While I agree with you (or at least what I could decipher. Spell check is your friend, btw.), the large problem is that there is a plethora of items designed to shred tanks.
% of max health damage:
and a handful of champion passives
True Damage: A handful of champion passives (
comes to mind)
Armor Pen/Shred:
Warrior enchant on any jungle item and some champion passives (
for instance)
Magic Pen:
(hey look, Liandry's is in 2 of these categories)
Combine these things, and shredding a tank becomes just as easy as shredding anyone else. Let's not forget that the Tank's only saving grace,
, only works for AAs and also can be mitigated by any MR.
A tank, by design should be a damage sponge that increases the length of teamfights, applies CC, and provides the team some level of utility. Choosing to play a tank basically should note that you are willing accepting the reduced ability to do damage for more survivability and more utility. The problem is with Bruisers/some Assassins, their kits allows for both damage and survivability, without any discernible weakness. The tanks' survivability is not enough of a strength. Mix this with the fact that tanks have a harder time farming in general, due to lower damage output, and you have a serious problem. A decent option to fix this would be a minion execute that scales with bonus health. Just a thought. Getting back to what a tank should be though:
is a decent example. His ult gives him the ability to stack health. He's also got built in sustain with his passive. He provides both a silence and a knockup in his kit that can disrupt teamfights.
is another decent example. Passive procs a stun. Q is a slow that's damage scales with health. W scales with Armor/MR. E is a damage reduction shield and MS boost. R is a knockup and a slow.
The problem is that there's very little joy in being a tank right now, so rather than fixing that, Riot is traveling further down that path rather than fixing the problem because LC$B1GPL4Y$.