Ubisoft shares new stats on Amaru’s Garra Hook in the latest Designer’s Notes

Ubisoft just released the Y5S2.3 Designer’s Notes, where they explained the reasoning behind the recent test server changes. The devs also discussed the effect that took place with the earlier updates that came along with the introduction of Operation Steel Wave.

Balancing Matrix Graphs

As usual, the Designer’s Notes started off with the balancing graphs all analysts love to see. Here we noticed the operator cluster seems to be a lot closer together compared to previous seasons (especially for the Attacker’s win delta). However, Jager is still off the charts with a presence of greater than 90%.

r6s Y5S2.3 Matrix Attackers
[R6S] Y5S2.1 Matrix Defenders

OPERATOR BAN RATE

[R6S] Y5S2.1 Operator Bans Attackers
[R6S] Y5S2.1 Operator Bans Defenders

AMARU’s Garra Hook

This Season’s changes brought to Amaru have led to some significant improvements, both in terms of Presence and Win Delta.

At both Top and Regular levels of play, Amaru’s K/D following a use of her Garra Hook has significantly improved, from 0.45 to 0.90 for Top Ranked players, and from 0.45 to 0.96 for casual players. The Garra Hook is now used on Barricaded Windows the majority of the time (from 38% to 60% at both Top and Casual levels of play).

This has been a very solid improvement for Amaru. For Top players, her Pick Rate has increased from 4% to 10%, which makes her a Top 15 attacker in terms of Pick Rate. Her Win Delta went from 0.2% to 1.5%. For Casual players, her Pick Rate has increased from 5% to 11% and her Win Delta went from 0.8% to 1.7%.

Y5S2.1 Update: Amaru has stabilized at a 10% Pick Rate at the Top level of play with a positive Win Delta of 0.7%.

[R6S] Y5S2.3 Designer's Notes Garra Hook

The Graph above is an analysis of the use of the Garra Hook. “Fight%” represents situations when in the 5 seconds following the use of the gadget Amaru entered a fight against a Defender.

OPERATOR BALANCING

FUZE

  • Increased total number of Cluster Charges to 4 (from 3).

Population targeted by this change: Casual and Top Ranked.

We are investigating several ways to look into increasing Fuze’s presence and usefulness. After looking into his overall performance, we noticed that the number of uses of his charges is fairly low. (Below 2 charges per round on average).

We suppose that Fuze mains are trying to optimize their charges and may sometimes be reluctant to deploy them. By increasing the number of Cluster Charges, we would like players to use those resources more aggressively.

Fuze can be quite efficient at destroying bulletproof gadgets deployed on Bomb Sites, given the number of pellets in each charge, he is often able to effectively destroy Defender gadgets, even with the presence of Wamai or Jäger.

GRIDLOCK

  • Increased general Trax Stingers deployment speed (from 13s to 9s).
  • Decreased individual Caltrops deployment time (from 0.7s to 0.45s).
  • Added small delay before Trax Stingers start deploying. (from 0s to 0.45s).

Population targeted by this change: Casual and Top Ranked.

By increasing the deployment speed of Gridlock’s gadget, we hope to make this gadget a bit more comfortable to use. We do not expect this change to have a significant impact on her Presence or Win Delta.

We were initially thinking about making the deployment even faster. The feedback we gathered pushed us to find a more reasonable middle ground, as it could become quite hard for Defenders to effectively counter the gadget deployment.

We are going to monitor the effect of this change and see if it influences her overall playstyle.

ORYX

  • Using the Remah Dash through a soft wall does not deplete dashing charges.
  • Increased Dash charge refill to 12s (from 8s).
  • Unified recovery time after dashing set to 0.5s (from 1s after dashing through soft walls and 0.7s after colliding with an enemy).

Population targeted by this change: Casual and Top Ranked.

Oryx’s Presence is lower than expected. Our goal is to increase his mobility to make him more popular and fun to play, while increasing his survivability.

Our goal is to make Oryx a better Roamer and we are exploring ways to make his ability more efficient in that regard. Unifying the Remah Dash recovery times should also help understanding and streamline the ability.


For the full details about the Designer’s Notes, check Ubisoft’s blog post.

Read More: Gridlock, Oryx, and Fuze receive slight Buffs in new Test Server update

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