This review is coming atcha from a fellow who has never used this card. I therefore speak with all the confidence and all the experience of a political pundit.
Here's my golden dream: couldn't this card be the ultimate answer to enemy control? Now that it also prevents monsters from spawning at its location, when you are camped out in your barricade, you WANT to draw monsters. And there are cards that can help you do it. If you're a couch-bound Rex, you could take a couple copies of On the Hunt and "Let me handle this!", and greatly increase your chances of drawing monsters or taking friends' monsters. Your buddies can help with cards like Scrying, "You handle this one!", and other encounter deck manipulation tools.
What happens to those monsters bouncing off your bunker roof? It's embarrassing for them, but they just sort of pile up. The hunters are totally neutered, because despite your inaccessibility, you are always going to be the closest investigator, and therefore, unless their instructions say otherwise, they will try to hunt you. Even if there is another investigator just as close, the rules still allow you to designate yourself as the target (again, unless special prey instructions dictate otherwise) And so, on the enemy phase, they will pathetically nose around your impenetrable cocoon, accomplishing nothing, while your friends clear the board of clues.
The advantage of having the vast majority of monsters drawn do NOTHING at all doesn't really need to be spelled out. It's so good, that it's almost worth it in a four player game to have one person just camp out and do nothing but try to draw enemies. But of course, as we all know now, it's possible to work remotely. All investigators with access to Barricade also have access to In the Know, Seeking Answers, and Pendant of the Queen, among other tools. Connect the Dots chains very nicely with In the Know, allowing you to gobble clues efficiently from the comfort of your little sanctum. And though In the Know will run out quickly, there are ways to recharge it: Truth from Fiction, Enraptured, and Eldritch Sophist, specifically.
To me, the question is, how many scenarios give you the luxury of camping out like this? Obviously in scenarios like Essex County Express, it's a no-go. It's worthless in The Miskatonic Museum, because the only enemy in the deck is elite. But take a scenario like The House Always Wins. How cool would it be to chill in the Clover Club Bar all game? When the first abomination spawns in the Lounge, rather than making for a beeline for your compatriots in the back rooms, he'll just lurk around the lounge, giving you dirty looks and maybe kicking over a table every now and then. When the second abomination tries to show up in the bar, he'll find himself ignominiously shunted into the lounge instead, thus doubling the stupidity. Maybe you'll be lucky enough to draw the third, so all three stooges can chill there together. The only potential complication is the damn Clover Club Pit Boss, who is elite. The team needs to find a way to make him hunt west rather than east, possibly tough to do if you are the seeker...
And now my dream ends, and I await the rude awakening which I'm sure will be delivered to me by the first commenter!