Give Gargoyle's Tenacity, let its passive last the entire team fight
is a late game item for tanks meant to give bursts of extra resistance and health during team fights while they CC enemies for their absent minded afk farming team to not follow up on. The item has two components to do its job: A passive boost to the armor and MR it grants when fighting a group of enemies, and an active that increases size and current health for four seconds.
The passive is coded so it is only in effect when near three or more enemies, to keep it from just always giving 1.2x its gold in stats. Taht's fine, but it comes with a kind of weird interaction. It is meant to be a team fight option, but the way it's made means the passive goes away the instant the ranged mage steps back or enough players on both teams trade off. So how about having it work like other "in combat" buffs? Once the passive procs, have it stay on until 4 seconds after leaving combat; that way as players fall, the team fight item is still able to be a team fight item, instead of 2500 gold for 1500 worth of stats.
Which brings us to the active component. (Grants 40% current and max health, while passive is active, grants 100% instead). One of the build components of stoneplate is a
, and the item was added the same patch as the stopwatch. Something all the effects of stopwatch and its upgrades have in common is they avoid key spells from the opponent. Now granted,
does it by outright soaking those spells and coming back after they're on cooldown, the stasis effect itself is meant to dodge spells that would otherwise mean certain death --
R,
Q, etc. In keeping with this,
has an active that.... Has absolutely nothing to do with the stopwatch effect. The only reason it has a stopwatch is because the active has a long cooldown. May as well make
use a stopwatch too. I know, the point is that the active grants extra survivability, but so do the passives of
, and the actives of
.
I don't think extra tenacity for the entire duration would be necessary, just something like
W, giving a burst of cc reduction that falls off in effectiveness over the active's duration. It would make actually using your cc as a tank on the item meant for tanks to use their cc in group fights much more feasible. Though 90% of the cc in the game now seems to be knockups, displacements, and persistent AoE slows which aren't impacted by tenacity at all, so it wouldn't do a whole lot even if it were implemented.
It might be nice if the passive component granted staggered resistances for smaller 2v2 or 1v2s as well, giving 20 AR and MR against two opponents (It would be 91% gold efficient in that scenario, so still nothing to write home about). That all would probably be too much to implement at once though, and having the passive both split up against 2 or 3+ opponents AND then not fall off until after combat, I could see riot spaghetti code making some unintended interactions.