Locket Change is bad
> Locket of the Iron Solari Unique Active shield value lowered from[38 (+22 per level)] to [30 (+10 per level)] bonus health lowered from [2% ~ 36%] to [10% ~ 20%] Lockout time after being effected by another Locket increased from 8 seconds to 20 seconds [New Effect] "While active, allies with this shield take 50% reduced damage from Area of Effect Damage."
These changes aren't good for readability or reliability, if Locket is too strong simply change the numbers. Adding in conditional damage reduction just makes things more confusing, where as a shield is easily readable on someones health bar, trying to figure out why someone is taking 50% less damage from an ability in the heat of a team fight is frustrating.
Whilst being hard to read it also adds a huge amount of invisible power that simply isn't needed, I don't think AoE spells are running rampant or out of control and giving 50% damage reduction against AoE simply isn't needed.
Just like Minion Dematerialisers no one asked for this, if shields are too strong then change the shields and don't add a hugely powerful, somewhat invisible and conditional teamwide damage reduction. (Also this change is a straight up buff for the most reliable form of damage, auto attacks.)