View Full Version : [Item] [2.5.19] Grave Locket Discussion
Dasherz_
05-01-2012, 08:20 PM
Just wanted to hear some others opinions on the item.
At the moment almost every person I play with (1600-1950 psr) picks it up on 90% of heroes and I have had some discussions with some high level competetive players and they all agree it is super overpowered for the price.
Mark of the novice - 150
Pretenders Crown - 185
Amulet of Exile R - 150
=485g
Amulet of Exile gives +3 agi +3 str +6 int
Grave Locket Recipe -250
=735g
Grave Locket uncharged give = +4agi +4str +7int
52 hp / 91 mana / 0.56 armour / 4 attack speed
Grave Locket charged via kill or assist = +7agi +7str +10int -10 seconds on respawn timer.
91 hp / 130 mana / 0.98 armour / 7 attack speed
The build up:
A lot of the problems lies in that it takes most the items you already have in your inventory from the start of the game to build. Alot of str heroes benifit from +3 (150g) and +2 all stats (185g) while laning as many have low mana pools. Int heroes obviously love amulet of exile as it does everything for them and is a cheap stat boost / bigger mana pool. Agi heroes get amulet of the exile somewhat less but not after he introduction of the grave locket, as it gives 133 hp and 130 mana which is huge on heroes like FA, Valk, TDL, SS, Silo, Engi, Flint, EW, MM, Damp and many others just go through the list yourself and youll see alot agi heroes benifit from an extra spell cast or two early game, for a super cheap cost.
-10 seconds on respawn timer:
This is especially huge early game while respawns are between 15-30 seconds. Not only can you get back to farming faster if you got ganked but say there is a fight at your tower you die and would normally have 25 second respawn now its only 15 seconds and you can tp back down to the tower to help your team much sooner. This item maes pushing actually alot harder as the -10 seconds is a set number and not scaling it is huge early game but negligable late game.
Its nothing like Sac Stone:
I wont get into a discussion in this thread about sac stone but this item because you lose the charge on death does not make it situational like sac stone is.
Anyone who has played this game for a while will realise how important stats are early game having an ultimte orb (agi is every negligable) like item 4-6 minutes into the game is absolutely huge.
The only stat based item it loses to in gold per stat (gps) is the minor totem
Minor Totem = 17.66 gps
Grave Locket charged = 30.625 gps
Predator Crown = 30.83 gps
Grave Locket Uncharged = 49 gps (corrected)
+3 stat items = 50 gps
Ultimate Orb = 70
See a problem here? Your basically getting an ultimate orb for 35% of the price the only real part missing is the extra 57 hp. 7AS and 0.3 armour is negligable especially if your not an agi hero.
Heroes this is good on:
Every Int Hero
Every Str Hero except warbeast as I believe he cant make good use of the extra mana
Every Agi Hero except a couple of super hard carries who rush runed axe instead or rush HOTBL. As these items are far more important to get early and most of the time wont be getting it charged within 1-2 minutes of getting the grave locket.
Magebane, TDL, Scout, Sand Wraith and Chronos are the agi who wouldnt normally get it as they are on a race against the clock to get big items and cant spare the early gold even though how minimal it is.
Drawbacks:
When you die you lose the charge.
You see though with the -10 seond respawn timer this isnt a huge deal and you can be back out on the feild 40-50% quicker setting up ganks again.
I frequently play with high level players who refuse to get this item as its banned in tournaments and they dont want to get used to it then not be able to use it in a real game. Those gameswith 1800-1900 players who are just really good pub players they get it every game as they understnd jsut how good it is.
The only good suggestion i've heard however bland is to increase the recipe cost to make it actually compete with other stat items.
Your thoughts and suggestions?
Ekamo
05-02-2012, 09:31 PM
Approved for mathz.
Suggestions are okay, IF THEY ARE PROPERLY REASONED TO AND JUSTIFIED (!). If not, feel free to just not post.
man_guy
05-02-2012, 10:35 PM
I think its mostly fine at the moment since it doesn't promote stacking, takes an item slot, and doesn't build into anything (yet). Just compare it to Power Supply in efficiency and buildup. I don't like items that are so good they obligatory to even compete, so it helps to have items in similar efficiency to Power Supply to promote some item diversity since Power Supply won't be removed.
MadPsycho
05-03-2012, 12:57 AM
I agree this item is almost always good. However, I don't think that's a bad thing. The item promotes more aggressive early game play, which is to be preferred over a stagnant farm-fest. It is very efficient, but then again so are the other items in its price range. It's a decent investment that can't be upgraded, which is the main reason I feel this item is mostly balanced.
`11411181
05-03-2012, 02:40 AM
"who refuse to get this item as its banned in tournaments"
Uh.
Huh.
Dasherz_
05-03-2012, 05:39 AM
^ they try to avoid getting this item while playing pub games as it is bad practice for them to get used to using an item which is banned in tournaments as his is the primary focus of their game playin. Especially an item which changes early gameplay so much.
Same reason they dont practise monkey king or kensis yet as they are still banned in the upcoming tournaments they are competeing in.
iNsania
05-03-2012, 07:30 AM
Just saying' it's basically an ultimate orb for 725gold,
on behalf of the comp scene, OP item is OP.
XFlame
05-03-2012, 07:41 AM
Insania, if you were to balance this item, how would you change it, barring the 'remove from game plz' option?
Skitkeff
05-03-2012, 08:17 AM
I agree with you. I pick up Grave Locket 90% of the time, it is incredibly powerful.
I think that Soulscream Ring, Fortified Bracer and Null Talisman (forgive me, I don't know what it is called in HoN) are underpowered. Sure, picking up 1-2 of these could be beneficial early, but it's most of the time a waste. My cores on almost every hero is Power Supply, Ring of the Teacher and, nowadays, Grave Locket. By changing Soulscream Ring, Fortified Bracer and Null Talisman to also give +3 damage (as in DotA) would add a bit more variety to early-game items.
Nevertheless, as you say, the -10sec respawn timer is ridiculous early. If you manage to pick up a Grave Locket very early you can almost remove the respawn timer. This makes Grave Locket a must-have item in intense and high-paced games.
In conclusion:
Add +3 damage to Soulscream Ring, Fortified Bracer and Null Talisman to make this compete with Grave Locket. Also, remove or rework the reduction of the respawn timer.
TheShiny
05-03-2012, 08:47 AM
How is it OP? I mean, define OP. It's a good cheap item for early game that everyone can get with or without good farm. It's not OP, but it's a good item in most cases. I think its basicly **** after late midgame since you cant build it to anything and it's not even worth picking up if you don't have a decent kill and death ratio when playing since you will want to use the -10 sec timer imo.
The item should need >10< charges, one kill/assist gives you an amount of charges equal to the level of the dead hero.
You don't lose charges when you die.
Makes it less strong early game, but doesn't nerf it later.
Though I commonly like this item, as it is.
`11411181
05-03-2012, 11:43 AM
^ they try to avoid getting this item while playing pub games as it is bad practice for them to get used to using an item which is banned in tournaments as his is the primary focus of their game playin. Especially an item which changes early gameplay so much.
Same reason they dont practise monkey king or kensis yet as they are still banned in the upcoming tournaments they are competeing in.
Uh.
Huh.
So in other words, you're saying that rather than abuse a broken mechanic to win games in non-serious pubs (and then eventually have people take notice and nerf it), they all collectively groupthink themselves into a corner and decide that it's better to not even touch it.
Where have we heard this form of collective reasoning before again being flawed? Oh right, BULWARK.
I'm probably the most extreme example of using theorycrafting, rather than actual game experience, to assess things - but even I think that's retarded. Look at Smoke of Deceit in DotA2 and imagine if competitive players reacted to that in the same way as Grave Locket.
inb4 shitcunts tell me that the smoke analogy is bad because dota2 is a different game blah blah and i just couldnt possibly understand why.
That item will stay there right up until s2 can see whether the positive sides of the item that they wish to shine through are effective or not, and it will continue to have those stats on it to make people pick it up - with minor reductions if need be to placate people.
Dasherz_
05-03-2012, 03:07 PM
Uh.
Huh.
So in other words, you're saying that rather than abuse a broken mechanic to win games in non-serious pubs (and then eventually have people take notice and nerf it), they all collectively groupthink themselves into a corner and decide that it's better to not even touch it.
Where have we heard this form of collective reasoning before again being flawed? Oh right, BULWARK.
I'm probably the most extreme example of using theorycrafting, rather than actual game experience, to assess things - but even I think that's retarded. Look at Smoke of Deceit in DotA2 and imagine if competitive players reacted to that in the same way as Grave Locket.
inb4 shitcunts tell me that the smoke analogy is bad because dota2 is a different game blah blah and i just couldnt possibly understand why.
That item will stay there right up until s2 can see whether the positive sides of the item that they wish to shine through are effective or not, and it will continue to have those stats on it to make people pick it up - with minor reductions if need be to placate people.
This is the last post ill say to you as your clearly just trolling.
Most pro players I know prefer not to get the item as to anyone with a clue its obviously going to be nerfed. Its basically like practicing engineer when he was first released, it was obvious a nerf was coming and no point playing him in pubs if they truely want to get better.
Pro players dont want to "abuse broken mechanics" as it will only increase their mmr/psr in pubs compared to winning $$$$ at dreamhack and such. Also sols isnt banned in tourneys afaik.
If grave locket wasnt banned in the tournaments they were playing in ofc they would get a grave locket but the fact is IT IS.
Anywho you have done nothing to comment on the balance of the item itself so please dont try and derail the thread further.
skeloperch
05-03-2012, 04:50 PM
Grave Locket is fine since all it offers is cheap stats, and builds into nothing. It's in direct competition with other early stat items like Major Totem, which builds into the handy dandy Tablet of Command, and Power Supply, which also has a tacked on mana/health heal, and can be used to save oneself in a clutch situation.
The -10% respawn time should go, though. This should be a stats-only item. Once that's removed, this item is in a perfect spot.
Salem1
05-03-2012, 09:25 PM
I find that this item is fine because it competes with so many other items. You'll want boots, power supply, vestments and a tp as ranged and that with a hatchet and/or buckler as melee. Then you build your first major item. But because you got a grave locket, you won't be able to put more than 1 component in your inventory unless you've sacrificed other key items - especially not if you're melee as buckler is really solid. Not a problem if you're rushing shieldbreaker but try hellflower, savage mace, shrunken head etc.
Now of course most people in pubs don't carry tps and don't invest in either power supply or vestments. But if they did and for those who do, they would have to sell grave locket or something else pretty soon after getting it which is gold they could've used to get something else and/or get rid of an item that will be missed. Supports want to build utility items like tablet, stormspirit, astrolabe etc. with what little gold they have, carries want game-changing items like shrunken head and savage mace with a few components that won't have space in their inventory if they get grave locket, gankers tend to have bottles and thus really have no space at all for it & like carries they want to snowball not accumulate many small items (not that you can really do that with only 6 slots) and initiators don't need it at all to do their job.
`11411181
05-04-2012, 12:06 AM
This is the last post ill say to you as your clearly just trolling.
Most pro players I know prefer not to get the item as to anyone with a clue its obviously going to be nerfed. Its basically like practicing engineer when he was first released, it was obvious a nerf was coming and no point playing him in pubs if they truely want to get better.
Pro players dont want to "abuse broken mechanics" as it will only increase their mmr/psr in pubs compared to winning $$$$ at dreamhack and such. Also sols isnt banned in tourneys afaik.
If grave locket wasnt banned in the tournaments they were playing in ofc they would get a grave locket but the fact is IT IS.
Anywho you have done nothing to comment on the balance of the item itself so please dont try and derail the thread further.
What's to comment? Using the excuse of not using it is like saying that these players don't play new heroes to see what they do, and get good at them. Rubbish rhetoric.
The item is getting nerfed anyway, so *shrug*
Tomate
05-04-2012, 10:30 AM
The item really isn't picked that often in the 1650 - 1750 bracket... I can't say I think much of the item...
Most heroes that actually get farm are usually the melee heroes that rely on getting an early HotBL or something like such meaning they won't invest the gold into the item, the mid heroes who often need a bottle prior to investing in much else making grave a later game item, the item, as funny as this might be, competes with mana ring (only 650 gold more which isn't much on a hero obtaining farm) and provides more mana, way more regen, a team utility and a supporting aspect.
Locket really benefits only a niche group of heroes like Hag if you ask me, for most heroes, better options exist early on, specially considering the fact that the item, uncharged, is somewhat lacking.
Grizfang
05-04-2012, 01:59 PM
Grave Locket is fine since all it offers is cheap stats, and builds into nothing. It's in direct competition with other early stat items like Major Totem, which builds into the handy dandy Tablet of Command, and Power Supply, which also has a tacked on mana/health heal, and can be used to save oneself in a clutch situation.
The -10% respawn time should go, though. This should be a stats-only item. Once that's removed, this item is in a perfect spot.
I kind of agree here, comparing locket to powersupply they are close in terms of power and how often it is picked up. Why is it ok for powersupply to be picked up on +90% of the heroes but not grave locket?
Xinlitik
05-04-2012, 02:23 PM
I agree that it's a bit unreasonable in its current state. What if it were toned down very slightly by making the on-assist/kill bonuses incremental? That is, instead of instantly becoming an ultimate orb, it takes a few kills to do so. And only make 1 charge lost per death so the main idea of the item (giving supports a reasonable purchase) is not obliterated.
Alten
05-06-2012, 12:37 PM
I kind of agree here, comparing locket to powersupply they are close in terms of power and how often it is picked up. Why is it ok for powersupply to be picked up on +90% of the heroes but not grave locket?
Power Supply offers an exciting turn-around mechanic and has been in existence for several years in DotA. Grave Locket offers relatively boring (but ludicrously high, gold-efficiency wise) stats and an often unnoticed (but incredibly powerful) early game death timer mitigator. It is in direct competition with a series of cheap pre-core items such as the aforementioned power supply (or RotT, Vestments, etc.).
But, yeah; mostly, power supply is dota. New items are arguably overpowered/imbalanced because they disrupt the existing relationships between heroes and their item choices. Bulwark, the SB change, etc. Particularly, "old professionals" feel uncomfortable when new content is hoisted upon them and forces a change in playstyle, strategy, etc. Even if the change is for the "better" and encourages "a favored gamestyle."
To be truthful, I found grave locket to be a pleasant addition because it helped unclutter the early game cheap-item-whoring many were forced to engage in with this tanky/gankfocus meta. It offered a new dynamic to early hero-builds, and now psupply and corresponding items are no longer the go-to choice for a ludicrous number of heroes. They are still extremely valid options, but they are now more situational. A problem may arise if grave locket overtakes them too far, but this has not happened yet; nor may it actually be valid, because the item is not one that will stay on a player for a significant portion of the game.
Brannock
05-06-2012, 02:46 PM
I think it is important to note that Grave Locket is not used in competitive matches because it is currently disabled in Tournament Mode, due to being marked as a New item.
SkyFel
05-06-2012, 06:42 PM
Sometimes I get grave locket on MK if my farm isn't great. Situations like that shouldn't happen, I think.
I say reduce or remove the reduction of the death timer and maybe remove 1 point of stats from both the charged and uncharged states.
Uroefl
05-07-2012, 04:46 AM
Actually I used to pick up a minor totem if I was able to, building towards that nomes wisdom or tablet of command, But recently I've discovered the actual power of the Grave Locket since it adds so much stats to the early game, and I do agree it is a bit to the strong side compared to other stat items.
On the other hand most of the other comparable items can be build into something (besides power supply).
My point basicly is this item is very strong early game since it adds so much, but you'll have to get rid of it as your item slots fill, the same reason why people would buy 4 minor totems for the cheap stats in the lane, building 2 into a powersupply and toss the other 2 away (or make plated greaves if ur balphagore or something).
So I'm not totally sure if this needs a nerf and if it does need one, I would personally change it into the charged buff.
Pellikan
05-07-2012, 05:07 AM
If i play fa? rush locket.
If i play magmus? rush locket.
If i play andro? rush locket.
If i play silh? Rush locket.
See where this is going?
putapaga
05-09-2012, 10:40 AM
Grave locket uncharged 35 gold per stats??
its 735g/15stats!!
735/15 = 49
Get Your facts/math straight.
Im not even going into if its OP or not, im just saying, how can a moderator approve a post This easily without doing the math?
Those numbers completely change if the item is OP or not, I feel sorry for whoever discussed over those numbers. Moderators, do Your job please.
Just wanted to hear some others opinions on the item.
At the moment almost every person I play with (1600-1950 psr) picks it up on 90% of heroes and I have had some discussions with some high level competetive players and they all agree it is super overpowered for the price.
Mark of the novice - 150
Pretenders Crown - 185
Amulet of Exile R - 150
=485g
Amulet of Exile gives +3 agi +3 str +6 int
Grave Locket Recipe -250
=735g
Grave Locket uncharged give = +4agi +4str +7int
52 hp / 91 mana / 0.56 armour / 4 attack speed
Grave Locket charged via kill or assist = +7agi +7str +10int -10 seconds on respawn timer.
91 hp / 130 mana / 0.98 armour / 7 attack speed
The build up:
A lot of the problems lies in that it takes most the items you already have in your inventory from the start of the game to build. Alot of str heroes benifit from +3 (150g) and +2 all stats (185g) while laning as many have low mana pools. Int heroes obviously love amulet of exile as it does everything for them and is a cheap stat boost / bigger mana pool. Agi heroes get amulet of the exile somewhat less but not after he introduction of the grave locket, as it gives 133 hp and 130 mana which is huge on heroes like FA, Valk, TDL, SS, Silo, Engi, Flint, EW, MM, Damp and many others just go through the list yourself and youll see alot agi heroes benifit from an extra spell cast or two early game, for a super cheap cost.
-10 seconds on respawn timer:
This is especially huge early game while respawns are between 15-30 seconds. Not only can you get back to farming faster if you got ganked but say there is a fight at your tower you die and would normally have 25 second respawn now its only 15 seconds and you can tp back down to the tower to help your team much sooner. This item maes pushing actually alot harder as the -10 seconds is a set number and not scaling it is huge early game but negligable late game.
Its nothing like Sac Stone:
I wont get into a discussion in this thread about sac stone but this item because you lose the charge on death does not make it situational like sac stone is.
Anyone who has played this game for a while will realise how important stats are early game having an ultimte orb (agi is every negligable) like item 4-6 minutes into the game is absolutely huge.
The only stat based item it loses to in gold per stat (gps) is the minor totem
Minor Totem = 17.66 gps
Grave Locket charged = 30.625 gps
Predator Crown = 30.83 gps
Grave Locket Uncharged = 35 gps
+3 stat items = 50 gps
Ultimate Orb = 70
See a problem here? Your basically getting an ultimate orb for 35% of the price the only real part missing is the extra 57 hp. 7AS and 0.3 armour is negligable especially if your not an agi hero.
Heroes this is good on:
Every Int Hero
Every Str Hero except warbeast as I believe he cant make good use of the extra mana
Every Agi Hero except a couple of super hard carries who rush runed axe instead or rush HOTBL. As these items are far more important to get early and most of the time wont be getting it charged within 1-2 minutes of getting the grave locket.
Magebane, TDL, Scout, Sand Wraith and Chronos are the agi who wouldnt normally get it as they are on a race against the clock to get big items and cant spare the early gold even though how minimal it is.
Drawbacks:
When you die you lose the charge.
You see though with the -10 seond respawn timer this isnt a huge deal and you can be back out on the feild 40-50% quicker setting up ganks again.
I frequently play with high level players who refuse to get this item as its banned in tournaments and they dont want to get used to it then not be able to use it in a real game. Those gameswith 1800-1900 players who are just really good pub players they get it every game as they understnd jsut how good it is.
The only good suggestion i've heard however bland is to increase the recipe cost to make it actually compete with other stat items.
Your thoughts and suggestions?
DaPPa
06-03-2012, 07:37 PM
The thing is with these early game recipe items is that there isn't that many of them, mid-late game opens up plenty of choices for items, but early - mid game, there isn't much you can get for under 1k, Locket, Chalice and Power Supply really being the only ones.
And they are all considered strong items, but it's only because they don't have much to compete against.
I think if S2 set about introducing more early game items like this, it would give them a better insight into balancing them against each other, and it would also make early game a bit more fun.
I personally think grave locket is great, it's not overpowered, it's just one of those early game items that everyone gets because there isn't much else.
Alten
06-04-2012, 01:52 AM
There are several more early game items that warrant consideration. Ring of the Teacher (ring of the teacher is often bought just for itself and stays in such a state for most of the length of a majority of games), Iron Shield, Bottle, Logger's Hatchet, Mystic Vestments, and probably a couple of others I'm forgetting; of these, only iron shield does not see regular use (and with the change to Helm, it probably should be seen more for what it offers).
The point is that each player has to take into consideration which of these they'll acquire, as acquiring too many is impractical when you'll sell the third, fourth, and fifth in several minutes for the real core of a hero. These items must be considered in regards as to how much they provide you in the time span you'll still have them; possessing, say, two or three of them well into the midgame is a common situation, and so each of these is analyzed for what it provides while it still occupies a slot.
Grave Locket provides a relatively large set of bonuses for its status as an early game dead-end item. Power Supply does, as well; it offers even more in terms of effective health and mana (though the prerequisite of spell charges renders it somewhat more inert, one must consider that it will constantly provide such charges in the modicum of giving both effective regen and straight health/mana) without the other bonuses of grave locket, and the two items may be considered as somewhat on par with eachother. Power Supply was constantly acquired prior to the introduction of locket, and it is still acquired constantly in tandem with locket. If power supply was constantly acquired, then yes, the argument could be made that it was/is overpowered in the same context as locket. However, such an argument has not been made, and it does not even consider the other early items that are also acquired often. As such, though Locket is very powerful, making the argument -- of it being overpowered in the presence of other items that are picked just as and almost as often -- is invalid.
Grave Locket may be overpowered... but the argument of it being so with power supply flying the radar for years merits some discussion. After all, every hero can (and apparently should) acquire it; it supplants the fortified bracers supports stack effectively and provides early mana while being cheaper, gankers find it useful to raise the mana pool and just for general stats, carries can take advantage of the stats early game with its price being almost negligible in terms of acquiring their core quickly and the additional mana it provides allows for increased usage of farming abilities, etc (those are somewhat redundant reasons, but such reasons tend to be redundant because it's the exact purpose of the item while also offering a shorter death timer). If everyone acquires it and it serves just as an item that effectively takes away an inventory slot (the argument made for many items such as vestments, where the item is core to such a degree), then it may be argued that nerfing it so that it is no longer core on everyone serves only to increase fun because the item does not have a significant impact on balance either way; no hero, after all, can actively take advantage of a grave locket to the extent of being unbalanced without already being so with comparable items that already exist. And, as it has been stated numerous times before, fun is not an objective accomplice to balance; changing grave locket simply for the effective purpose of "fun" does not hold valid as balance. No one complains about grave locket being anti-fun, either, so....
Now, if an argument could be effectively presented that the item is gamebreaking in terms of what it offers to specific heroes or a hero role, then changing it becomes justifiable as balance. It's why we've seen nerfs on hellflower, sheepstick, etc. and buffs on sb, shroud, etc.; certain heroes that took advantage of such items became too powerful with them, or the items's effects were particularly strong against some things but not others, or ---etc.---. Grave Locket, as stated previously, can and often is acquirable on every hero, both for its price tag and for what if offers. Yes, it is very slightly skewed towards int heroes -- but such a thing as +3 damage several minutes into the game is not a valid reason for argument, especially considering how other early items actually are significantly favoring certain heroes or hero types (like mana ring, bottle, etc.). The point is that it offers practically the same thing for every hero, and nothing takes advantage of it to the extent of imbalance. The most valid comparison, in fact, is boots.
I'm sorry if it seems like I'm rambling, but I hope that you all understand what I'm trying to convey here. I would actually appreciate it if somewhat could dissect and criticise this, because I'm not entirely sure I'm correct in this.
supply_depot
06-06-2012, 11:28 AM
I think an important thing to note is that Grave Locket further removes incentive to get a Sacrificial Stone. Unfortunately the website is very vague on how much of a death timer reduction Sac Stone gets per charge - but I get the sneaking suspicion that it's more realistic to acquire a 10 second respawn timer reduction on a 735g item than the 5050g item with a similar capability. Not to mention that stats are generally superior to hp / mp boosts.
I am not sure if this is because Grave Locket is too good or Sac Stone is too terrible - but it's definitely worth noting in the grand scheme of things. In my conscious play decisions, I lean heavily towards Grave Locket + other item, as opposed to Sac Stone, on heroes that Sac Stone used to be a semi-common pick up on (Tort / Hag / Dr. Huehue). So Grave Locket's existence has 95% nullified situations that I would have picked up a Sac Stone instead (which honestly....was already less than 1% of my games.)
I think Grave Locket makes Hard Support less tedious and the early game more exciting. All and all it is good. But the fact that it strongly overshadows a mid / late game item sets off some alarms in my brain.
man_guy
06-06-2012, 12:17 PM
I think an important thing to note is that Grave Locket further removes incentive to get a Sacrificial Stone. Unfortunately the website is very vague on how much of a death timer reduction Sac Stone gets per chargeI check playdota.com. :P I think it's 3 seconds per charge off-hand.
Alten
06-06-2012, 01:48 PM
... Yes, I pointed this out in my wall of text. But wall of text is wall of text, so whatever.
holylighthps
06-19-2012, 04:50 AM
Well, I pick this and power supply on literally every hero. Those 2 items have just too much stuff for their costs.
SomethingOdd
06-19-2012, 05:50 AM
With the item soon to be a part of sac stone, will any changes need to be carried out now?
Hsssh
06-19-2012, 06:19 AM
Depends on new Sac stone but i'd say with its only drawback removed(doesn't build into anything) grave locket will need nerfs.
falukoppargg
06-26-2012, 11:07 AM
Sorry if this has already been suggested (I didn't read through all above posts), but I have a minor tweak in mind that may help the Locket in the right direction. Simply make it not charge from a kill, but from assists only. That makes it slightly more focused towards support play/heroes, while at the same time may get rid of some unnecessary KS'ing from time to time. Personally, I think it would be cool with an item that rewarded assists over kills, and even though I don't believe it would be enough to get it into competitive play, it would be an interesting step in the right direction.
Connect
06-26-2012, 12:47 PM
Feels a little silly discussing this item, considering it'll have a huge overhaul soon with the remake of Sac.
Ekamo
06-27-2012, 02:39 AM
Feels a little silly discussing this item, considering it'll have a huge overhaul soon with the remake of Sac.
I have nothing further to add.
Thread closed.