It can be adjusted, but the intention here is for the tank to spend the dark blue barrier HP to approach on engagement, while the light blue is a back up always available, eventually when a team fight starts barriers are gonna either have lower HP or let it break to get more HP.
But make it so when it breaks the dark blue regens first
Order from right to left:
Dark blue / light blue
Light blue receives damage first, but can regen if you retreat it, dark blue receives the damage later and only regen after broken.
So if your barrier takes too much damage and it consumes the dark blue HP it won’t get it back until it’s broken, it will get back the light blue though.
Really only if that offtank utility is burning down barriers.
But again, if the complaint is making DoubleBarrier still useable, there’s some percentage number between giving 1% of the damage as UltCharge and 100% of the damage as Ult charge that would make DoubleBarrier equivalent to SingleBarrier.
It’s a nice little dial you can tweak until it’s just right.
5-10% ult charge might have been possible, 50% would just be ridiculous. You require 0 aim to shoot a barrier, so heroes like Genji would basically be getting their ults for free.
The problem with 1-3-2 is you basically have Healers getting constantly hunted down by excess DPS, and the Tank being locked down by CC or the Tank just plays like a pure DPS and makes no space.
Yeah, but you’re also talking about cracking through 900+1300+900 barrier, a unmatrixable boulder flashbang, a Matrix that heals, and a near invulnerable Orisa, and a projectile 50% Slow
The idea is to weaken that a lot by giving extra Ults.
As if rebalancing the entire game is easy, but giving some conditional Ult charge is hard