QoL Tank Changes
The idea is simple. Increase the MR/Armor/Health on tank items and then raise the prices accordingly.
the major problem with tanks is that building damage effectively costs more than what tank options provide; so, a carry with 3 finished items is capable of shredding a tank with 3 1/2 complete items (maybe even 4), and tanks usually have to divide their investments between MR AND Armor.
The only reason tanks truly dominate a match is if the opposing team is dumb enough to go all AD or all AP (rarely does the latter happen).
So, you know, if tanks could be allowed to spend a little more on their items in exchange for a little more sustain then maybe they could do their job and no longer serve as nothing more than a crash test dummy for every team fight ever in which they are destroyed in 2 seconds or less.
