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Y9S1.3 Designer’s Notes

A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/359550/announcements/detail/4165342698585171817]here[/url].

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Y9S1.3 Designer’s Notes



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







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.

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.


OPERATOR BAN RATE






MESSAGE FROM THE TEAM

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.



OPERATOR BALANCING
________________________________________

AZAMI
[h4]KIBA BARRIER[/h4]
  • Increased by 10% the damage received by High caliber Handguns and Revolvers.
    • Handguns: .44 Mag Semi-Auto, D-50
    • Revolvers: .44 Vendetta, Keratos .357, LFP586
  • Increased by 10% the damage received by Medium caliber Submachine Guns and Assault Rifles.
    • 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
  • Increased by 5% the damage received by High caliber Assault Rifles and Light Machine Guns.
    • 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

The weapon base damage, the damage drop-off curve, the distance to the barrier, and the barrier resistance are just a few of the variables we need to consider for the +100 weapons available when balancing this system. We were already aware that the Kiba Barriers might still require too many bullets to be destroyed by certain weapons. However, we wanted to be cautious not to render the barriers completely ineffective now that every operator will be able to deal with them. As a result, we opted for an initial release with barriers that remain robust. Our plan is to iterate, seeking the optimal balance while closely monitoring the impact of each adjustment.

Despite the data is showing that the new feature is being utilized, the lifespan of the barriers hasn't significantly changed. This suggests that Attackers continue to face challenges when dealing with them. Explosives and melee attacks remain the primary methods of destruction, making the risk associated with shooting at a barrier still high enough to favor the use of explosives.

Upon analyzing the damage received by the barriers during destruction, we observed that Designated Marksman Rifles perform exceptionally well against them. Consequently, our focus will primarily be on increasing the damage received from Assault Rifles and Light Machine Guns. The additional weapons mentioned here are affected for the sake of consistency, as they share the same caliber configuration.

IANA
[h4]LOADOUT[/h4]

  • Secondary Gadgets: Added Impact EMP Grenade. Removed Stun Grenades.

Considering her ability to bait defenders and facilitate re-frag opportunities for teammates following the hologram, she should be an excellent operator choice for support players. Additionally, her infinite intel gathering resources make her particularly advantageous in the current situation, where drones are limited. Therefore, we will enhance her support capabilities by incorporating Impact EMP Grenades and maybe look into the Gemini Replicator in the future.

LESION
[h4]GU MINE[/h4]

  • Initial damage: Reduced to 3hp (from 5).
  • Gadget refill timer: Increased to 25 seconds (from 20).

[h4]LOADOUT[/h4]

  • Secondary Gadgets: Added Observation Blocker. Removed Impact Grenades.

Since the removal of cloaking from his GU Mines, we've observed positive changes in his performance. Despite the uncloaked mines, the number of mines triggered per round has remained relatively stable, resulting in higher average damage than initially anticipated.

To maintain the core essence of the GU Mine, we have made a slight reduction in its initial damage. Our intention is to emphasize the urgency of removing the mine and the fear associated with encountering another one. Rather than an immediate kill, we aim to create a strategic window of opportunity for players to engage with the enemy.

Lesion's increased resources allow him to exert significant map control very quickly and block attackers' access to the building from very early in the round. Consequently, we've extended the time required to acquire the mines. While this may reduce early-round map control, it ensures Lesion's continued impact in late-game scenarios. He remains a priority target for attackers.

Regarding secondary gadgets, we believe that the GU Mines should be enough for slowing down Ballistic Shields and the Impact Grenades give him too much flexibility. So we are going to change them for the Observation Blocker, which also synergies well with its primary ability providing extra protection.

NOKK
[h4]HEL PRESENCE REDUCTION[/h4]
  • Duration: Increased to 30 seconds (from 20).
  • Cooldown: Increased to 30 seconds (from 20).

The recent changes to Frag Grenades, along with increased operator access, have had a negative impact on Nokk's presence.

To mitigate this issue while we investigate other solutions to make her more impactful, we will be increasing the duration of the HEL Presence Reduction. This adjustment will allow Nokk to traverse bigger areas more comfortably without being detected in defenders' cameras and catch them by surprise.

ORYX
[h4]REMAH DASH[/h4]
  • Will destroy Deployable and Talon shields. The dash is not interrupted.

We are updating the Remah Dash to improve comfort and consistency. From now on, Deployable Shields and Talon Shields will no longer impede Oryx during the dash; instead, they will be destroyed and he will go through. This adjustment aligns with player expectations, especially considering Oryx's existing ability to pass through Kiba Barriers and Reinforced Barricades.

SENS
[h4]R.O.U. PROJECTOR SYSTEM[/h4]
  • Max. Resources: Increase to 4 R.O.U. Projectors (from 3).

Despite the numerous improvements to the POF-9 and the additional utility that brings, Sens continues to underperform. We acknowledge the intricacy and skill required to use the R.O.U. Projectors effectively. The unpredictability of bounces can sometime work against you. We hope the new Trajectory Previsualization can help to improve accuracy, but we are going to allocate additional resources to enhance flexibility and provide more opportunities for error correction while we keep investigating new ways to improve it.

GADGET BALANCING
________________________________________
IMPACT GRENADE
[h4]EXPLOSION[/h4]
  • Damage: Reduced to 40hp (from 60).
  • Radius: Reduced to 2 meters (from 3).

[h4]OPERATORS AFFECTED[/h4]
  • Azami
  • Caveira
  • Clash
  • Echo
  • Goyo
  • Maestro
  • Melusi
  • Rook
  • Valkyrie
  • Vigil
  • Wamai

We recognize the growing significance of Impact Grenades over the years. They play a crucial role in site setup, facilitate defenders' swift rotations, aid in clearing attackers utility, deny walls, and even eliminate adversaries. However, we acknowledge their excessive versatility, which prompts us to address their killing potential and wall-denial capabilities.

We have implemented a reduction in damage. As a result, double-impacting an enemy will no longer result in an immediate kill. Also, opponents must be even more damaged to employ a grenade to secure the elimination.

The reduction in explosion radius will yield two key effects:

1. Impact-Tricking countermeasures: Attackers can prevent it by positioning the hard-breach device as close to the ground as possible in additional locations, And defender must be more accurate to do it successfully.

2. Precision requirement for utility clearance: Defenders must exercise greater accuracy when dealing with attackers' utility, such as Airjabs and Claymores. This adjustment allows attackers to place more reliance on this type of gadgets and experiment with unexpected placements.

Our intention is to promote the use of the right tool in the right situation, rather than relying solely on something that can serve multiple purposes. Defenders have other tools at their disposal that can achieve these objectives more effectively. Our final goal is to enhance tactical gameplay and reward the correct decision-making in every match.

WEAPON BALANCING
________________________________________
BALLISTIC SHIELD
[h4]GUARD BREAK[/h4]
  • Explosion: Trigger threshold reduced to 30 damage (from 50).
OPERATORS AFFECTED
  • Blitz
  • Fuze
  • Montagne
  • Clash

Our goal is to ensure that the Impact Grenades remain effective counters against Ballistic Shields. Because of the recent damage change, we find it necessary to adjust the threshold for breaking a shield owner's guard.

The guard break system relies on the damage received, and it's important to note that no other explosives have undergone alterations. Consequently, other explosive devices will now create larger openings than before.

________________________________________
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REPUTATION SYSTEM BETA: STATUS UPDATE

A lil somethin somethin: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/359550/announcements/detail/4213755760591257268]here[/url].

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REPUTATION SYSTEM BETA: STATUS UPDATE



REPUTATION SYSTEM BETA: STATUS UPDATE

In Y9S1 and beyond, we'll continue to update the Reputation System Beta to ensure its accuracy before any Standing Impacts go live.

This season, we've made several changes to the Reputation System. In this article, we'll share more on what these changes mean and how we plan to continue improving this system.

Y9S1 - POST LAUNCH LEARNING
Following the Y9S1 release, it became clear that certain aspects of the Reputation System were not working as intended. Our teams gathered and analyzed player feedback while completing internal investigations, leading us to identify issues affecting the player experience.

COMMUNICATION PENALTIES - VOICE & WRITTEN
We found that players were receiving communication penalties at a higher rate than expected. In response to this, a decision was made to disable the voice chat and written chat penalties. These communication penalties will remain disabled until we can implement further levers to ensure that all penalties given are fair, while also providing players a clear path to improvement.

On consoles, we were made aware of another issue which led to increased voice chat reports being visible in the Reputation Center. We also found that in some cases, misconduct such as Griefing or Voice Abuse was incorrectly labeled as "Excessive" in the Reputation Centre. A fix was released addressing these on March 21st.

COMMENDATION EFFECTS
After season launch, we became aware of an issue affecting the speed at which Commendations would be reflected in a player's Standing, resulting in lower Standings for many players. Commendations are now affecting Standings promptly and correctly.

Y9S1 - REPUTATION SYSTEM UPDATE
STANDING DEFINITIONS & BALANCING UPDATE
With the launch of Y9S1, we implemented our latest balancing update for the Reputation System. Here we used the built-in weights and levers to better define the attainment of each Standing, aligning more closely with our intentions. The five bracket Standings were also redefined to provide more meaning to each of them.

The aim behind system balancing is to ensure that your Standing mirrors your actions. Right now, many players will find themselves in the Respectable bracket. Being in Respectable is a great place to be and should be the aim; it means you're the core of the Siege community, you're not detracting from others' experiences, and you're playing with care, making Siege enjoyable for players around you. Some players with consistent positive behavior might also enter the Esteemed and Exemplary brackets, but maintaining these can be more challenging.

Looking at the two lower brackets, falling into Disruptive doesn't necessarily mean your behavior is always negative, but it does indicate that you're not playing to the Siege ideals overall. With some effort, the Respectable Standing can be achieved. However, if a player finds themselves in Dishonorable, it means there are clear negative trends. In these cases, players need to adjust their behavior and remain consistent to improve their Standing and experience for the community's benefit.

WHAT'S NEXT?
MORE LEVERS, MORE CONFIDENCE
We've learned a lot since the Reputation System entered, in Y8S4, in its grace period and we're continuing to integrate those learnings to ensure that the Reputation System is fair, resilient, and understandable for all players.

We are currently making progress in incorporating protections that make a player's Standing more robust, going beyond reacting to player reports, and instead using additional factors. These improvements are directly driven by the feedback you have shared with us.

Our work continues so that we can develop further levers that will enable us to reactivate the communication penalties. We want to ensure that our system applies penalties only where necessary, and that players have a full understanding and trust in the Reputation System.

STANDING IMPACTS & RELEASE STATUS
Thanks to your feedback, it's became clear that large changes are needed in order for the Reputation System to meet the requirements that we've set. With this in mind, Impacts based on your Standing will be no longer be introduced in Y9S2 and will instead come in a later season. Consequently, as the Reputation System will not see its full release in the coming season, it will remain in Beta for now.

We'll be sharing more information soon on when you can expect to see Impacts and the full release of the Reputation System. The deployment of Impacts will also be announced ahead of time so that players can be prepared. Once this feature does go live, we'll be monitoring the system closely and listening to your feedback on the update.

CONCLUSION
The Reputation System will continue to retain its Beta status, reflecting its current form as we continue to make improvements and collect further feedback. Our priority will be to ensure that everyone is confident in the state of the Reputation System as we focus on reducing toxicity and making Siege a fun and enjoyable game for everyone.

We aim to continue to provide transparency and responsiveness around this system, and as we move forward, we want to keep hearing about your experiences. We're always listening as we work to provide a safe community.

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New video by Rainbow Six Esports on YouTube

BLAST R6 | Europe League 2024 - Stage 1 - Day 9
BLAST R6 | Europe League 2024 - Stage 1 - Day 9 ► Twitch: https://ift.tt/XqsGCp3 ► YouTube VODs: https://www.youtube.com/c/RainbowSixEsportsMatchVods Follow us on social media: ► Twitter Global: https://twitter.com/R6esportsNA ► Instagram: https://ift.tt/Ckg2z4T ► Twitch: https://ift.tt/k8NKCv3 ► YouTube: https://www.youtube.com/c/RainbowSixEsports ► Official website: https://ift.tt/v2wrFXK


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New video by Rainbow Six Esports on YouTube

BLAST R6 | Europe League 2024 - Stage 1 - Day 8
BLAST R6 | Europe League 2024 - Stage 1 - Day 8 ► Twitch: https://ift.tt/XqsGCp3 ► YouTube VODs: https://www.youtube.com/c/RainbowSixEsportsMatchVods Follow us on social media: ► Twitter Global: https://twitter.com/R6esportsNA ► Instagram: https://ift.tt/Ckg2z4T ► Twitch: https://ift.tt/k8NKCv3 ► YouTube: https://www.youtube.com/c/RainbowSixEsports ► Official website: https://ift.tt/v2wrFXK


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New video by Rainbow Six Esports on YouTube

BLAST R6 OCE LEAGUE | Stage 1 | Day 6



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Y9S1.2 PATCH NOTES



Y9S1.2 PATCH NOTES
See the fixes here coming in Y9S1.2.

Y9S1.2 PATCH SIZE
Find the download sizes for each platform below.

Ubisoft Connect: 918.5 MB
Steam: 479 MB
Xbox One: 0.77 GB
Xbox Series X: 2.1 GB
PlayStation 4: 1.44 GB
PlayStation 5: 929 MB

BUG FIXES
GAMEPLAY
FIXED - Rappel breaks when used at the distance limit and then walking backward during animation.
FIXED - Incorrect default sight attachment shown for Fenrir's SASG-12.
FIXED - Barbed wire requires more shield-melee attacks to be destroyed than intended.
FIXED - Shield position that player and enemy Operator see becomes desynched if free-look is used before shield realigns itself.
FIXED - Aruni's Surya Gate doesn't deactivate for friendly Operators when placed close to stairs.
FIXED - Camera clips through player when using free-look and going prone next to a wall.
FIXED - Deimos' DeathMARK icon disappears when Deimos or enemy Operator enter a field that deactivates electronic devices.
FIXED - Free-look breaks if players look right and use free-look multiple times.

LEVEL DESIGN

FIXED - Unintended line of sight can be reached using Azami's Kiba Barrier to vault on top of an air hockey table at 1F Storage in the Theme Park map.

AUDIO
FIXED - Gameplay audio is muted during End of Round replay, end of match, and kill cams.

OPERATORS
FIXED - Spectating doesn't display Deimos's ability properly when reconnecting to the match.

USER EXPERIENCE
FIXED - Placeholder asset displayed for multiple uniform rewards in the Uniform view page of the Battle Pass progression menu.
FIXED - Tutorial control guide menu pops out when toggling the ping target in Map Run.
FIXED - Operator bundles are not shown correctly after purchasing unless the player leaves then re-enters the operator album screen.
FIXED - Operator portrait is displayed offset in the Loading screen of Free For All sessions.
FIXED - Deimos' DeathMARK probe and laser don't display team color settings.
FIXED - Operator Guide content doesn't load properly when using the scroll bar.
FIXED - Camera shakes more than intended when entering rappel.

from Tom Clancy's Rainbow Six Siege RSS Feed https://ift.tt/84CiWd7
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New video by Rainbow Six Esports on YouTube

BLAST R6 | Europe League 2024 - Stage 1 - Day 7
BLAST R6 | Europe League 2024 - Stage 1 - Day 7 ► Twitch: https://ift.tt/fvaRPQ4 ► YouTube VODs: https://www.youtube.com/c/RainbowSixEsportsMatchVods Follow us on social media: ► Twitter Global: https://twitter.com/R6esportsNA ► Instagram: https://ift.tt/KsqTuhr ► Twitch: https://ift.tt/BmNDw23 ► YouTube: https://www.youtube.com/c/RainbowSixEsports ► Official website: https://ift.tt/KmeRZQx


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New video by Rainbow Six Esports on YouTube

BLAST R6 | Brazil League 2024 - Stage 1 - Day 9
BLAST R6 | Brazil League 2024 - Stage 1 - Day 9 ► Twitch: https://ift.tt/y58lZXm ► YouTube VODs: https://www.youtube.com/c/RainbowSixEsportsMatchVods Follow us on social media: ► Twitter Global: https://twitter.com/R6esports ► Twitter Brazil: https://twitter.com/R6esportsBR ► Instagram: https://ift.tt/beh6oKp ► Instagram Brazil: https://ift.tt/P9Fgioc ► Twitch: https://ift.tt/iOSaxCI ► Twitch Brazil: https://ift.tt/4UTr8Qi ► YouTube: https://www.youtube.com/c/RainbowSixEsports ► Official website: https://ift.tt/LYDik46


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New video by Rainbow Six Esports on YouTube

BLAST R6 | Brazil League 2024 - Stage 1 - Day 8
BLAST R6 | Brazil League 2024 - Stage 1 - Day 8 ► Twitch: https://ift.tt/lrUNY0i ► YouTube VODs: https://www.youtube.com/c/RainbowSixEsportsMatchVods Follow us on social media: ► Twitter Global: https://twitter.com/R6esports ► Twitter Brazil: https://twitter.com/R6esportsBR ► Instagram: https://ift.tt/beh6oKp ► Instagram Brazil: https://ift.tt/P9Fgioc ► Twitch: https://ift.tt/iOSaxCI ► Twitch Brazil: https://ift.tt/4UTr8Qi ► YouTube: https://www.youtube.com/c/RainbowSixEsports ► Official website: https://ift.tt/LYDik46


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New video by Rainbow Six Esports on YouTube

BLAST R6 | North American League 2024 - Stage 1 - Day 9
BLAST R6 | North American League 2024 - Stage 1 - Day 9 ► Twitch: https://ift.tt/lrUNY0i ► YouTube VODs: https://www.youtube.com/c/RainbowSixEsportsMatchVods Follow us on social media: ► Twitter Global: https://twitter.com/R6esportsNA ► Instagram: https://ift.tt/XHCigSP ► Twitch: https://ift.tt/axtAu0S ► YouTube: https://www.youtube.com/c/RainbowSixEsports ► Official website: https://ift.tt/zPnvy7a


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New video by on YouTube

BLAST R6 ASIA LEAGUE | Stage 1 | Day 4



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New video by on YouTube

BLAST R6 ASIA LEAGUE | Stage 1 | Day 4



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New video by on YouTube

BLAST R6 ASIA LEAGUE | Stage 1 | Day 4



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New video by on YouTube

BLAST R6 | North American League 2024 - Stage 1 - Day 8
BLAST R6 | North American League 2024 - Stage 1 - Day 8 ▻ Twitch: https://ift.tt/5BKmdcj ▻ YouTube VODs: ...


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New video by on YouTube

BLAST R6 | North American League 2024 - Stage 1 - Day 7
BLAST R6 | North American League 2024 - Stage 1 - Day 7 ▻ Twitch: https://ift.tt/4C5qG2y ▻ YouTube VODs: ...


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New video by Rainbow Six Esports on YouTube

BLAST R6 | Brazil League 2024 - Stage 1 - Day 7
BLAST R6 | Brazil League 2024 - Stage 1 - Day 7 ► Twitch: https://ift.tt/HPNEq7k ► YouTube VODs: https://www.youtube.com/c/RainbowSixEsportsMatchVods Follow us on social media: ► Twitter Global: https://twitter.com/R6esports ► Twitter Brazil: https://twitter.com/R6esportsBR ► Instagram: https://ift.tt/FhYLN3y ► Instagram Brazil: https://ift.tt/Usb7QHN ► Twitch: https://ift.tt/hdlZ0a7 ► Twitch Brazil: https://ift.tt/qItmsyM ► YouTube: https://www.youtube.com/c/RainbowSixEsports ► Official website: https://ift.tt/xPBSl5z


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New video by Rainbow Six Esports on YouTube

BLAST R6 | Europe League 2024 - Stage 1 - Day 6
BLAST R6 | Europe League 2024 - Stage 1 - Day 6 ► Twitch: https://ift.tt/HPNEq7k ► YouTube VODs: https://www.youtube.com/c/RainbowSixEsportsMatchVods Follow us on social media: ► Twitter Global: https://twitter.com/R6esportsNA ► Instagram: https://ift.tt/FhYLN3y ► Twitch: https://ift.tt/hdlZ0a7 ► YouTube: https://www.youtube.com/c/RainbowSixEsports ► Official website: https://ift.tt/xPBSl5z


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New video by Rainbow Six Esports on YouTube

BLAST R6 | Europe League 2024 - Stage 1 - Day 5
BLAST R6 | Europe League 2024 - Stage 1 - Day 5 ► Twitch: https://ift.tt/pobJm1L ► YouTube VODs: https://www.youtube.com/c/RainbowSixEsportsMatchVods Follow us on social media: ► Twitter Global: https://twitter.com/R6esportsNA ► Instagram: https://ift.tt/VylD06p ► Twitch: https://ift.tt/X2fEHo7 ► YouTube: https://www.youtube.com/c/RainbowSixEsports ► Official website: https://ift.tt/aweDQly


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New video by Rainbow Six Esports on YouTube

BLAST R6 OCE LEAGUE | Stage 1 | Day 2



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