade shooter and like an actual tac-shooter and I PROMISE you will start performing better. Edit: You can also use your drone to ping gadgets. Finding bomb sites has become completely irrelevant, everyone chooses the same exact sites in the same exact order now, so stop wasting your drone and again, look around and pay attention
@@Grymx Thanks for the basic tips. As I said the blind still keep going for 1-2 seconds enough for you to get killed or headshot by an enemy in 0.1 seconds. And Fenrir's trap activate even if it see your body not your head, so you cannot destroy it before you get debuff unless you fight against Fenrir new player, and put the trap in very exposed view you can deal with before getting close.
All of my predictions are coming true- Attackers having little to no bite, people in R6 having less fun because of nerfs, almost none of my R6 friends are playing the game. Six Invitationals and R6 majors can be saved by one thing now- 8 operator bans. There are 70 unique total operators in r6. 8 operator bans should have been the norm since 64 operators in total, Ubisoft is at least a year late.
I anticipate a massive attack buff incoming given the overwhelming power of defense atm. Especially since the increase of defender power has been happening over the course of 1-2 years.
Massive attack buff or serious defence nerf. Either works but I'm more for a balance of the two: nerf the strong defenders while buffing attacker utility
@@kangrukenny Over the course of time, I've noticed they take damage off of like every effective attacking weapon. Ace/Fuze have long since had one of the best weapons on attack nerfed to the ground, and recently we had a 552 nerf to hurt Grim and IQ was collateral for that. This is just on top of the significant recoil nerfs that seem to only hit attackers as well. Meanwhile, Frost/Thorn are allowed to have hard-hitting laserbeams with legal recoil hacks.
i dont even play siege any more and haven't in years and you make it so much easier to understand especially after not knowing much of what's been added amazing as always Ryan
All the defenders dropped the last 2 years are S tier and only tubarro got a timely nerf. Meanwhile every attacker tool and gun gets hit with nerfs. It's so brain dead azami is going on 2 years without a nerf and they're wasting time reworking her? Drop her to 3 and it's fine. Goyo got a full rework after he got dropped to 2 shields and she gets 5 with more adaptability and placement. That's not even getting into how solis punishes attackers formulating the game tactically
Yeah the constant attacker nerfs with no defender nerfs are extremely frustrating. I wish after SI we will finally see something for Azami, Solis, Fenrir
@kangrukenny the devs did say that they have stuff planned in terms of balance changes for those three (though they said it would come out midseason, but i guess we have to wait for Year 9)
I think one thing to consider that has been slowly nerfing attackers is that majority of the defenders have passive gadgets, and majority of attackers have active/line of sight gadgets. The TDM/swing everything meta has made it extremely difficult to use attacker gadgets simply because the risk of being swung while trying to use it isn't worth it.
Back defenders generally played a lot slower and more passive/anchor style, attackers had much more confidence and ability to actually make use of their gadgets and they had a lot more value. Long story short, i think attacker gadgets have limited usability in the aggressive meta, I don't know how they could change/fix that tho.
@@WarHammer654 I think part of the aggressive defending style is due to the 1.5x optic and a change in how defense is played fundamentally. The 1.5x is great and gives defenders a good chance to win a gunfight when they have a weaker weapon at range. The defending style has shifted to facilitate this aggression, take more fights and use the 1.5x more aggressively. It's done so much that you do it regardless of your optic, take an aggressive fight and get a pick.
I've felt this the most with IQ. Not only is the gadget designed to force you to tunnel vision on where you're pinging, you also cant keep it on while having out your primary like solis, who is just better IQ on DEFENSE.
I feel like the nerf to grenades is a big one. The grenade was like a ten second commitment to utility at most, and if done right guaranteed a kill. Now the capitao bulbs can be escaped, and buck spends a lot of time having to go open the floors up
The grenade nerf is huge for pros. It's been complained about a lot by the player base but most people never got depth charged consistently. It matters at high levels and it shows in these defense win rates.
It’s funny how the escalation of insane defenders has slowly caused this meta. First you have someone who can setup cover positions anywhere on the map. Then you have someone who can spot drones with a scanner. Then you have someone who can throw small blinding gadgets in crevices to setup a team for kills. Then you have someone who can stall the main wall breach for 50 seconds. Meanwhile on the attack Sens has STILL not been given QOL buffs, and remains as a worse attacker than fucking Blackbeard.
Yea I noticed every match I watched the defense was winning almost every time. I was always annoyed the best in the world got embarrassed every time when playing attack.
You are looking at the game too negatively. If an op gets nerfed, every other op is buffed by proxy. You could be pessimistic about buffs too, it just nerfs all other ops.
@@drjamaymay405 but Ubisoft disproportionately nerfs operators more than they buff them. That’s why the game is so boring. This guy is right, who’s even a fun attacker to play anymore? They look at everyone’s favorite ops and just nerf them into oblivion. - Twitch F2 is unusable now - Ash nerfed R4C and now G36 - Zofia is a 1 speed - sledge is a 1 speed - thatcher is a 1 speed - IQ’s guns got nerfed - Nokk was nerfed into being unusable - Ace was nerfed - new attacking ops like sens and Grimm are still unviable The game is just so much more boring than before. The whole “TDM meta” thing is bullcrap and it only existed because of ranked 2.0 which is one of the worst changes the game has ever seen
@@homer5359 i actually like alot of these changes. sledge being a 3 armor allows him to tank more chip damage through floors, it makes him bulkier when he is defenseless with his hammer out too. these changes are not strictly nerfs, yes the community hates them as a whole but I disagree with the community fundamentally. fast = good is not engaging game play. i like the complexity of siege and forcing players who crutch on ash/iana g36c to think outside the box is good.
@@drjamaymay405 you say that but defenders have been as broken as ever because of it. Fenrir is stupid OP, Solis is stupid OP, Tubarao is broken, Azami is a game breaking operator too. Not to mention most maps having natural favor for the defense. Attack has such a small arsenal and almost nothing is engaging. There’s nothing tactical about spamming util on the walls, setting up pixel angles with Azami, and getting folded by solid, and fenrir, and Mira, and valk, even pulse to an extent. Extremely defender sided and in pro league the defender win rate is over 60%, that’s absolutely ridiculous. It’s the highest in the history of the game. It’s reallly no wonder why
@@homer5359most of those attack points I agree with but grim is now a solid option sens is terrible but grim is definitely usable now, and he’s actual a huge benefit to the attack
I can see a small work around that may be bad in practice at first but could very much work in the long run (or will be added at one point either way) is that the attacking side bans 2 defenders 1 attacker and the attacking side bans 2 attackers 1 defender. As we will be getting more and more options to ban, we may as well give the players more options of banning, this can even stop certain combos like bandit/tubarao or just banning 2 annoying defending ops when you are attacking. This could also shine some light on underutilised attackers as well, as some of them are only viable when certain defenders are in/out of play, and one way or another, we will have more ways of dealing defender gadgets and reinforced walls, as we already have Thermite, Hibana, Maverick, Ace and other ops that have a hard breach device and we have Twitch, IQ, Brava, Flores, Ash, Zofia, Zero, Gonne-6 and Grenades and more to come. Whereas with the defenders, there are only some many that one can use to deny such attack utility, mainly Wamai and Jager for direct projectiles, Mute and Solis for drones/gadgets, and Bandit and Kaid for hard breach denial (Mute can also be used but isnt as rewarding as the attack can just pick it up rather than it being destroyed and gone for good). Giving the players more bans for operators can be more helpful with the current state of the game being defender sided
@@Messup7654 Even then, this is still a step in the right direction, as 1 can ban 1 more good OP on the defending side. It is also a matter of time until Ubi decides to make OP attackers, like a hard breacher with the option of effective electric utility clear (Like having a attacker being a mix of Ace for hard breach and Thatcher for util clear). I am also wondering when they might add an attacker that has two options for main gadget but has to pick one before the round starts. Could be interesting to see.
I definitely agree that the best teams will adapt, what really changes with the meta is viewership experience. Watching the Manchester major, I noticed Solis countered most attacker utility leading to attacks with no drones left on the board and attackers bringing more 1 time use utility (flashes, smokes, Ace, Ash). Instead of things that just get spotted by Solis. This leads to attackers leaving a ton of defender utility on the board and just flash/smoke/shield executing, which is usually countered by defender C4s anyway. Definitely not as fun to watch as all the deaths happen within 20 seconds, and you can't tell what's going on because they choose to show you the POV of 1 flashed defender. The viewing experience was largley just being Yinged.
i would like to point out how nowadays the attackers HAS to play more "tactically" as in play closer to your teammates and move as a unit and problem solve on the fly just like how you say they dont bother dealing with the defender's setup they simply find the path with least resistance and overload it. all of that are facilitate by their efficient intel gathering and opponent reading which i wish i can do as good.
I probably dont have any credit to be allowed to comment on this but back when I quit playing ranked and siege in general before season 5 ( returned and played a bit casual roughly when Zero came out) one of my main worries and complaints was that for every operator added the game felt like they just extended the amount of time you have to spend before actually entering the site or being able to enter site. Like in year 4 there wasnt that much to take care of, maybe clear a floor from roamers and grab vertical to make sure you can stop any bandit tricking, now its you have to do so much more prep work as an attacker before entering the site from what I can tell.
Almost like when you add multiple Ops that are overpowered and remove key things from attacking side (cooking nades) and add a bunch of underwhelming attackers there’s gonna be a discrepancy in the defensive and attacking side win rate
G2 played attackers beautifully, but yeah you can still see the one sidedness. Tbf when you are playing as pro vs pro ofc defender side is going to be much easier. You do make some very solid points. One thing i would love to see is a thatcher buff, make his emps destroy things again. Also something funny they can add for the memes, give thermite shock resisting gloves.
This is really great content and the breakdown of different pro games is fascinating. Ubi should sponsor your content as part of their esports investments.
I wonder if Ubi will add an additional ban option as more and more ops are introduced and more options for electrifying the wall or more hard teachers become available
Same here, for a good while now since the LMG cancer. Pro league just looks like a typical ranked game at this point from a lot of the games that I see. It's not what it used to be
nah, he’s wrong. dudes answer is “it’s super easy!!! if you don’t have a full five stack with perfect coordinated coms and operator picks, you’re just terrible at the game!” lmfao his whole explanation is that you should have simply 5 stacked in advance to specifically counter this problem😂 nobody is fucking lazy
Glad to watch a well made video about r6, its very rare. If I could, I would just stop all nerfs, and start to buff the week operators. Flashbang to Ash would be a good start.
they should add more time to the round. it's simple really, the more deffensive operators that kill time thru utility are added, the less time the attackers have left for an execute. they should either add an attacker that destroys like 3 deffensive utility with the blink of an eye or add more time. They should add more ways of countering azami and fenrir and wamai and kaid and etc, idk how tho
Fenrir should lose 1 mine and 1 code. More clock time could be done, around 10-15 seconds. Azami can lose 1 kiba or increase the recharge time Solis needs a hard rework, not sure how The gonne-6 could get a second round possibly Wamai/Jager are fine Kaid/bandit are fine
Very instructing, I only follow esport siege (and don't play so this was a very resourceful video to get a different perspective on the matches to come
Yeah, that bandit nerf seem to be overlooked. When I saw that on the patch notes (with the inclusion of tubarao) I was genuinely shocked. Been running mav like crazy now.
Nice video! Honestly, defence is already kind of inherently easier just because you can setup and force attack to play into you. But it gets even worse when they release completely cancer ops like Azami, Fenrir, Solis and now Tubarao. I get powercreep is kind of important in games just to keep up interest and get people to buy battle passes or whatever, but some of these defensive ops are way too dumb. Look at Brava and Ram and compare them to Fenrir and Tubarao in the same year... laughable. If they want to fix this at all, they need the two attacking ops in year 9 to be giga broken and release some average ass defence ops. And then, like you said, ALL the damn entries are getting nerfed, like wtf are you supposed to even do? That isn't even just killing TDM meta, that just kills the game as a whole. Ubisoft is just taking the piss with the game, sadly.
this is what i mean when i say the ops they’re releasing are ridiculous… that it has an impact on high level play (pro league) i mean its been to apparent to me that its defender sided even in lower ranks and quick play.
You hit the nail on the head, particularly with the recent defensive ops vs the recent attacker ops. It's extremely one sided in terms of game influence and overall power. The recent attackers have all been relatively niche and honestly pretty well balanced. The recent defenders have pretty much all been giga cancer game breakers.
Alright boys here's the fix, listen up. In each match there is an extra 11th player who ONLY plays attack for both teams so it's always a 6v5 for the attacking team. You're welcome
I had been discussing this w my R6 friends the other day that with the number of operators in the game it could make sense to try banning six ops per game instead of 4. Each team could have an extra ban with one team banning an extra attacker and the other team getting another defender ban
Instead of introducing more crutches (like more bans which also affect attack negatively), they really need to start unnerfing attacks fire power. Yes, defense utility is stronger atm, but what should never have happened is the fact that defense even has better guns on some ops. Why did they nerf the G36, the Para, etc. while simultaneously giving defense ANOTHER DMR plus Thorns gun which is just RIDICULOUSLY strong?
Great vid, I also just thought of one way that pros are attempting to counter this "defender" meta. The attacking team usually brings Brava a lot to counter F Natts, laser gates, and cams. It seems obvious but they really to bring her a lot whereas you rarely see her online. Her use and IQ coming back definitely signals just how defender sided the game is.
Weird to think that nerfing ADS speed a really long time ago (and accelerated by the removal of grenade cooking) set off a chain reaction that lead to the massive mess we have now.
slight bit wrong about the bandit tricking. If you already have 2 on the wall and they have to emp it is very possible to trick both aces off the wall if you time your bandit batteries around thatcher UNLESS ace is right next to the wall (hugging it taking electricity damage) to make sure that there is no downtime for throws
Your video made me realise 1 thing. Maybe the reason the TDM meta is a thing in ranked is because going up against the utility of the defenders is just impossible, so why not just take gunfights to win? Just a theory
Because just taking gunfights to win is just as impossible as just going up against utility to win, trying both of those alone are bad ideas and have never won games not even in year 1
@@Messup7654Even in champ people maybe play half the total utility we see in pro league. The reason it’s a TDM meta is because it’s simply not fun to tub a wall over and over for a minute or be on the other side of that. All this utilty is simply not fun, so barely anyone is playing it.
I agree with you. Sure, there are some nasty operators, but you have a lot of options to choose and counter them. I think Ubisoft wants to go for another meta in the attack. And I see that in a lot of games, teams also lose because of a lack of plans for attack, losing avoidable gunfights or making strange decisions. I saw a team that opened the side over one bombsite just to go for the other, where the power positions were not clear yet.
I think a 60% defense win rate ok each map should be the aim of the balance team. Siege is a game that should be easier to defend, like you have 5 players to defend 1 relatively small are. Attack shouldn't be easy, you should need a plan and execute it well, maybe take some risks. I think the teams winning are showing that with a good plan you can get it done.
It is really crazy to me that ubi have been nerfing attackers for years now just to add three of the most oppressive defenders back to back to back... I really feel like devs don't play, and if they do they fucking suck.
@@kangrukenny I'm gonna be real with you chief, either ubisoft nerfs the absolute living hell out of defenders or nothing changes, it's just how ubisoft rolls
I mean the game has always been defender sided but the problem is they dont help attack at all, attackers basically have no utility rn because most defenders are OP
All Ubisoft have done for the past year or two is nerf attack and buff defence... It's frustrating. I get onto the operator selection screen when I'm on attack and I panic because I have NO idea who to pick... But when we are defending? I have no problem picking, there's a definite problem in there somewhere.
My solution is that all attackers should carry the defuser. Same rule.. 1 has the active defuser, if a different attacker wants it (an attacker already in-site) you hit a button request and then the one with the active defuser gives you that defuse activation. If the attacker with the active defuser dies, all the remaining attackers get a mini notification on the bottom of the screen of who wants to have this activated for them and so on. Defenders guarding the defuser is super fun lol, but makes 2x harder for attachers to win the round.
0:12 I agree with your point but why are you obfuscating the stats by describing the total win-rate, then then that of the highest map win-rates and, then the total win-rate of last year's Invitational. You knew those two numbers wouldn't look as impressive if you had put them right after one another so you staggered in some of the higher map win-rates. Good video though.
Every map that I singled out, rose 10% in defensive winrate from SI 23 to SI 24, how am I construing the stats with that 😂. The single figure of SI 24’s defensive winrate being 61% is impressive in its own, because we’ve never seen it go that high in any event before. Glad you enjoyed the video.
@@kangrukenny Yes you're right, that why I said I agree with your point. However, this isn't what I'm talking about at all. I'm talking about how you presented the information and compared in an indirect and obfuscated way. I'll admit, I came off a bit strong, idk why I said you knew you did it, maybe you didn't.
Attacking is just very hard right now because Ubisoft hasn’t played their game since operation health. Idk about pro play because it is a completely different world but I’ve found that the attacker meta right now is to find one of the roamers with Deimos, kill them with a teammate, then hit site from 2 different angles. My favorite push for club house is to take rafters and get the hard wall open while that happens. Then pinch defenders.
Really goes to show how much balance is out of whack if the very pinnacle of the game’s players can’t reach near 50/50 win rate. Why they nerfed frags I’ll never understand.
Can’t twitch destroy his canister after he throws? I’ve done this a few times I think earlier in the season haven’t been on, but was effective if I could recall, just have to hide the drone and be in placement ready to go as your team tries to breach and they freeze.
Well atk meta in most games is just Ash, Ace ,Doka(if not banned ofc), Fuze and Buck. They use Thatcher if they are playing on Chalet/Clubhouse or Outback. That's ab it.
Why can’t Ubisoft increase the playing time by few seconds? Also giving attackers 1more drone so they have in total 3 drones including the one in droning phase ?
I feel they need to increase the amount of banned characters as the roster increases, I remember in League of Legends that you can ban 5 Characters in a ranked match, maybe increase it to 3-4 characters.
@@Muning-Gaming oh yeah, because that'd be 10 total. so you could wind up with all hard breachers being banned or something nuts. Maybe like 3 bans per team, but each ban can be either an attacking or defensive op.
I don't understand their idea of punishing people for mastering the game. even if we're forgetting all that stupid crap about self-revive and the reason for it removal being that "character's shouldn't have abilities that based on lore" (hello Aruni), what's wrong with nade cooking? if you're throwing them willy-nilly, you: 1) wasting utility 2) have a good chance blowing your toes off. getting blown up from below feels bad, but the attacker who did that is not some moron who found easy abusable mechanic. he needs to masterfully place a drone in exact place that will give him information about the opponent AND hide it from them OR he needs to know the map as the back of his hand, and he needs to calculate the exact timing to throw the nade. that's mastery, that's something that takes years of practice and developing a gamesense. you can't nail it after watching coconutbrah vid on tips and tricks on chalet why are they punishing players for investing time in the game?
Continually adding oppressive defenders and nerfing attacker weapons is causing a defensive meta to occur, who wouldve thought!?!?
Ubisoft gotta have seen this coming surely
Right lol? Azami, Solis, Fenrir, Tubarao vs recent attacker ops like Sens, Grim, Brava, and Ram. Completely laughable comparison with the defensive ops arguably ALL being game defining/breaking whereas all those attackers are relatively niche and in Sens case just garbage. Completely braindead stuff from Ubisoft tbh.
@@paranoia_xoGrim is actually one of the most picked attackers right now in S.I.24, sometimes even banned
@@KasettoQuota the changes they made to Grimm is really good compare to when he was released
The way to nerf him is like remove the charge from 5 to 3 or increase time for the mine to pop
@irfanbakri1943 tbh, i can see him getting a nerf later on after this META, but for the time being, hes fine
i always knew how stupid Tubarão's design was in practice but watching the entire Club House DarkZero Vs. G2 game actually killed me
yeah the G2 DZ game really came down to G2 ran a perma maverick, DZ didn't run maverick once, so they were slowed massively. DZ also didn't run Kaid Tub combo once on their defences, which leads me to question their adaptation ability
@@kangrukenny I think DZ were rightfully worried G2 would go for unconventional rush strats. Ironically, G2 played clubhouse like a solid utility-based EU team, go figure :).
i hope DZ take the time they have to figure out how they have to play moving forward in the new META because i really do want them to go far. its actually kinda funny when you think about it; UbiMontri's attempts to lessen the TDM META just made TDM the most optimal solution
fr watching that shit with you was hilarious, all that time wasted and everyone dies to dumbshit due to time
@@mr.rainc0at614 they actually changed mid defense they were playing fast and hard, and after a tactical time out they changed to slow down the attack
who would have thought that buffing defenders and nerfing attacker would make it harder to attack, obviously not Ubisoft.
Ubi 🙃
UBI💰OFT
Not to mention every attacker thats been added the past year is a joke when you compare them to their defender counterparts. Azami, Solis, Fenrir, and Tubarao are so OP when you compare them to Ram, Brava, Sens, and Grim. Even if you wanna throw Deimos in there over Sens the defenders have been getting the far better operators.
The “ranked 2.0ification” of pro league
😞
One of the absolute worst attributes of Ubi is nerfing the wrong things for the wrong reasons
@shio-fps fragger op nerfs would be fine, if the defenders also got such nerfs but instead they get new ops that are amazing fraggers.
so true, also W pfp
Bro, like how is defense winning that much and the Attackers got nerfed and the winrate gap grew even more, makes no sense
Like they just did. Nerfing ads speed and taking the 1.5 out to give attackers an edge. With that combination it feels like my character is moving in honey. It’s still defender sided
@@ReplayEcho I'd argue its more defender sided now, the ACOGs on defense are better than attacker ACOGs simply due to them being able to hold angles better.
Not to mention that attack has slower ADS while defense has still fast ADS and low spread guns so defense can still play aggro but Attackers can't.
Grenade change is the biggest factor in Pro League. There's hundreds of kills from frags per event but I didn't see one this whole SI. Attackers used to rely on nades from below or even to clear out a defender that's stuck.
Only happened like once for sure I saw this Si and it was by accident
facts. They need to revert the nade change and just give ops with nades ONE only instead of two. Fair balance change imo
Didn't know about this change since I hardly use frags and don't play often anymore. Why remove the skill from them? Of course they're strong, maybe make it so they don't 1 shot unless point blank or through walls as much? Fuse timing is such an important form of skill expression that I loved seeing be used.
Grenades were way too OP. Being able to kill anyone without any counterplay shouldn't have any place in this game
@@birtchtree3352 LOL. Crybaby 🤣 Nades being cooked has been in the game for 8 YEARS and no one bat an eye until just recently. It's also a mechanic in most fps games. And yes there is a counterplay, position yourself in a hard floor or place a Wamai/Jager. Reducing nades to one per operator is a much better balance instead of what they did where barely anyone brings grenades now. Champ and pro league is flash galore.
Not even to mention Fenrir is ridiculous. You lose 5 seconds of vision no matter what. Including if you destroy it instantly, still lose 5 seconds of vision
Ubisoft saw Reyna's stupid Leer ability from Valorant and decided it would fit nicely in a slower paced, more close quarters game 🙃
@@mildlyangryguy6292 And funny that they design it wrong. In Valorant the debuff immediately gone after move away or destroyed but this game it still keep continue like 1-2 second that enough for you to get swing and killed.
@@mildlyangryguy6292 it seems a lot of ubisofts recent operators are "inspired" by valorant
Skill issue tbh. Quit sprinting through random doorways and actually pay attention to the maps and what is/isn’t a gadget lmao. I thought Kapkan taught all of us that from launch.
I just picked up siege again after dropping it for Tarkov for 2-3 years and I have not died to a single Fenrir hitting me with a mine.
It’s all about game/map knowledge. Stop treating siege like an arcade shooter and like an actual tac-shooter and I PROMISE you will start performing better.
Edit: You can also use your drone to ping gadgets. Finding bomb sites has become completely irrelevant, everyone chooses the same exact sites in the same exact order now, so stop wasting your drone and again, look around and pay attention
@@Grymx Thanks for the basic tips. As I said the blind still keep going for 1-2 seconds enough for you to get killed or headshot by an enemy in 0.1 seconds. And Fenrir's trap activate even if it see your body not your head, so you cannot destroy it before you get debuff unless you fight against Fenrir new player, and put the trap in very exposed view you can deal with before getting close.
Haven't watched anything competive siege related in a while. This is a really well done and well-explained video. Keep up the great work!
Thank you very much! Glad you enjoyed
All of my predictions are coming true- Attackers having little to no bite, people in R6 having less fun because of nerfs, almost none of my R6 friends are playing the game.
Six Invitationals and R6 majors can be saved by one thing now- 8 operator bans.
There are 70 unique total operators in r6. 8 operator bans should have been the norm since 64 operators in total, Ubisoft is at least a year late.
Yeah I've wanted more op bans for a long long time now. Hopefully we see an increase after SI with the new esports season
Might be a decent thing but it would be so annoying having to ban 8 operators it would take like 4 minutes
@@1malwaysup youd just ban ops at the same time like we do with map bans. itd end up the same amount of time
Why not make it 10 so every player gets a ban
Make it 10 op ban like in dota cuz of the op pool being to big
I anticipate a massive attack buff incoming given the overwhelming power of defense atm. Especially since the increase of defender power has been happening over the course of 1-2 years.
Maybe stop nerfing attacking guns, attackers don't even have a significant firepower advantage anymore.
Like being able to cook nades for example ?
Massive attack buff or serious defence nerf. Either works but I'm more for a balance of the two: nerf the strong defenders while buffing attacker utility
@@ROFLBOB24 agreed, I hate the constant recoil nerfs being done to balance operators
@@kangrukenny Over the course of time, I've noticed they take damage off of like every effective attacking weapon. Ace/Fuze have long since had one of the best weapons on attack nerfed to the ground, and recently we had a 552 nerf to hurt Grim and IQ was collateral for that. This is just on top of the significant recoil nerfs that seem to only hit attackers as well. Meanwhile, Frost/Thorn are allowed to have hard-hitting laserbeams with legal recoil hacks.
i dont even play siege any more and haven't in years and you make it so much easier to understand especially after not knowing much of what's been added amazing as always Ryan
Yw JJ 🙂
You quit a game just to watch it years later? Sounds like a massive skill issue
@@Messup7654I just recently started back watching after not playing for years the game has declined massively and my skills lmao
All the defenders dropped the last 2 years are S tier and only tubarro got a timely nerf. Meanwhile every attacker tool and gun gets hit with nerfs. It's so brain dead azami is going on 2 years without a nerf and they're wasting time reworking her? Drop her to 3 and it's fine. Goyo got a full rework after he got dropped to 2 shields and she gets 5 with more adaptability and placement. That's not even getting into how solis punishes attackers formulating the game tactically
Yeah the constant attacker nerfs with no defender nerfs are extremely frustrating. I wish after SI we will finally see something for Azami, Solis, Fenrir
@kangrukenny the devs did say that they have stuff planned in terms of balance changes for those three (though they said it would come out midseason, but i guess we have to wait for Year 9)
Solis is my least favorite. It punishes attackers for using the one thing that grants them a tactical advantage.
Fr, Solis is the soul(is) reason for the TDM meta. Every game I'm against a Solis and I'm solo q I'm simply not gonna drone and run in. @@ROFLBOB24
Azami should have been nerfed quite a while back ago. She is not getting nerfed yet, is the biggest mystery overall.
I think one thing to consider that has been slowly nerfing attackers is that majority of the defenders have passive gadgets, and majority of attackers have active/line of sight gadgets. The TDM/swing everything meta has made it extremely difficult to use attacker gadgets simply because the risk of being swung while trying to use it isn't worth it.
Back defenders generally played a lot slower and more passive/anchor style, attackers had much more confidence and ability to actually make use of their gadgets and they had a lot more value. Long story short, i think attacker gadgets have limited usability in the aggressive meta, I don't know how they could change/fix that tho.
@@WarHammer654 I think part of the aggressive defending style is due to the 1.5x optic and a change in how defense is played fundamentally.
The 1.5x is great and gives defenders a good chance to win a gunfight when they have a weaker weapon at range.
The defending style has shifted to facilitate this aggression, take more fights and use the 1.5x more aggressively. It's done so much that you do it regardless of your optic, take an aggressive fight and get a pick.
I've felt this the most with IQ. Not only is the gadget designed to force you to tunnel vision on where you're pinging, you also cant keep it on while having out your primary like solis, who is just better IQ on DEFENSE.
@@hunterkinsella5303 Solis can't have any gun out while on her gadget
I feel like the nerf to grenades is a big one. The grenade was like a ten second commitment to utility at most, and if done right guaranteed a kill. Now the capitao bulbs can be escaped, and buck spends a lot of time having to go open the floors up
The grenade nerf is huge for pros. It's been complained about a lot by the player base but most people never got depth charged consistently.
It matters at high levels and it shows in these defense win rates.
It’s funny how the escalation of insane defenders has slowly caused this meta. First you have someone who can setup cover positions anywhere on the map. Then you have someone who can spot drones with a scanner. Then you have someone who can throw small blinding gadgets in crevices to setup a team for kills. Then you have someone who can stall the main wall breach for 50 seconds.
Meanwhile on the attack Sens has STILL not been given QOL buffs, and remains as a worse attacker than fucking Blackbeard.
Damn this is the type of siege content I dream of making, these are all great insights into competitive matches
Thank you, glad you enjoyed!!
I really liked this video. It reminded me of Reaper_en's old videos and I loved those.
Same, wonder if he’s still watching
Not a single map with more attack rounds won is crazy😭 great video‼️
Yeah the stats are really crazy, glad you enjoyed the video!!
Yea I noticed every match I watched the defense was winning almost every time. I was always annoyed the best in the world got embarrassed every time when playing attack.
Bleed vs vp
vp beat bleed 7:0 with 6 attack rounds so thats not true
@@mariuus54lol vp skewed the shit out of those numbers sky is worse than the stats suggest
Ubisoft just nerfs nerfs nerfs, they rarely ever try to buff alternative operators. They always go for the nerf
You are looking at the game too negatively.
If an op gets nerfed, every other op is buffed by proxy.
You could be pessimistic about buffs too, it just nerfs all other ops.
@@drjamaymay405 but Ubisoft disproportionately nerfs operators more than they buff them. That’s why the game is so boring. This guy is right, who’s even a fun attacker to play anymore? They look at everyone’s favorite ops and just nerf them into oblivion.
- Twitch F2 is unusable now
- Ash nerfed R4C and now G36
- Zofia is a 1 speed
- sledge is a 1 speed
- thatcher is a 1 speed
- IQ’s guns got nerfed
- Nokk was nerfed into being unusable
- Ace was nerfed
- new attacking ops like sens and Grimm are still unviable
The game is just so much more boring than before. The whole “TDM meta” thing is bullcrap and it only existed because of ranked 2.0 which is one of the worst changes the game has ever seen
@@homer5359 i actually like alot of these changes.
sledge being a 3 armor allows him to tank more chip damage through floors, it makes him bulkier when he is defenseless with his hammer out too.
these changes are not strictly nerfs, yes the community hates them as a whole but I disagree with the community fundamentally.
fast = good is not engaging game play.
i like the complexity of siege and forcing players who crutch on ash/iana g36c to think outside the box is good.
@@drjamaymay405 you say that but defenders have been as broken as ever because of it. Fenrir is stupid OP, Solis is stupid OP, Tubarao is broken, Azami is a game breaking operator too. Not to mention most maps having natural favor for the defense. Attack has such a small arsenal and almost nothing is engaging. There’s nothing tactical about spamming util on the walls, setting up pixel angles with Azami, and getting folded by solid, and fenrir, and Mira, and valk, even pulse to an extent. Extremely defender sided and in pro league the defender win rate is over 60%, that’s absolutely ridiculous. It’s the highest in the history of the game. It’s reallly no wonder why
@@homer5359most of those attack points I agree with but grim is now a solid option sens is terrible but grim is definitely usable now, and he’s actual a huge benefit to the attack
It’s time for multiple bans maybe undo the grenade update and make an attacker that’s actually as good as 1 of the 5 last defenders they’ve released
Multiple bans are deffo needed now I agree. Hopefully a lot of things are balanced out after SI
I can see a small work around that may be bad in practice at first but could very much work in the long run (or will be added at one point either way) is that the attacking side bans 2 defenders 1 attacker and the attacking side bans 2 attackers 1 defender.
As we will be getting more and more options to ban, we may as well give the players more options of banning, this can even stop certain combos like bandit/tubarao or just banning 2 annoying defending ops when you are attacking.
This could also shine some light on underutilised attackers as well, as some of them are only viable when certain defenders are in/out of play, and one way or another, we will have more ways of dealing defender gadgets and reinforced walls, as we already have Thermite, Hibana, Maverick, Ace and other ops that have a hard breach device and we have Twitch, IQ, Brava, Flores, Ash, Zofia, Zero, Gonne-6 and Grenades and more to come. Whereas with the defenders, there are only some many that one can use to deny such attack utility, mainly Wamai and Jager for direct projectiles, Mute and Solis for drones/gadgets, and Bandit and Kaid for hard breach denial (Mute can also be used but isnt as rewarding as the attack can just pick it up rather than it being destroyed and gone for good).
Giving the players more bans for operators can be more helpful with the current state of the game being defender sided
I’ve been for this banning style for a while, I agree. It gives more weight to choosing starting side (bc everyone just picks defence right now)
Doesn’t fix the issue of broken ops and things like grenades not having a timer
@@Messup7654 Even then, this is still a step in the right direction, as 1 can ban 1 more good OP on the defending side.
It is also a matter of time until Ubi decides to make OP attackers, like a hard breacher with the option of effective electric utility clear (Like having a attacker being a mix of Ace for hard breach and Thatcher for util clear).
I am also wondering when they might add an attacker that has two options for main gadget but has to pick one before the round starts. Could be interesting to see.
Or they could just make it to where the ban phases bans 10 ops because of how many more ops are in the game than before
I definitely agree that the best teams will adapt, what really changes with the meta is viewership experience. Watching the Manchester major, I noticed Solis countered most attacker utility leading to attacks with no drones left on the board and attackers bringing more 1 time use utility (flashes, smokes, Ace, Ash). Instead of things that just get spotted by Solis. This leads to attackers leaving a ton of defender utility on the board and just flash/smoke/shield executing, which is usually countered by defender C4s anyway. Definitely not as fun to watch as all the deaths happen within 20 seconds, and you can't tell what's going on because they choose to show you the POV of 1 flashed defender. The viewing experience was largley just being Yinged.
Great video
I would love to see more on any match you find interesting in playoffs
You’re welcome! I’m keeping an eye out on most games to find more interesting rounds 👀
Bro make Fenrir only have 2-3 gadgets and only can activate 1 or 2 at a time. SIMPLE AS THAT! if they do this he wont get banned perma in ranked Q.
I really love this style of content and I think this sort of content is highly missing in siege. Keep up the good work
Thank you!!
i would like to point out how nowadays the attackers HAS to play more "tactically" as in play closer to your teammates and move as a unit and problem solve on the fly just like how you say they dont bother dealing with the defender's setup they simply find the path with least resistance and overload it. all of that are facilitate by their efficient intel gathering and opponent reading which i wish i can do as good.
Couldn’t wait for this video
I’m glad you enjoy my content!
Darling wake up kangrukenny just uploaded
🔥🔥🔥🔥
Good analysis mate. Keep up the good work
Thank you!!
sitting in front of a Tubarao, kaid combo while going for a main wall has to be one of the most helpless things ubi has added.
I probably dont have any credit to be allowed to comment on this but back when I quit playing ranked and siege in general before season 5 ( returned and played a bit casual roughly when Zero came out) one of my main worries and complaints was that for every operator added the game felt like they just extended the amount of time you have to spend before actually entering the site or being able to enter site. Like in year 4 there wasnt that much to take care of, maybe clear a floor from roamers and grab vertical to make sure you can stop any bandit tricking, now its you have to do so much more prep work as an attacker before entering the site from what I can tell.
I completely agree, we still have powerful tools to attack but ppl was so used to nade from bellow that they didnt see anything more
Exactly, the way you need to use those tools on attack has shifted, and not every team is consistent in that fundamental understanding yet
Almost like when you add multiple Ops that are overpowered and remove key things from attacking side (cooking nades) and add a bunch of underwhelming attackers there’s gonna be a discrepancy in the defensive and attacking side win rate
G2 played attackers beautifully, but yeah you can still see the one sidedness. Tbf when you are playing as pro vs pro ofc defender side is going to be much easier. You do make some very solid points. One thing i would love to see is a thatcher buff, make his emps destroy things again. Also something funny they can add for the memes, give thermite shock resisting gloves.
This is really great content and the breakdown of different pro games is fascinating. Ubi should sponsor your content as part of their esports investments.
Glad you enjoy the content!!
Solid showing at the Manchester Show Match!
Thank you!! It was very fun to play🔥
Fantastic video, very informative, appreciated hearing your perspective and analysis of the current meta.
Thank you!! Glad you enjoyed
I wonder if Ubi will add an additional ban option as more and more ops are introduced and more options for electrifying the wall or more hard teachers become available
Agree with Doki. I think teams became a little bit lazy with TDM meta. Strong mechanics can’T do everything in a game like siege.
Same here, for a good while now since the LMG cancer. Pro league just looks like a typical ranked game at this point from a lot of the games that I see. It's not what it used to be
nah, he’s wrong. dudes answer is “it’s super easy!!! if you don’t have a full five stack with perfect coordinated coms and operator picks, you’re just terrible at the game!” lmfao his whole explanation is that you should have simply 5 stacked in advance to specifically counter this problem😂 nobody is fucking lazy
Amazing video! :)
couldnt have worded the current issues at hand any better
Thank you!
Glad to watch a well made video about r6, its very rare.
If I could, I would just stop all nerfs, and start to buff the week operators. Flashbang to Ash would be a good start.
Glad you enjoyed it!
Love seeing you do well
Ty Tom 🙂
This games always been defender sided lmao that’s literally the whole reason why the attackers get better guns and scopes
they should add more time to the round. it's simple really, the more deffensive operators that kill time thru utility are added, the less time the attackers have left for an execute. they should either add an attacker that destroys like 3 deffensive utility with the blink of an eye or add more time. They should add more ways of countering azami and fenrir and wamai and kaid and etc, idk how tho
also add a secondary defense gadget that works like warden's glasses but only for like 10 seconds total or only works for flashes
More time, more bans, and less nerfs to attacker weapons.
@@mikeyplayzwrld more bans is just hiding the problem under the carpet
Fenrir should lose 1 mine and 1 code.
More clock time could be done, around 10-15 seconds.
Azami can lose 1 kiba or increase the recharge time
Solis needs a hard rework, not sure how
The gonne-6 could get a second round possibly
Wamai/Jager are fine
Kaid/bandit are fine
Very instructing, I only follow esport siege (and don't play so this was a very resourceful video to get a different perspective on the matches to come
Glad you enjoyed!
I noticed a whole lot of Ying & flashes being brought this major, quite interesting considering I don't see that as much in Ranked.
Really awesome video!!!
Thank you!!
Yeah, that bandit nerf seem to be overlooked. When I saw that on the patch notes (with the inclusion of tubarao) I was genuinely shocked.
Been running mav like crazy now.
I noticed virtue on mav practically every round over ace or therm, thast was obviously to counter tub
This explains the new scope changes.
This happened right after grande cooking was gone… I think it was a good move but idk how balancing will move forward
Nice video! Honestly, defence is already kind of inherently easier just because you can setup and force attack to play into you. But it gets even worse when they release completely cancer ops like Azami, Fenrir, Solis and now Tubarao. I get powercreep is kind of important in games just to keep up interest and get people to buy battle passes or whatever, but some of these defensive ops are way too dumb. Look at Brava and Ram and compare them to Fenrir and Tubarao in the same year... laughable. If they want to fix this at all, they need the two attacking ops in year 9 to be giga broken and release some average ass defence ops. And then, like you said, ALL the damn entries are getting nerfed, like wtf are you supposed to even do? That isn't even just killing TDM meta, that just kills the game as a whole. Ubisoft is just taking the piss with the game, sadly.
Nice video, good analysis too
Glad you enjoyed!
this is what i mean when i say the ops they’re releasing are ridiculous… that it has an impact on high level play (pro league) i mean its been to apparent to me that its defender sided even in lower ranks and quick play.
imo it has to do with just how strong so many defenders are compared to attackers
You hit the nail on the head, particularly with the recent defensive ops vs the recent attacker ops. It's extremely one sided in terms of game influence and overall power. The recent attackers have all been relatively niche and honestly pretty well balanced. The recent defenders have pretty much all been giga cancer game breakers.
And they keep nerfing the attackers for some reason
Goated video as usual 🐐
Alright boys here's the fix, listen up.
In each match there is an extra 11th player who ONLY plays attack for both teams so it's always a 6v5 for the attacking team. You're welcome
I had been discussing this w my R6 friends the other day that with the number of operators in the game it could make sense to try banning six ops per game instead of 4. Each team could have an extra ban with one team banning an extra attacker and the other team getting another defender ban
What a great video game, love the explanation of the team work, amazing utility use and adaptation, just like the real seal team six!
Thank you, glad you enjoyed!!
I'm not convinced that a defender-sided map is necessarily a bad thing, but the entire game being defender-sided is a problem
Ubisoft: oh no, anyways all ops are now 1 speeds
Time to introduce more bans for each team during the pick phase. It has to go up with the amount of characters now in the game
Yes I think you should be able to ban 3 ops from either attack or defense
No
Instead of introducing more crutches (like more bans which also affect attack negatively), they really need to start unnerfing attacks fire power.
Yes, defense utility is stronger atm, but what should never have happened is the fact that defense even has better guns on some ops. Why did they nerf the G36, the Para, etc. while simultaneously giving defense ANOTHER DMR plus Thorns gun which is just RIDICULOUSLY strong?
Great vid, I also just thought of one way that pros are attempting to counter this "defender" meta. The attacking team usually brings Brava a lot to counter F Natts, laser gates, and cams. It seems obvious but they really to bring her a lot whereas you rarely see her online. Her use and IQ coming back definitely signals just how defender sided the game is.
Glad you enjoyed! Yes, Brava, Twitch, IQ see a lot of play right now to try and clear some gadgets before the attackers get in the map
1st reason. Can't cook frags. 2nd reason. Can't cook frags. 3rd reason. Can't cook frags.
It turns out if you keep nerfing the attackers they do bad ?😮
They need to give us more bans especially considering there’s 70 ops now lol
They weren’t running germantuos gridlock fr🔥🔥🔥🔥
Weird to think that nerfing ADS speed a really long time ago (and accelerated by the removal of grenade cooking) set off a chain reaction that lead to the massive mess we have now.
this video really breaks down how much ubisoft shit on the attackers in the last year
slight bit wrong about the bandit tricking. If you already have 2 on the wall and they have to emp it is very possible to trick both aces off the wall if you time your bandit batteries around thatcher UNLESS ace is right next to the wall (hugging it taking electricity damage) to make sure that there is no downtime for throws
Your video made me realise 1 thing. Maybe the reason the TDM meta is a thing in ranked is because going up against the utility of the defenders is just impossible, so why not just take gunfights to win? Just a theory
Because just taking gunfights to win is just as impossible as just going up against utility to win, trying both of those alone are bad ideas and have never won games not even in year 1
@@Messup7654Even in champ people maybe play half the total utility we see in pro league. The reason it’s a TDM meta is because it’s simply not fun to tub a wall over and over for a minute or be on the other side of that. All this utilty is simply not fun, so barely anyone is playing it.
Siege needs a new company developing it atp, Ubisoft is single handedly wrecking it
Ubisoft after it’s been 8 years and they still don’t understand their own game
I agree with you. Sure, there are some nasty operators, but you have a lot of options to choose and counter them. I think Ubisoft wants to go for another meta in the attack.
And I see that in a lot of games, teams also lose because of a lack of plans for attack, losing avoidable gunfights or making strange decisions. I saw a team that opened the side over one bombsite just to go for the other, where the power positions were not clear yet.
I think a 60% defense win rate ok each map should be the aim of the balance team.
Siege is a game that should be easier to defend, like you have 5 players to defend 1 relatively small are.
Attack shouldn't be easy, you should need a plan and execute it well, maybe take some risks. I think the teams winning are showing that with a good plan you can get it done.
It is really crazy to me that ubi have been nerfing attackers for years now just to add three of the most oppressive defenders back to back to back... I really feel like devs don't play, and if they do they fucking suck.
It is crazy how bad the defender power creep has been. Hopefully after SI they balance out a lot of things
@@kangrukenny I'm gonna be real with you chief, either ubisoft nerfs the absolute living hell out of defenders or nothing changes, it's just how ubisoft rolls
I mean the game has always been defender sided but the problem is they dont help attack at all, attackers basically have no utility rn because most defenders are OP
All Ubisoft have done for the past year or two is nerf attack and buff defence... It's frustrating. I get onto the operator selection screen when I'm on attack and I panic because I have NO idea who to pick... But when we are defending? I have no problem picking, there's a definite problem in there somewhere.
Ubisoft try not to make your game unplayable and unfun because of uncalled for changes challenge LEVEL IMPOSSIBLE
I didn't even realize Sledge went to a one-speed
My solution is that all attackers should carry the defuser.
Same rule.. 1 has the active defuser, if a different attacker wants it (an attacker already in-site) you hit a button request and then the one with the active defuser gives you that defuse activation.
If the attacker with the active defuser dies, all the remaining attackers get a mini notification on the bottom of the screen of who wants to have this activated for them and so on.
Defenders guarding the defuser is super fun lol, but makes 2x harder for attachers to win the round.
KangruKenny to darkzero??
Here after Faze lose the Grand Finals on the decider map from a 6-1 lead.
0:12 I agree with your point but why are you obfuscating the stats by describing the total win-rate, then then that of the highest map win-rates and, then the total win-rate of last year's Invitational. You knew those two numbers wouldn't look as impressive if you had put them right after one another so you staggered in some of the higher map win-rates. Good video though.
Every map that I singled out, rose 10% in defensive winrate from SI 23 to SI 24, how am I construing the stats with that 😂. The single figure of SI 24’s defensive winrate being 61% is impressive in its own, because we’ve never seen it go that high in any event before. Glad you enjoyed the video.
@@kangrukenny Yes you're right, that why I said I agree with your point. However, this isn't what I'm talking about at all. I'm talking about how you presented the information and compared in an indirect and obfuscated way. I'll admit, I came off a bit strong, idk why I said you knew you did it, maybe you didn't.
Attacking is just very hard right now because Ubisoft hasn’t played their game since operation health. Idk about pro play because it is a completely different world but I’ve found that the attacker meta right now is to find one of the roamers with Deimos, kill them with a teammate, then hit site from 2 different angles. My favorite push for club house is to take rafters and get the hard wall open while that happens. Then pinch defenders.
Really goes to show how much balance is out of whack if the very pinnacle of the game’s players can’t reach near 50/50 win rate. Why they nerfed frags I’ll never understand.
Just played two games of ranked tonight and both were 5-4 wins. Every single round defence won😂
Remember when they reworked consulate, the most attacker sided map, into the shitshow it is now?
Can’t twitch destroy his canister after he throws? I’ve done this a few times I think earlier in the season haven’t been on, but was effective if I could recall, just have to hide the drone and be in placement ready to go as your team tries to breach and they freeze.
solis counters this
Well atk meta in most games is just Ash, Ace ,Doka(if not banned ofc), Fuze and Buck. They use Thatcher if they are playing on Chalet/Clubhouse or Outback. That's ab it.
one word. SOLIS
This was a good informative vid
Since this new season, in ranked i've seen way more attackers like Grim, Brava, Zero, and Capitao being used
Why can’t Ubisoft increase the playing time by few seconds? Also giving attackers 1more drone so they have in total 3 drones including the one in droning phase ?
Noticed how there was alot of G2 or Penta players in the winners. That cause they are embedded in them to adjust.
I feel they need to increase the amount of banned characters as the roster increases, I remember in League of Legends that you can ban 5 Characters in a ranked match, maybe increase it to 3-4 characters.
I think 5, each player gets to ban one, would work really well. Especially in ranked were you might be playing with strangers.
@@uncreativename9936 I was thinking of that, but at the same time wouldn't 5 be too much for now?
@@Muning-Gaming oh yeah, because that'd be 10 total. so you could wind up with all hard breachers being banned or something nuts.
Maybe like 3 bans per team, but each ban can be either an attacking or defensive op.
I don't understand their idea of punishing people for mastering the game. even if we're forgetting all that stupid crap about self-revive and the reason for it removal being that "character's shouldn't have abilities that based on lore" (hello Aruni), what's wrong with nade cooking? if you're throwing them willy-nilly, you: 1) wasting utility 2) have a good chance blowing your toes off. getting blown up from below feels bad, but the attacker who did that is not some moron who found easy abusable mechanic. he needs to masterfully place a drone in exact place that will give him information about the opponent AND hide it from them OR he needs to know the map as the back of his hand, and he needs to calculate the exact timing to throw the nade. that's mastery, that's something that takes years of practice and developing a gamesense. you can't nail it after watching coconutbrah vid on tips and tricks on chalet
why are they punishing players for investing time in the game?
Completely agree with you
FIRST FIRST NEW KENNY VIDEO WOOO
dino you a little cutie aint ya
I have this feeling by the end of the roster they put out, people will have the ability to ban two ops per phase, per team (so 8 ops banned total)
if only ubisoft knew what they were doing