Tank update didn't address their feast/famine nature
it's been this way for a while now that tanks have to get fed to enjoy high durability in the mid game, and also make a big impact with said lead before the carries start coming online. They're weak early, they all do well mid game, and then they drop off late. This makes for a power curve that frustrates tanks because they don't like not feeling tanky late game, and ADCs hate that tanks jump in their face and stat-check them to death before they have the items to even think about beating them.
The tank update didn't really address this problem, and IMO the Sunfire nerf has only made it a lot worse, because that was an item a lot of tanks relied on for softening their mana costs while pushing or just helping them push faster (Shen), and also providing a little bit of extra damage if they needed to fight. Now, a lot of tanks are rushing a mana component so that they don't OOM while shoving, which makes them a lot weaker on first back than a Bami's would be. In addition the health loss in items has not been made up for with the gain in resists, so tanks are just squishier at every stage of the game, which compounds if they're not ahead of their opponents.
Now, of course, this is a little too soon, because Riot's planning to buff the tanks that are struggling directly to make up for Sunfire joining Ohmwrecker in the trash bin, but that still kinda leaves us with the same issue we started off with; tank items give a too-high power spike early and drop off too hard late, as well as being too strong when ahead and not good enough when behind.


. And to jungle you need damage for the camps. Like if a tank is doing no damage he needs a massive amout of utility.