Huge Problem with Tanks: Mid-tier items feel awful.
And this is a problem that goes well beyond any meta or damage count.
When you compare mid-tier items:
#Mages
Mages get all sorts of neat in-between items that can change how you play. Stopwatch is one hourglass proc for 600g, Hextech revolver gives you some sniping potential. If you're building into a spellblade type build, Sheen gives you a nice powerspike. There's also lost chapter, now the quintiseential item for mana on level-up.
#Bruisers/Skirmishers/melee in general
Not quite as much as mages but still some neat stuff. Tiamat gives you waveclear and a bonus item proc to use. Phage gives you some MS when you use physical skills. Trinity can also give you some neat stuff. There's also a bit of overlap with tanks, adcs and assassin here.
#ADCs and Assassins
Rounding off these two together as there's some overlap: While it's not much, they do have some fun things. Cutlass gives you a neat little slow before you make it to bork. Hexdrinker gives you some durability vs, mages and pops a shield. QSS is QSS. Also some subtle things like the charge shard whose name I can never get right. (Krichsis? Kriches? Something like that).
#Supports
lmao miss me with that shit supports get crazy neat toys.
#Tanks
To understand why tanks are the most bland/problematic, let's look at some mid tier items:
(There's also the line of just "More armor" or "More MR" or "More HP" )
Do you see a pattern?
Most of these items simply rely on the enemy to hit you. Tanks, in this regard, have very little agency and the uniqueness/"fun" of their mid-tier items are entirely focused on "I got hit so something happens". The alternative items are passives with general effects you could easily miss. Tank mid-tier items don't feel good because you're either just given something for being hit or not given adequate tools to do ANYTHING other than "Please beat my face in so I can use my item."
And yes, reader who is already prepping the comment, I'm aware there are plenty of generic stat sticks in other classes like tanks. However, tank mid-tiers have nothing going for them. They're boring, bland and require the enemy to act upon you, not with you. Unlike a stat stick like, say, Seeker's armguard where the armor/ap boost is entirely on me to farm.
IMO, tanks need something. Maybe actives. Maybe something neater. I don't have a solution but as is, tank mid-tiers feel like the worst in the game which leads to them feeling worse.
for example) would allow for more power to be put into them.
can have an active where it deals double dmg for a certain amount of time?
"
The first got removed god knows why
The second is i guess in the game but it really needs better health scaling for the shield.
because it has a self harming ability.)
. Best excample.
In total 135 magic resist... laughable. You know what i think?
should get in game (with some tweaks of course) so that we actually have more mr choises.

and pretending to be a juggernaut, just works better on all of the useful tanks rn
feel better to build because one gives you an active, the other gives you a stacking mechanic which lets you do something with the item.
and a
will make my damage obsolete in lane as a skirmisher