Restorative Locket Changes

jmac245

New member
Currently, Resto Locket is extremely good in the laning phase, especially against characters like geist or grey talon who are frequently using abilities early into the game. Two players with resto locket in lane can feel completely unkillable and frustrating to fight against. After laning phase, however, the item's effectiveness becomes inconsistent due to the way the game is played changing and not being around enemies consistently enough. I think it could be helpful to cement resto locket as a laning item by rebalancing it as a 500 item. I'd start with the following changes

Restorative Locket
T1 Vitality - 500 Souls

Passive Stats
+80 Spirit Shield
+10% Stamina Recover

-When an enemy uses an ability within 50m range from you, store one Restoration Stack

Active Stats
-25 Second Cooldown (this is unchanged from current, would likely need adjusting with gameplay data)
-Consume all stacks to heal target ally and replenish a stamina point. Can be self-cast
-12 Heal Per Stack
-12 Max Stacks

(Max potential stack healing reduced from 480 -> 144, duo lane max potential burst healing reduced from 960 -> 288)

I think this will make the item a competitive item with similar laning options such as extra regen / healing rite (which does 350 health over time vs up to 144 instantly on this proposed resto locket) while moving it more towards an anti spell spam item in laning phase when facing talon / geist / warden / etc. (something i feel the game could benefit from). Additionally the risk of it falling off midgame and needing to sell it at a 625 soul loss falls to a 250 loss, something which is already acceptable and part of building kits in this game.

In short, more consistency, less power, and a better defined niche for resto locket could make it a great item. Let me know what you think!
 
RL value extends into the midgame, since it's relatively easy to build up 15 stacks and keep that in your pocket for emergencies. an instant 440 (or 600 with Healing Booster) is nothing to scoff at since even in lategame that's basically a free 20% health back. Fairly comparable to Divine Barrier which is a free 520 shields at any time. The fact that you have to build stacks though is what makes it so niche compared to DB which has no pre-requisite to pop the free shields and speed. And even if you never build full stacks it's basically a free extra stamina when popped at 1 stack and then the spirit resist which is a rare stat. That's part of why i'm not keen on your proposed rework, because part of RL's value is that every stat it has is hard to come by and extremely passively useful (sprint speed and spirit resist specifically), but you've stripped both of those things out

Personally I think RL should provide stacking passive benefits relative to the amount of stacks on it, like if you have 15 stacks built then you'll gain additional regen or stamina recovery and then even in the lategame where you dont rely on healing much it still provides you utility as a stacking item. But it's tricky because the item is already loaded with lots of useful stats and it is still somehow pretty unpopular, you can only tack on so many stats before it gets bloated
 
restorative locket isnt a bad item early on espacially when lanning against heros with small cooldown on their abilities like pocket or yamato but i dont think the heals scales mid to late game what i think the change to resto locket should be is to have it as an upgrade to resto shot, make it have 10 stacks rather than 15 but the heal per stack should be relative to the damage taken from the ability that enabled the stack and if there was no damage taken you heal the standard 32 health also a small increase to the shield from resto shot would also be a good change
 
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