Generalist defense creates broken offense
Tanks, enchanters, and some fighters having all-encompassing defensive measures is a big contributor to current damage creep, but I'm mostly going to be talking about tanks. Because they block and reduce all damage they force interactions with them into a stat check and this effect is felt the hardest in 1 on 1 laning encounters - usually against fighters. We see this happen again and again with tanks: Nautilus top back in S5/S6, Ornn top, Sion, Shen, Poppy, etc. force the lane into an interaction of "get through my shield or you lose the trade by default." Sejuani also does this, though she is at least vulnerable to being poked back and denied her steroid. This is also part of why tank metas are so insufferable; when tanks are in a position to get fed, they can completely take over the entire game because nobody can handle their high, generic durability. Damage reduction has the same issue, which is why Alistar is generally a recurring problem for being able to outright ignore all incoming damage except for true - I doubt it's coincidence that we now have more true damage. (Though to be fair damage reduction is more often found on fighters.)
Because of this interaction they tend to have disproportionately strong lanes into fighters they're not supposed to be actively out-trading and beating given their natural ability to out-scale. As a response, there's been an ongoing arms race between damage and durability that is currently heavily weighted toward the former. The solution to this eternal powering up between the two isn't to also buff defense further, but to revise it away from generalist "counter all damage" designs and focusing tank survivability into being especially durable against specific things. Through this, generic solutions like giving everyone absurd amounts of armor pen or just outright ignoring defense entirely (Conqueror) can be safely taken out of the game once they're no longer a necessity for fighters to exist.
There are some tanks who do not have this issue and instead have specialized defenses. Malphite has the issue to a smaller degree by being heavily incentivized to prioritize armor, making his shield (and himself) more vulnerable to magic damage, though in his rework he should likely lose the shield altogether. Galio's magic shield doesn't protect him against physical assault at all, and his damage reduction is halved against physical damage. Amumu passively reduces AA damage on his E as well as reducing its cooldown when he's right clicked -- as well as disarming on his ult, a combination that leaves him vulnerable to casters. Things like this are much better for the game, IMO - which is why 2 of them currently struggle to justify their place, because any other tank can either just pop out massive shields, hefty heals, or just gaining tons of resists, and because the game has amped damage and tank-killing in response to that, Amumu and Malphite have found themselves on the short end of the stick.
Related tangent is that IMO tank designs are gimped in this regard by Riot's strange refusal to give tanks interesting buffs and debuffs. Ornn was close to this with Brittle but the purpose of the debuff is ruined by the fact that he can proc it himself and that it's mostly just there as a conditional damage burst. Tanks who could bolster allies in specific ways or who had defenses that worked to target different means of damage (for example, countering AD spells vs AD rightclicks vs on-hit rightclicks) would immediately have ways to justify themselves being picked beyond simply being "a good tank," which helps curb the current soloQ issue of "if you didn't pick Sion why did you pick a tank at all?" Not every tank should do these things, obviously, but the current tank design of being good almost entirely for lock-down and generic bulkiness and not much else leads to a very repetitive process of only picking whichever tank has the best or most reliable CC and tankiness. (Sion in SoloQ and Sejuani in pro play for solo tanks, Alistar for support)
ESPECIALLY with the onset of True damage nonsense. Resist heavy tanks will shit the bed against true damage but "Overshield" tanks will do fine as their defensive measures lie in the shield and not the resist stack.
Tanks need to actually have niche's and direction as to what they're supposed to tank.
Maokai and Galio were supposed to be anti spell-casters. Malphite and Rammus were supposed to be anti AD. Overtime designs have just gotten muddled and now its like Rammus ball curl can give 250 Magic Resist, Galio can reduce PHYSICAL damage just as easily as he reduces magic damage and Maokai really doesn't care if you are dealing magic damage or not anyway. the niches of these champions got bastardized and just made all encompassing so people can pick their favorite champion into ANY comp and not have to care about smart drafting or counterpicking. This was no accident I think neither. I think there might be financial reasons to make every champion in the game pickable whenever as opposed to wavering viability based on enemy comp. Something to do with Blindpick and encouraging "one tricking" maybe? (are one-tricks more likely to buy skins than none one-tricks?)
- Demacian steel is supposed to be anti-MAGIC armor. Not everything armor.
Remove the free Armor and Armor Reduction he gets from active. Courage active should be purely to shave off incoming Spells and the CC that comes along with them. Not shave off literally everything thrown at him. I cannot stand how ball-of stats and powercreeped Garen's W spell has become.
- Instead of the whole little "doubled resist perpetually when low" feature how about just giving her like a short 4~6sec window when under 40% HP where burst specifically doesn't work on her? Any spell/attack that would deal over 100 damage gets reduced down to 100 exactly instead or something? Idk. I just hate the static "become a statball when low" design current Poppy steadfast has. also add some VFX to it when the passive procs so people know not to toss nukes at her.
- remove the magic resist SCALING off of Ball curl. Instead add some more Armor scaling to his Tremors to compensate.
you should NEVER be picking a fucking Rammus into multple mages yet in nowadays LoL thats something completely possible thanks to that stupid MR scaling mechanic on ball curl.
Remove the Physical dmg Reduction on W entirely . Increase the 8% per 100MR to 10%per 100MR.