5e Flanking Dmg

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5e Flanking Dmg
I've been running a virtual table-top 5e campaign which naturally uses a grid for combat. So far I think it's fine. We use the DMG optional rule for flanking (two allies on opposite sides of an enemy grant advantage to each other's attacks against that enemy) and it works well so far, except for one issue.
One of the PCs is a totem warrior barbarian, and we felt that using the flanking rule makes the 3rd-level wolf totem spirit ability less interesting and useful. Basically that ability gives your allies pact tactics with regards to the barbarian while he's raging (they get advantage on melee attacks against an enemy you're adjacent to while raging).
With the way opportunity attacks work now, allowing you to move around a creature without threatening OA as long as you don't move out of its attack reach, getting into flanking position is not all that difficult. It also makes lots of lower level creatures even more deadly than they already can be in 5e (which I'm fine with).
We've tentatively decided, and will test it out, that the 3rd-level wolf totem spirit ability allows the barbarian (while raging) and his allies to have pact tactics essentially (so the barbarian also gets advantage when any of his allies are adjacent to the same enemy) and it allows ranged attacks to have advantage against enemies the barbarian is adjacent to while raging. I'm feeling like this is maybe overboard, but then, right now it's already pretty easy to get advantage from flanking anyways, so I'm not sure this is going to be a major change, especially since we only have one real ranged attacker in the party.
I'm curious how others are playing grid-based combat with 5e.
Do you use flanking as described in the DMG or at all?
Do you modify opportunity attack rules so any movement within reach of a threatening enemy triggers OA (unless it's movement modified by the disengage action)? or some variation thereof?

5e Flanking Dmg

I've been running a virtual table-top 5e campaign which naturally uses a grid for combat. So far I think it's fine. We use the DMG optional rule for flanking (two allies on opposite sides of an enemy grant advantage to each other's attacks against that enemy) and it works well so far, except for one issue.
One of the PCs is a totem warrior barbarian, and we felt that using the flanking rule makes the 3rd-level wolf totem spirit ability less interesting and useful. Basically that ability gives your allies pact tactics with regards to the barbarian while he's raging (they get advantage on melee attacks against an enemy you're adjacent to while raging).
With the way opportunity attacks work now, allowing you to move around a creature without threatening OA as long as you don't move out of its attack reach, getting into flanking position is not all that difficult. It also makes lots of lower level creatures even more deadly than they already can be in 5e (which I'm fine with).
We've tentatively decided, and will test it out, that the 3rd-level wolf totem spirit ability allows the barbarian (while raging) and his allies to have pact tactics essentially (so the barbarian also gets advantage when any of his allies are adjacent to the same enemy) and it allows ranged attacks to have advantage against enemies the barbarian is adjacent to while raging. I'm feeling like this is maybe overboard, but then, right now it's already pretty easy to get advantage from flanking anyways, so I'm not sure this is going to be a major change, especially since we only have one real ranged attacker in the party.
I'm curious how others are playing grid-based combat with 5e.
Do you use flanking as described in the DMG or at all?
Do you modify opportunity attack rules so any movement within reach of a threatening enemy triggers OA (unless it's movement modified by the disengage action)? or some variation thereof?