Tanks for Nothing
Once a fighter or Marksman buys a Tank busting item or a mage a void staff.. I'm just very little padding.
One game I had 300 armor item base no actives. 4K damage 5 seconds. Given they had LWs. I honestly believe the old avoidance stat should be reintroduced to allow the full tanks another stat to survive. How it's reintroduced is important.
I suggest the last mastery in the tank tree should be changed to something like this:
Name: unknown 10% of armor is converted to dodge % -- reduces physical damage from a champion attack to 0% damage 10% of magic resist is converted to resistance % - reduces magic damage from a champion attack to 0% damage After dodging or resisting an attack this way all damage you do vs champions is reduced by 50% for 3 seconds.
The percent numbers could be adjusted. 200 armor would convert to 20% dodge which could be too high (we saw this with old jax + ninja tabi). Same as with fully resisting a magic effect.
Whether or not if a spell effect or ability effect would affect the tank after the avoidance I'll leave up to you. Large Area of effect spells would be need to considered for mages if they could be fully resisted or not.
All in all this allow tanks to do there job more effectively and also prevents fighters from going full tank masteries and dominating in damage