I’ve come up with a lot of ideas off how to unseat DoubleBarrier from power, without sabotaging SingleBarrier.
In short, cutting through two barriers at medium or long range is always gonna suck. So the counter to DoubleBarrier needs to be close range.
And here’s some minimalist changes how to get there:
- Armor - Blocks 20% of damage. Counts towards the 50% damage resistance cap.
- Mei - Moved to Tank Role. Icewall cooldown reduced back to 10sec.
Yeah that’s all of it. You can stop reading now if you want to, and just reply.
Otherwise let’s expand those details:
Armor:
- Reduces enemy damage by 20%.
- This applies to all damage types.
- This also contributes to the 50% Damage Reduction maximum cap applied to Nanoboost, Fortify, TakeABreather, Ironclad.
Lots of implications here, but basically any damage below 25 per attack gets stronger, and damage above 25 per shot gets weaker. Largely favors close range attacks.
If any hero is too vulnerable from these changes, just adjust their hp/armor ratio, or increase their health.
The damage resistance cap is new, but honestly it’s kinda weird having heroes that can block 75% of incoming damage from close range attacks. I.e. Old-Fortified-Orisa or Nano-Rein.
Mei
- Role: Moved to a Tank Role
- Icewall: Cooldown reverted back to 10 seconds, down from 13.
It would prevent Mei from being used as an anti-Dive bodyguard for DoubleBarrier.
It would also prevent Mei/Reaper Rush comps, which were frequently run as DoubleBarrier.
And her Wall is really her biggest Tanking ability, and it was fine for a long long time at 10seconds.
Results
These three changes greatly shift the meta towards closer range fights, instead of mid-range standoff fights behind an excessive amount of barriers.
Which means more Dive comps, and also some speedboosted Deathball comps.
But a lot less DoubleBarrier comps.
And yes, I got a lot more changes in mind than these ones. But it would set the direction of the meta to move past DoubleBarrier.