Here’s an idea, in the long running series of “what to do about barriers”.
Tank Rule Change
If two enemy players are using Sigma, Orisa, Reinhardt or Winston.
Then 50% of the damage dealt to the enemy barrier counts gives Ultimate charge.
Would be kinda subtle, and rare on ladder below Diamond.
But high tier play is ALL about ultimate charge economy.
And a penalty this strong would keep DoubleBarrier in check.
Even if we buffed up DoubleBarrier to be stronger than it was in September.
Well, I know it’s off topic, but what about barriers getting 2 types of HP, one is a minimal that would regen if barrier is retreated and one that is bigger, but only regen after barrier breakage? Could that work?
Like Rein has 600 HP of his barrier which is minimal HP (light blue) and 1000 HP that is dark blue and only regens after barrier is broken?
I don’t know exact good values, but would this work?
but wouldnt it also work if you buffed them in a way that it doesnt give them HP, like Cooldowns or Regen Rate so that double barrier still cant take a lot of damage but a solo tank who plays smart can use them effectively
but then they are much less resistant to just beeing rushed down with burst like a junkrat or a bastion, aka the barrier breakers who still need a reason to be used
Well realistically if you buff them in a way so they are good on their own, sure they will be better together
but if you pair it up with off tank changes, maybe the utility of an off tank will be good enough so that running double barrier will in itself be an option, but not as effective as you are giving up a valuable utility an off tank would