Y8S4 Streamer Charms

New Rainbow Six Siege Streamer Charms for Y8S4!
Announcing the next Streamer Charms!

Each season will bring the release of new charms, as well as the return of streamer charms from previous seasons!



{LINK REMOVED}Giselleglezv




{LINK REMOVED}Alfredoplays
{LINK REMOVED}AnneMunition
{LINK REMOVED}Heideltraut
{LINK REMOVED}Lusorkoeffizient
{LINK REMOVED}Narcoleptic Nugget
{LINK REMOVED}PaladinAmber
{LINK REMOVED}WhiteShark67
{LINK REMOVED}yo_boy_roy
{LINK REMOVED}Nerdengenheiro
{LINK REMOVED}Rainbow6itacom
{LINK REMOVED}Minimichegga
{LINK REMOVED}rasco100
{LINK REMOVED}Vetelcito01

How to acquire charms

These charms are only available by subscribing to the respective streamer’s Twitch channel with a linked Ubisoft account. For more information on how to link your Ubisoft and Twitch account, as well as opt in for Twitch Drops, please refer to {LINK REMOVED}this FAQ.

How to get involved

We are always on the lookout for content creators that inspire and enrich the Siege community. If you would like access to the perks of being a partnered content creator, and your goal is to one day have a charm in the game, we would like to invite you to apply to the {LINK REMOVED}Ubisoft Creators Program.

Kompletter Artikel: Y8S4 Streamer Charms


Whether you’re jumping into Arcade or getting your squad together for a Ranked session, the one thing that all players need is a reliable online experience. In this blog, we’ll shed some light on connectivity in 2023, look at what we’ve achieved, analyze any unplanned downtime, and take a peek at what the Connectivity team is working on.


Firstly, let’s take a closer look at some of the changes brought to the game over the past year that had directly impacted Connectivity, so that we can deep dive into some of the solutions put in place to improve the overall player experience.


Downtime is likely to be the biggest concern for most players when it comes to connectivity. Downtime of a game’s online services can have a wide array of causes, many of which are not linked to the game’s servers themselves. Issues related to new features included as part of an update or the process and logistics behind patch deployment are just a couple of examples of triggers that could result in an online services outage. While our Connectivity team works to ensure our servers are ready for players at all times, we have multiple teams who are making improvements on their side too, with an aim to minimize these extra trigger sources as much as possible.

Below you will see the total unplanned major downtime for each month this year so far. We can see that while the most recent months of September and October have been a relative success, there are three main spikes throughout the year prior to this. Let’s inspect those spikes, why they occurred and how our teams responded.

January saw 15 hours and 54 minutes of unplanned downtime with a number of unique causes being identified, part of which was related to the release of Crossplay. The Connectivity team worked through both December and January bringing stability to the game and establishing areas where revisions or improvements were required. Each instance of downtime was also independently investigated by our teams, with steps taken on how to avoid or mitigate the effects of similar issues in the future. Changes made as a result of the investigations have since helped to reduce impacts from similar events.

In April, we had 7 hours of unplanned outages across three separate incidents all again having a unique cause. In all cases, the Connectivity team was able to detect the point of failure which was causing players to be unable to connect, and was then able to make immediate or planned changes to our systems and procedures to remedy the issues going forward.

Y8S3 Operation Heavy Mettle was released on August 29th, and with this we encountered a major outage with overall downtime totaling 17 hours and 49 minutes. In essence, this outage was caused by a specific group of conditions arising, which led to our services being unable to handle the high amount of players attempting to connect at season launch.

To alleviate the issue, the team disabled systems that would deliver Rank information to players, while still allowing Rank calculations to take place in the background. This allowed players to connect, matchmake, and complete meaningful Ranked matches while the team continued their work to get the game services fully operational once more. The team was then able to reinstate the delivery of Rank information to the game once conditions were stable.

In response to this situation, teams were able to make both specific and systemic changes to help ensure that the same outcome would not be repeated under similar circumstances.


When talking about game server DDOS, we’re looking at DDOS that directly affects players as well as a group of matches hosted on the targeted game server. The team have previously implemented a feature to reduce the number of matches affected by these attacks, resulting in less players being ejected from matches.

Although the team has made progress in this area this year, we know that players still experience some issues with this. We see your feedback; we want to share that our work continues in this area and that the team will be making further changes in the future to help improve this situation.


When a player boots up Siege, it checks to find the server which will provide the lowest ping based on the player’s current location. This functionality has allowed us to run live tests using new data centers, while gathering performance data. These tests are helping us to understand how activating new locations can not only improve connectivity for certain communities, but also impact the experience of all the other players.

During 2023, after such tests had been completed, the Connectivity team made two new server regions available (one for Korea and another one from Europe Central). We’ve found that these new locations have been a boost for many players, enabling them to play with decreased pings leading to an improved experience overall.

We’ve got nothing final to announce regarding additional new server locations as of right now, though we can confirm that it’s an area the Connectivity team is putting a lot of resources into. In the coming seasons, the team will be running new internal tests, and we’ll share more updates on this as soon as results become available.

In addition to testing new server locations, the Connectivity team is also working on updating and evolving its tooling. This will allow the team to pull more detailed information regarding their usage and ultimately facilitate decision-making when it comes to deciding which regions could benefit from additional resources the most.


Crossplay was implemented back in December and has been one of the biggest online changes to come to Siege. The feature has been a great success, though it’s important to highlight just how this affected our online services in the weeks following release. During this time, we did experience issues leading to downtime which ultimately stemmed from the Crossplay feature. These issues were due to the challenges of deploying such a game-changing feature, while ensuring that all of our systems were ready to provide a stable experience with this additional load. Crucially however, the team was able to ensure that the feature remained live, while bringing stability to the game’s online services, providing a highly awaited change that many players had been asking for.


Over the last few seasons, our teams have been working iteratively to replace older technology which is integral to our online services. Some of this technology has been in place since Siege’s early development, and as the game continues to evolve, there is a need to ensure that we still have state-of-the-art systems in place. Once complete, our team and players alike will be looking to gain multiple advantages, including decreased maintenance downtime.


At Ubisoft we have a wide range of titles, each with their own Programming, Art, and of course, Connectivity teams. In the last year, our Connectivity team has found new ways to collaborate with such teams from other titles, including For Honor and Roller Champions. Since the new efforts were established, the data being shared has enabled us to mitigate online issues that might have otherwise affected players and has resulted in a significant positive impact overall.


The team has made multiple learnings over past seasons and applied a number of changes while working on others which will be implemented in the future. While some of these changes only represent remedies for a fraction of causes, there is no doubt that the steps taken will be beneficial moving forward.

To sum-up, here’s a look at some of the areas the Connectivity team is currently working on:

  • Putting strategies in place to minimize unplanned downtime.
  • Reducing the impact of game server DDOS.
  • Tightening collaboration with other titles including For Honor and Roller Champions.
  • Testing for possible new data centers.
  • Removal and replacement of old technologies used throughout the game’s life.
  • And much more behind the scenes.

This is just a brief overview of what the Siege Connectivity team has been up to, we hope that this article provides useful insight into some of the topics that are being looked at. We want to add that this is only a snippet of what this team is working on, and we’ll share more on this topic in the future.

We thank you for providing feedback on your online experience as it’s extremely helpful to the team and we couldn’t make improvements without you!




In this latest edition of Designer’s Notes, we’ll go into detail about the balancing changes that’ll come with the Y8S4 Update and give you some insight into the reasons behind them.


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.





  • Fuse system: Removed ability to cook the grenade. Added fuse time reduction after the first bounce.
  • Initial fuse time: 4 seconds (from 5).
  • Reduced fuse time: 2 seconds.

We want to bring down the power level of the Frag Grenade to be in line with all the other Secondary Gadgets. Like all the others, it should be a weaker version of a Primary Gadget, such as the Hard Breach Charge for the Hard Breachers or the Bulletproof Camera for the Intel Gatherers. The secondary utility should not compete with or drive more attention than the main ability of an Operator. This change will put the spotlight back on Operators’ abilities, and we will have more margin to make them excel in their roles.

We also want to increase the population of Frag Grenades, so more operators can get them without severely affecting their presence. We won’t keep this utility as limited as it is right now forever because it conflicts with our intention to give as many options as possible to players to foster creativity.

To that end, we will remove the ability to cook grenades. This change removes a skill component when using them, but this aspect has been identified as the main reason why they are too powerful. Player ability can turn Frag Grenades into a better version of most operator abilities. Skilled players have reached a level that even ignores the correct counters for grenades, by killing defenders from below without warning.

We have not taken this decision lightly because of its impact on the skill ceiling when learning and mastering the use of Frag Grenades. We have adopted the fuse system from the Stun Grenade which means that the fuse time will be reduced to 2 seconds after the first Bounce (if the time is higher), so you’ll still retain some control over the gadget. Reducing that skill ceiling is our last resort when tweaking a gadget, as we generally aim for the opposite.

We have tested multiple ideas looking for the right solution for the Frag Grenade’s power level while keeping its identity intact. Here are a few of the changes we explored but ultimately did not implement:

  • Damage through surfaces: Here, we wanted to fix the competitive issue with a direct approach. We tested several options, from only reducing the damage below the lethal threshold to completely removing it along with the destruction. This solved the usage from the floor below against operators, but it didn’t affect their power level for the majority of the population, so we wouldn’t be able to give them to more operators.
  • Non-lethal: The most appealing aspect is the lethality, so we tried to reduce it directly. We tested reducing the base damage to non-lethal, so you’d have to land several Frag Grenades to kill your target. Not being able to guarantee the kill with a single throw achieved most of our objectives, but it also destroyed part of gadget’s personality.
  • Reduce amount: We evaluated reducing the amount to only 1 per operator to see if it was enough to make the other options more appealing. Unfortunately, this change made them too binary; we only removed the ability to try again if you missed the target. If you were accurate, you could still achieve the same results, and this potential was deemed enough to favor selecting a single Frag Grenade over any other gadget.
  • Random fuse time: With this prototype, we tried to add a bit of uncertainty to discourage players from cooking the grenades too accurately. They are super dangerous, so it is not a device you should want around when the detonation mechanism is triggered. We changed the fuse time to be between 3 and 5 seconds. This version achieved several of our goals because the players weren’t as accurate with them as they were with the live version and gave defenders time to react, which made them more interactive. But despite being a fun prototype, adding more randomness into the game while we are trying to remove it from other areas didn’t convince us.




  • Secondary Gadgets: Added Frag Grenades.


  • Damage: 43hp (from 47).
  • Stronger vertical and horizontal recoil.

Finally, IQ gets Frag Grenades back. We will see if she can keep them depending on the power level of the new version and how her having them affects other interactions in the game. She is an intel gatherer, and her intel can help attackers use resources and time more efficiently. We don’t want her increased utility to overshadow the team play.

We love her relationship with the EMP Impact Grenade. Having her on the team avoids putting drones in danger or wasting EMPs trying to hit an electricity source. She can also help the team use anti-utility gadgets more efficiently by seeing which ones are protected. She can find electronic gadgets that are normally hard to locate and track enemies using them.

Because of the increased utility and versatility, we must reduce the 552 Commando’s fire power. We will reduce its damage to make the Extended Barrel combo weaker. With the new damage, 1-armor operators will take 3 bullets instead of 2 to get downed. We’ve also made its recoil more challenging to control, which will bring it in line with other Assault Rifles.

IQ is a team player. She helps the team be more efficient and is one of the best representations of the essence of Siege.



  • Secondary Weapons: Removed Gonne-6.
  • Secondary Gadgets: Added Frag Grenades, Removed EMP Impact Grenades.

Lion and Frag Grenades were previously incompatible as the EE-ONE-D forces defenders to stay still giving the defender no options against a cooked grenade.

We are reconsidering his candidacy now because of the new synergy with the detonation system. The new Frag Grenade will force targets to move instead of killing them right away, pushing defenders into the EE-ONE-D’s detection. The defender will have to think fast to evaluate the different options and decide the best course of action.

We are swapping them for the EMP Impact Grenades because they are the least picked option, and of course, removing the Gonne-6.



  • Secondary Weapons: Removed Gonne-6.
  • Secondary Gadgets: Added Frag Grenades.

You must master the R.O.U. Projector and the new Frag Grenade to make use of Sens’ full potential. They have the ability to block multiple lines of sight, pressure enemies out of strong positions, and even force them to cross the light screens. This will increase Sens’ skill ceiling even more.

Sens has a projectile as their main ability, and it goes against a rule we broke with Gridlock in Y8S3.3 (allowing both a throwable unique ability and Frag Grenades). We will test if this rule should remain in place with the updated Frag Grenade, or if it allows more flexibility with the distribution.



  • Secondary Gadgets: Added Frag Grenades. Removed Smoke Grenades.

The new Frag Grenades will replace Osa’s Smoke Grenades, as it was her least picked secondary gadget option (only 15% of the rounds).

Osa allows attackers to create a setup, something that was exclusive for defenders until she arrived. She approaches the assault in a more methodical way, gaining terrain from defenders, but she cannot do it without help. This makes her a good candidate for this extra utility, as it is gameplay we want to encourage, but she still has good synergy with all the other secondary options, so we hope all of them will remain interesting.



  • Secondary Gadgets: Added Frag Grenades. Removed EMP Impact Grenades.

Blackbeard is the last attacker receiving Frag Grenades. His low presence made him an easy selection and since the Claymore is still a good option, we hope choosing between the two isn’t easy or at least depends on the way you intend to play the round.



We have decided to give Capitão EMP Impact Grenades to compensate for their removal from other operators and make choosing between him and Osa a bit tougher. Having Hard Breach Charges and EMPs to choose from can allow him to fit into more attacking compositions.



  • Secondary Gadgets: Added EMP Impact Grenades. Removed Breach Charges.


  • Damage: 43hp (from 47)
  • Stronger vertical and horizontal recoil.

We are pretty happy with the results of all of Grim’s buffs. Unfortunately, he shares the 552 Commando with IQ, so the changes made to it will also affect him. To compensate for that, and recoup some of the EMP Impact Grenades removed, he will also get them, replacing the Breach Charges. We believe it is a fair exchange; losing some frag potential but gaining flexibility now with the Bailiff 410 for soft destruction.



  • The bulletproof glass will be shattered if a Drilling Projectile explodes successfully after drilling into it.
  • This change affects all bulletproof glass: Black Mirror Window, Evil Eye, Talon Shield, Bulletproof Camera, Deployable Shield.


  • The Breaching Round is considered a Drilling Projectile.


  • The V-Lance is considered a Drilling Projectile.
  • Note that the V-Lance doesn’t drill through gadgets; it only drills through surfaces (the Black Mirror Window is considered part of the wall).

Mira is a game-changing operator. If you spot her during the Preparation Phase, you know that something will have to change in the way you execute the attack. We love the effect she has in game, but we believe the reason for her high ban rate is purely strategic. You don’t want to deal with her in situations where she alone defines the pace of the round.

We introduced the Shattered Glass system back in Y6S3 to give attackers more ways to deal with the Black Mirror Windows and penalize bad usage. We are very happy with the results, so we are going to expand that system by adding new sources, so attackers have more flexibility when spotting a Mira.

We have defined a new projectile category; "Drilling projectiles". These projectiles drill into the surface they impact to apply their effect. They’ll explode from the inside of the surface to deal more damage and will now shatter bulletproof glass. For instance, if Ash’s Breaching Round sticks to the Black Mirror glass and explodes successfully, the glass will be shattered.



  • Main Ability: 3 Evil Eyes (from 2)


  • Battery: 6 seconds (from 5)
  • Overheat: 6 seconds (from 5)

Maestro has been indirectly nerfed repeatedly since the release and introduction of new systems (Shattered Glass, Outside Cameras), new operators (Flores, Brava), new gadgets (Gonne-6, EMP Impact Grenades), and tweaks to operators (Dokkaebi) and now again with the increased population of Frag Grenades. Because of all this and the current meta, his presence has understandably gone down to be one of the least-picked defenders.

The changes to Evil Eyes should make attackers treat them with more respect. The new battery will allow Maestro to kill 1-armor operators with a single turret and down 2 to 3-armor operators. Increasing the number of Evil Eyes to 3 will increase his flexibility, requiring at least two operators with the proper secondary utility to deal with all of Maestro’s utility, helping him become the master of intel that he should be.



We feel confident about the Quick Match changes introduced last season. The faster match time provides players a much faster paced experience. Attacker Vanguard allows players a safer approach to the action and Pre-Setups let defenders play fast without having to forfeit the strategic element of reinforcements.

Having said that, we are aware of the community’s concerns regarding the new playlist ecosystem, and we realize that we made changes to the Standard mode before having the completed map pool available in Quick Match. Therefore, we are making the Standard map pool the same as Ranked while we dedicate our efforts to adding all the maps back to Quick Match as soon as possible. Once the map pool is completed, we will allocate some time to revisit Standard’s map pool and provide more options for players to enjoy the maps that they want. We are working on a proposal to bring back player agency by allowing you to enjoy Standard’s map pool with some control over it.


  • Hereford Base
  • Plane
  • Presidential Plane
  • Yacht
  • Fortress
  • Emerald Plains
  • Stadium
  • NightHaven
  • Lair


  • Oregon
  • Club House
  • Consulate
  • Bank
  • Kanal
  • Chalet
  • Kafe Dostoyevsky
  • Border
  • Skyscraper
  • Coastline
  • Themepark
  • Villa
  • Outback
  • Emerald Plains
  • NightHaven
  • Lair

Follow us and share your feedback on Twitter and Reddit.

Kompletter Artikel: Y8S4 DESIGNER'S NOTES


Every season when we roll out fresh content, we also provide an updated Roadmap to ensure transparency on upcoming features. When making those adjustments, we take various elements into account, including your feedback. Furthermore, we aim to offer additional insight into what you can anticipate from the upcoming Operation.

Now let’s delve into the mid-season Roadmap update.


  • Status: Confirmed for Y8S4

Y8S4 will bring an exciting addition to the Rainbow Six Siege map lineup. We have been building a new map on the foundation of verticality with carefully designed layouts and fresh avenues for strategic possibilities like never before! Make sure to watch the Y8S4 reveal panel to discover more!


  • Status: Confirmed for Y8S4

This season will keep on delivering with the incorporation of a new versus AI Playlist tailored to let new players sharpen their skills against specially AI trained Defender bots to become the best operator they can be. Practice, strategize, and dominate like never before in this dynamic training environment.

  • Status: BETA confirmed during Y8S4

Shields have been part of Siege since the beginning and have sometimes seemed unbalanced with the current playstyles. As a game striving for tactical depth, we’re committed to integrating shields seamlessly into gameplay without compromising immersion. We have been working on this strategy from the ground up, redesigning ballistic shields while retaining a unique playstyle which is both balanced and immersive. Brace yourselves for the first iteration of this revamped mechanism, available later during Y8S4 on the Lab TS.

  • Status: Confirmed for Y8S4

We are actively working on improving our players’ comfort on consoles. In Y8S4, we will be providing an easy way to completely customize your controller inputs. This long-requested feature is dedicated to ensuring it answers all our console players’ needs. Taking your feedback into account, we will also implement a new action to allow leaning while hip-firing on Consoles later in the season!


  • Status: Confirmed for Y8S4

As announced in the last Siege Classified: Balancing, Frag Grenades have risen to an overpowered position in the current meta. They currently heavily influence Operator choices, tilting the balance between primary and secondary gadgets in an unbalanced way. With our commitment to providing the best FPS competitive experience, we have thoroughly examined Frag Grenades and rebalanced their impact to be more in line with all the other Secondary Gadgets. More information on this balancing change will be shared during the reveal panel, so everyone can have a blast playing Siege, so stay tuned!

  • Status: Coming in Y9

Ranked is the most popular competitive mode in Siege. Hence, it’s no surprise that it’s always in our line of sight in terms of priority, ensuring that players can enjoy a balanced competitive experience, both with and against similarly skilled players. We are committed to making sure Ranked is a fair environment and are adding more Ranked requirements to reinforce the core experience.

  • Status: Cancelled

The work required to deliver Privacy Mode on consoles has brought up external challenges that came up late in the process. As well as this, new privacy features have been made available inside of the console ecosystem itself. For this reason, we’ve made the tough decision to stop the development of this feature on consoles specifically for the time being.

As you know, Player Protection remains a top priority, and we are committed to improving your experience and making Siege an even safer and fairer game to play on consoles. Discover more on our plans in the coming weeks.


Stay tuned for the upcoming Year 8 Season 4 Reveal coming on November 12th and join the discussion on Twitter, {LINK REMOVED}Instagram, Reddit, {LINK REMOVED}Discord, {LINK REMOVED}Facebook, and {LINK REMOVED}TikTok.

Check out the {LINK REMOVED}public Roadmap for more information on the changes coming your way!


Tune in for the Blast R6 Atlanta Major, starting Oct 31 to Nov 12!

With the last BLAST R6 Major of 2023 on the horizon, all eyes are firmly fixed on Atlanta as the battle for the trophy is set to get underway. The world’s best Rainbow Six Siege esports team will head to Atlanta, Georgia, USA in the coming days to compete for the title, their share of the USD $750,000 total prize pool and a chance to finish the year on a high. Here’s all you need to know about the event.
Follow the latest results and the matches calendar on R6esports.com

Watch the action live on https://www.twitch.tv/rainbow6


  • Phase 1 – Play-In: October 31 to November 1 – not open to public.
  • Phase 2 – Playoffs: November 3 to November 7 – not open to public.
  • Phase 3 – Finals: November 10 to November 12 – open to the public at the Gas South Arena, Atlanta

Venue: Gas South Arena

Tickets are available here to purchase: http://www.axs.com/series/19003/blast-r6-major-atlanta-gas-south-arena-tickets?skin=gassouthdistrict


Phase 1: October 31 to November 1

Here are the 16 teams qualified for Phase 1 of the BLAST R6 Major Atlanta:

The 16 teams will compete in 4 groups of 4 in a GSL groups format:

This phase will be played across 2 days with a combination of Bo1 and Bo3 for elimination matches. The top two teams from each group will move forward into Phase 2 of the BLAST R6 Major Atlanta.

Phase 2: November 3 to November 7

Phase 2 will feature 16 teams, the 8 teams that have directly qualified through their regional programs and the 8 teams that battled their way through Phase 1.

Here are the 8 teams already qualified for Phase 2 of the Major:

Phase 2 will run for 5 days and will follow a Swiss tournament format, with matches played in a combination of Bo1 and Bo3 for elimination matches. After each match during this phase, teams move on to play against teams that have the same win/loss ratio, until only 8 teams remain.

The 8 surviving teams from Phase 2 will move on to Phase 3.

Phase 3: November 10 to November 12

Phase 3 will take place in front of a live audience at the Gas South Arena. The top 8 teams so far in the competition will face off in a Bo3 single elimination bracket.

The Grand Final will be a Bo5 match to decide the champions of the BLAST R6 Major Atlanta.



The BLAST R6 Major Atlanta will feature online Watch Parties. Stay tuned on Twitter at @R6esports for more information on the list of selected streamers and content creators broadcasting the event.


Tune in on our channels and earn Twitch Drops for the Blast R6 Major Atlanta! There will be no duplicates and viewers will earn Battle Pass points for the currently active Battle Pass instead.

Packs will drop accordingly:

  • Phase 1
    • From October 31 to November 1, viewers can earn 1 pack after 3 hours of watch time, with a max cap of 1 pack per day.
  • Phase 2
    • From November 3 to November 7, viewers can earn 1 pack after 3 hours of watch time, with a max cap of 1 pack per day.
  • Phase 3
    • On November 10, viewers can earn 1 pack after 3 hours of watch time, with a max cap of 1 pack on that day.
    • On November 11, viewers can earn 1 pack after 3 hours of watch time, with a max cap of 1 pack on that day.
    • On November 12, viewers can earn 1 pack after 1 hour of watch time, and a second pack after 3 hours of watch time, with a max cap of 2 packs on this day.

Here are the details on how to redeem them:

Register your account by heading over to https://drops-register.ubi.com and link your Twitch account to your Ubisoft account. You will then be prompted to opt into the drops feature. Please make sure that your account is linked before you tune in to the broadcast.


Don’t miss anything about the upcoming BLAST R6 Major Atlanta by following us on Twitter, Instagram and on our website.

Kompletter Artikel: Tune in for the Blast R6 Atlanta Major, starting Oct 31 to Nov 12!


From October 13th to November 3rd, the haunted return to the Doktor’s Castle as the Hunters begin their hunt for the horrific Monsters. This year, new Hunters are joining the roster of horrors to fuel your twisted nightmares! Step into the abyss and slay every damned Monster this Halloween in *Doktor’s Curse 4: Night of the Hunters!* Will you survive the horrors that await, or become just another victim in this dark tale?


Ready to terrify your opponents with a nightmare version of your favorite Operator? Fear not, you can find all the previous and new Operators in the Doktor’s Curse Collection, including uniforms, headgear, weapon skins, and Operator Card Portraits. For true fans of terror, a Signature Pack is also available with an exclusive drone skin and weapon skin for the 556 XI.

All Doktor’s Curse bundles will be available for 1680 R6 Credits or via the collection packs at 300 R6 Credits (12,500 Renown) each. If you connect to the game during the event, you will also receive one Collection Pack for free, and additional ones when completing weekly challenges.


Both teams do not have access to firearms of any kind in this game mode. The Hunters only have a modified version of Sledge’s Hammer and unique abilities to track the Monsters. Monsters cannot attack Hunters directly but have access to traps and abilities as well. Hunters win if they hunt down all the Monsters while the Monsters take the round if they survive the night!


In Doktor’s curse, the deadliest game of hide and seek ensues between the Hunters (Attackers) and the Monsters (Defenders). Returning Operators from last year, alongside a rebalanced Oryx, are joined by newcomers Dokkaebi and Nøkk with their own exclusive accursed cosmetic bundles. As a special surprise this year, Iana will also have her own exclusive Doktor’s Curse bundle for a limited time too!

In this fast-paced chase of terror, Hunters are equipped with hammers while Monsters have access to the Nightstride ability, granting temporary invisibility with increased movement speed along with their traps. Nightstride has a cooldown effect and may only be used three times by a player during a round. This year one of the Hunters also will have this ability to keep the chase frantic so keep watching your six while running!


Kompletter Artikel: DOKTOR'S CURSE 4



See the upcoming changes to Rainbow Six Siege with the release of Y8S3.3.


  • Operators who fall onto a Welcome Mat will be able to remove it from their leg by themselves or with the help of a teammate.
  • Operators who fall onto a Welcome Mat are considered downed. R6 allows a player to be in downed only once per round, if they have been downed already, they will be eliminated if they fall onto a Welcome Mat.
  • If Operators remove the trap without the help of a teammate, a debuff will be applied to them for 60 seconds with these effects:
    • Move 20% slower and can’t sprint.
    • Leave a trail of blood behind.
    • Health is set to 20, same health you get after standing up from being downed.


  • Armor: 3 (from 2)
  • Speed: 1 (from 2)


  • Gadgets: Frag Grenades will replace Breach Charges.
  • Secondary Weapon: Removed Gonne-6.


  • Gadgets: Added Frag Grenades as 3rd option.
  • Secondary Weapon: Removed Gonne-6.


  • Gadgets: Stun Grenades will replace Frag Grenades.
  • Secondary Weapon: Added Gonne-6.

POF-9 (PC & Console)

  • Reduced vertical recoil.
  • Reduced lateral recoil.
  • Reduced recoil increase after long bursts.


  • Damage: Increase to 60 (from 49)



Some parts of the player’s saved profile will now be shared across all platforms, including:

  • Visual customizations.
  • Common gameplay options.
  • Progression.
  • Matchmaking preferences.

Additionally, Operator loadouts and equipped weapon attachments will be shared across console platforms, but not between consoles and PC.



FIXED – Gadget deployment detection is inconsistent on reinforced walls.

FIXED – All players receive the deactivated VFX for electronic devices when Fenrir is affected by an EMP.

FIXED – Black screen encountered after eliminating Iana when she uses Gemini Replicator.

FIXED – Mira’s Black Mirror is removed when interacting with Ram’s BU-GI.


FIXED – Operators can vault on the statue on the 1F Spiral Stairs in the Consulate map.

FIXED – Ace’s first S.E.L.M.A. Aqua Breacher fails to detonate the second time if thrown on the destructible wall that leads to 1F Emergency Exit in the Consulate map.

FIXED – Incorrect compass location is displayed at 4F Cockpit on the Yacht map.

FIXED – Users can skip part of the Attack tutorial by vaulting over the sandbags located at SW EXT Street.


FIXED – Ram’s BU-GI is shown in the wrong direction when throwing it while upside down in rappel.

FIXED – Ram’s BU-GI sticks on wall if deployed while crouching.


FIXED – Incorrect PC directory name used for the game settings file that is saved in the user’s My Documents.


FIXED – Overlapping audio is played during the kill cam.

FIXED – Missing audio lines when the Preparation Phase timer is running out.

FIXED – Aruni’s Surya Gate and gadget SFX cannot be heard through walls.

Kompletter Artikel: Y8S3.3 PATCH NOTES