@wafflehead2013 I don't really see a problem that Grohk is not viable as main support. He is viable as off-support. Not every tank is playable as main-tank so why has every support to be playable as main-support. Especially with the new double-support meta.
Grohk is good in doing damage and he has good self-sustain and therefor his healing output is bad to keep him balanced. If his healing would be buffed he would be overpowered.
I also don't think we need another dps champion. There are many to choose from already. Especially now with double support meta the number of supports shouldn't be reduced.
Right direction (in the sense these would buff sustain and Tinkerin), but not exactly what I would consider doing. I made a video roughly 3 weeks ago (link here) detailing what I think he needs, Of course this is assuming Wrecker and Bulldozer are buffed which will SURELY happen as long as EM's design team doesn't have brain damage considering the FL meta right now is VERY shield heavy, and of course Io and Imani exist, and I ended up coming to conclusions more along these lines (with some omissions so I don't accidentally break him):
Increasing Maximum Health from 3400 to 3500. (I don't like the idea of buffing his max health too much as you can still run Brave and Bold to supplement it and I don't feel like he should be made to just absorb damage)
Increasing his Barricade's health from 3750 to 4500.
Dome Shield should no longer consume charge until FULLY deployed. (which you pretty much covered this)
Increasing the scaling of Palisade from (.4/.4)s to (.6/.6)s.
Increasing the scaling of Bunker from (200/200) to (275/275).
Healing Station's effects should STACK. (Would very much help defensively with point Archi builds)
Increasng Tinkerin's damage from 480 to 520 and boosting it's projectile speed by ~15%.
When it comes to the changes I was actually thinking about buffing his shield, but then I realized how "fun" new shieldnando and koa are to go against and instead decided to make barik himself absorb more damage instead.
In these balance changes I am trying not to touch any cards unless they are in dire need of help (Bane, Devout Dexterity, Snake Pit) or if they are very overtuned, which is why you don't see those mentioned anywhere in the Barik section. Barik cards, for the most part, are in lucky spot where they are strong enough there's barely any that would make you throw the game. However I wouldn't mind these buffs you proposed going live.
Except for Healing Station. I might not have played Barik much in season 3, but when I did, I used architectonics religiously and healing station didnt seem to be in need of buffs. I can't imagine the effect stack unless we drop its value a little.
Not sure if 40 extra damage on Tinkerin isn't too much. It is a tank afterall and when Ash received her exact damage shift she went from one of best to throw picks instantly. I honestly would just make sure he can 4tap 2000 hp targets and call it a day. The projectile speed I have no comment on, but I am not sure if it is necessary addition since projectile speeds can change the feel of the weapon and I am sure there are some players that like Tinkerin's speed currently.
I have two things to say here:
As I already stated earlier, these changes would account for Wrecker and Bulldozer buffs. So the shield meta would more than likely not be as much of a thing as it is now. Plus, if Barik's shield were so concerning it would already be part of the off-meta but I've yet to see it be prolific in ranked. Could try to change that, but doubt it would be better than just running Shield Koa/Nando to do the exact same thing. Also I will not mention how nothing in that buff would ever make it compete. Both of those buffs are actually quite small and with the implied Wrecker buff, it would do little more than make him a potential champion to take Wrecker into if running Fortify.
Tinkerin's damage right now as is on live is SO bad that even when Barik was good (back before pocket meta) his Tinkerin winrates were 3% BELOW average in D+ on the second highest WR tank in the game. I don't like using winrates as an argument, but that does say something when his other two talents had a whole 7% higher winrate. Nonetheless, I guarantee you'd see why it needs 40 more damage if you played it as is on live. It's soooo bad that it literally makes your DPS effectively worse. All this 40 damage increase would do is put it not to the point he could four shot squishies sans fall-off unless they didn't take enough health cards (old Tink could do 2240 in four shots before fall-off, this would do 2080).
Same thing here, It worked a while after I reinstalled but now its back. It seems it happened after a failed to load match, when I try to start the game again it goes into the map loading screen, after a while it loads the main menu and I can't click anything.