since changing the numbers has led to the disgrace of tank shields (cooldown, HP and gap), perhaps the time has really come to analyze in which situations the shields become useless despite there being 2-3 in a team.
- if the beams are a way to overcome the matrix of sigma and D.va, we start to select some bullets of the game that “cross” the barriers?
- or that the barriers applied in the vicinity add up in one but begin to have a faster expiration in summoning? (inspiration at zero hour)
- maybe apply a small internal device that if destroyed by flankers first deactivates the barriers (as happens for the immortality field of Bap)?
- make the damage splash (and not the bullets) passable by the barriers?
- apply useful bonuses when destroying the enemy barrier by shooting at it? (ultra loading? ) would this discourage invoking shields too often without acting against the enemy in trench battles?
in short, we need a weak point. or find a precise weak point to the barriers that can be positioned and easily replaced (orisa and Sigma) without always going to act in the cooldown or in the shield hp.
Finding a sweet spot should help justify the return of decent shields who simply need to be careful, and not feel “useless” from the start.