✅ Buff Barrier stats back up, However

What if they buffed barrier stats back up:

Sigma barrier = 1200hp, regen 150
Orisa barrier = 900hp, cooldown 9
Reinhardt barrier = 2000hp, regen 200
Winston barrier = 700hp, cooldown 10

But if either the barrier or the barrier tanks are near to eachother, then:

Sigma barrier = 900hp, regen 120
Orisa barrier = 600hp, cooldown 10
Reinhardt barrier = 1600hp, regen 200
Winston barrier = 600hp, cooldown 13

Additionally, if no barrier tanks are present:

Brigitte barrier = 500hp, regen 100

For the proximity radius, an objective is usually 20m wide. So let’s make it so these conditions activate if the barrier or barriertanks are within 40m distance between each. Regardless of walls.

If the barrier has already taken damage, this debuff would not lower the barrier health further than it needs to.
(I.e. Orisa barrier reduced to 650hp by damage would be 600hp with the debuff.
Orisa barrier reduced to 500hp would be 500hp with the debuff).

Actively counting down barrier cooldowns wouldn’t be adjusted higher, when the proximity activates.
Although active cooldowns wouldn’t be adjusted lower when the proximity deactivates.
Cooldowns would adjust when the cooldown resets.

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So this is the concept I was mentioning in your thread.

What do you think about it?

That is a nice idea, but how big would the radius of proximity be?
How would it kick in? Gradually the closer they are?
How would it interact with the damage already taken when they are dynamically changing values?

Isn’t this a bit convoluted and sort of “if-or-if-or-if”-y?

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That.

Good thought on the damage already taken. I figure it would not reduce barrier health further, if it’s already lowered by damage.

Makes it so single barrier is strong, and double barrier isn’t too strong.

Also while this could be indicated with the UI, it’s mostly for higher tier players. Since average to lower ranks have difficulty getting even 1 barrier, much less 2.

This could be interesting. Can it beaded in workshop to test it out?

I’m not sure, sounds a little bit complex if they can constantly change their values.
For example:
Orisa 900 hp barrier took 450 damage, than Winston come closer and her barrier would be lowered proportionally then, like 300 (since 450 is 50% of 900 and 300 is 50% of 600)?
And if 900 took 200 dmg, it’s at 700 hp now, should it be lowered to how much then? Proportionally to 466?

I wouldnt mind Barrier buffs, if they added something to counter play it.

By creating an ability to counter the use of Multiple barriers would go a long way.

Simply create a character with the an ability that damages all shields equally within a certain radius. If the enemy is running two shields it would damage both let’s say 300hp as an example, doing total 600hp of shield damage. If they run one shield than it would only be 300hp. Simple. And this could be made into a percentage too if that would work better.

Here is a simpler explanation.

Sounds better this way.

But what about leaving the proximity radius, how would the barrier recover it’s health then?

It would just have to wait for the next cooldown, or start regenerating.

:thinking: this would be more disadvantageous to deployed barriers I guess.

Well it would take 4 seconds for Rein to regen that BarrierHP.

Since the regen doesn’t start until 2 sec after the barrier is down.

Although you do have a point. Actively counting down barrier cooldowns shouldn’t be adjusted higher, when the proximity activates.

Hello there! (please read in Obi Wan’s voice, thank you)

I dislike this because it makes shield tanks even less independent and I think we need the opposite right now. I don’t want one of my main function’s efficacy literally tied to another team mates, be that his position or whatever.

I’d rather tackle the balance challenge head on in the this case, and frankly I think devs already did a pretty good job at that. Couple tweaks to Orisa and shield tanks will be golden.

Perhaps reconsider when Mauga is in here.

The changes to barriers were not JUST to get rid of double barrier, but try to reduce the effect of barriers overall as they caused most sustain heroes to lack viability because punching through the barrier was just not a worthwhile strategy.

this feels like a really bad way to do it. Namely because players may have to guess when they’re in range, and it’s just anti-synergy via sledgehammer mechanics

I’ve been thinking of some graphics to show the debuff is active.

Although technically they could just make it happen regardless of where they are on the map, but that might be annoying if someone is flipping through heroes in spawn.

Although I guess they could make it so that it doesn’t kick in until the person is outside of spawn.

I don’t know, I just really don’t like the idea of the game punishing players for playing the tanks they wanna play. No other role or hero offers anything close to what you’re proposing. I’d rather the current lowered shield health than this.

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What happens if Orisa sets her shield down, the CD starts, and then someone else puts down a shield? Will Orisa’s go up in time waiting and down in current health? Does it only affect the new shield?

What if Orisa shoots hers into the air, it doesn’t land, and THEN a shield is made before hers spawns?