I think the tank issue is item gold efficiency, and mixed damage.
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While adc's and mages can just build straight damage, tanks are forced to mix a combination of 3 resistances. (HP, Armor/MR) This creates a very high imbalance in being able to optimize tanking.
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Damage items are just too efficient, lets take a look:
is 97.02% gold efficient without its two passives.
is 95.59% gold efficient without its passive.
is 103.43% gold efficient, without its passives.
is 87.4% gold efficient, without its passive.
is 95.25% gold efficient, without its passive.
Meanwhile:
is 74.71% gold efficient without its passives.
is 78.16% gold efficient without its passive, active and critical strike damage reduction.
is 80.46% gold efficient without its two passives.
wooo have an item that is efficent:
is 104.88% gold efficient, without its full passive.
is 88.93% gold efficient without its passive. < so close
So While we come close to hitting the mark on magic resistance items, the two issues combined create a very unhealthy imbalance in gameplay where tanks/divers/bruisers/juggernauts need to be super overloaded to be able to function properly. Just take a look at the new Win Zhao. (xin) His ulti completely ignores damage from ranged targets that are too far away from him......
Oh yea because that isn't going to be a gameplay issue.... Please, instead of reworking all of the non cc-tank like champions, just redo some itemization.
. Since then I believe the item was nerfed.


typically once i get catalys and bramble vs ( if vs hard ad) or bami i can out damage and sustain most match ups and build into complete items
instead
really allows you to wave clear easily ... cuz any creep killed by bami will proc dorans mana regen
(and eventually get
)

and
. The rest are extremely rare to see.