Tanks should absolutely be able to 100/0 squishy champions
This has been going around the boards a lot - this assertion that "I have been 100/0'd by a tank as a carry, something must be wrong." Not to say that the current meta is not a clusterfuck of asinine gameplay and balancing around the slightest snowball, it most certainly is. But this is not something that is particularly wrong, and that's going to seem weird to hear. Bear with me, though, and I'll explain the logic behind this.
First of all we're looking at the idea of ranged versus melee, and thing number one to note is that being melee inherently sucks. Ranged is such a massive boon, since if two units were to just right click on each other on equal standing and just let the numbers duke it out, the ranged unit would 100% always and forever win - because they're ranged. Why the hell wouldn't they win? They get to attack first by the plain fact that they are literally able to attack first since a melee unit must first move adjacent to a ranged unit to do anything. This comes to the first concept:
#Being ranged instantly eats into a champion's power budget.
In order to keep the game fun and balanced for everyone regardless of the champion, having a boon so insanely great as just being able to attack from range has to be balanced out by shortcomings in other areas, these generally being utility, mobility, or base statistics taking a hit. Which means that point number two is:
#If a melee champion has engaged upon you, a ranged champion, while they are on even ground with you (full health, building optimally for their champion and you doing the same), you should absolutely lose the fight if you do not widen the gap.
This always seems to go right over peoples' heads as an ADC - "I built damage, clearly I must be able to outduel everyone in the game regardless." Unless you're Vayne (who is an absolute nightmare of shitty balancing and should by no means be the measurement of balance in this game), you absolutely should not win a melee fight against someone you haven't even scratched. If ranged units could simply melee-mode, there would be absolutely no reason - and I do mean zero reason - to ever play a melee champion since not only would ranged units already have the edge, they also win in the only case the melee champion can actually do anything. Basically if all Naut could do was crowd control people and he did no damage otherwise, then why would you play him over someone like Veigar who could drop a mass area stun just as easily and destroy people at the same time?
In fact, this was an actual issue in the game. That was season 4 in a nutshell - true blue tanks did next to no damage at the time, basically only serving as crowd control slaves to keep the enemy team's assassin at bay long enough for their allied assassin to do their own work. Then the ADC would just clean house after. Being a tank generally meant that after you outgrew your early-game bases, your scaling was utterly garbage and you weren't going to win a 1v1 against anyone ever. Nautilus was a prime example of this - with all his damage plugged into his W (and it not even being particularly great damage), playing against him literally boiled down to popping his shield and then walking around him to kill his carries. This isn't even a joke. This was legitimately what would happen if the opposing team was ahead. Sejuani had similar issues as well, and Gragas at the time had hardly ever seen a tank build and was a straight-faced mage (his tank build was utter trash back then, by the way).
#Being utterly worthless by yourself and relying solely upon your teammates isn't fun. Being nothing but a bullet-sponge makes players feel like they could just as easily be replaced by a bot.
It was the support problem - you couldn't carry your team, your team had to carry you with you basically just trying to make sure they could. The vast majority of the time, unless you had a hyper-carry on your team, taking a tank that wasn't also your support-laner was legitimately gimping your team.
This is why season 5 was what it was.
With a whole class dying off due to being just plain subpar, season 5 was a fitting response - an entire season where everyone was blowing up and you actually could take a full assassin team and completely stomp the game (level 6 game was fucking absurd) saw retaliation by putting bulk back into the game, and tanks adored this.
And what do you know? A class that hadn't been consistently seen for entire seasons suddenly reared their face again, which meant that players had to drastically readjust how they were playing. It wasn't a team deathmatch killing floor anymore, it was a team-based brawl, and people didn't adjust well. We got these same exact complaints back then as well - "Why are tanks killing carries? They shouldn't do that!" And to an extent this was kind of correct - it wasn't so much that tanks were able to kill units, though, but that a little too much bulk had been given back to them, meaning they weren't so much damage-dealing monsters as just completely unkillable. This was the start of the season, though, and eventually this evened out to a very nice balance overall. "But tanks were still too strong! You couldn't fight them!" Which is an unabated falsehood. Tanks could be fought by bruisers or other tanks - basically other front-line units. Mages (other than Vlad and Swain) and ranged units had to hide behind their own front-line. As it should have been.
#Playing as a back-line unit should mean you have to stay in the back-line, protected by your front-line. You do not put an archer brigade in front of your phalanx and expect them to fight the cavalry.
I legitimately do not understand where this idea that a back-line unit should be able to duel a front-line unit spawned from, but I'm going to choose to blame Vayne for spreading the idea because I don't like her. I don't have any other justification for that assertion, so complain if you want. Unless you're being supported and it's a 2v1 against the melee, you should not win a fight where the melee engaged upon you and not the other way around. I'm sorry that you feel powerless in this situation and like you have to rely upon your team, but... well, this might sound crazy, but:
#A team game should require all roles to play their respective part. You should not be exclusively planning to win alone.
You going off on your own and trying to win the game solo shouldn't be your goal or your intent. Your intent should be to work with your team, so if the enemy Ornn caught you with your pants down in the jungle as Jinx all by your little lonesome, yes you should absolutely die to him because you weren't playing with your team. If you had a tank in front to peel you and Ornn could never reach you, you're damn right you would kill him and he'd never touch you - that's the point of having range, to be out of direct danger. That is your primary key advantage as a unit.
So before we continue this complaint about "tanks doing damage", I suggest you remember what this game is supposed to be - it is not supposed to be your KDA playground. Just because the game plays counter-intuitively like one doesn't mean that it should be our balancing goal.
, which was nerfed so badly in the tank update that Riot had to completely revert it after Runes Reforged because tanks were doing so badly in top lane? Or how about
, which is built on maybe two tanks total? Or are we talking about
, which was only reworked to try and help tanks stop being a health battery for marksmen in the first place, because tanks were dealing so little damage that marksmen simply ignored them altogether?
is the most broken tank in the game at the moment.