What do you guys think?
Used to think it was unbalanced until I really thought about it.
LoL isn't a turn-based deal like Pokemon or Final Fantasy where defense and offense are one of the only balance points.
Mobility and range are massive assets in a game where you move around in real time.
When a champion like Volibear attacks an opponent - he doesn't get to charge up to them, boop them over the head, then do a backflip into his side of the combat screen.
Volibear actually has to lumber over to where his opponents are - leaving him exposed in a bad position that's likely to get bombared by AoE skills or tower shots.
Anways - Tanky DPS get tank instead of range or mobility for their primary means of surviving long enough to do damage, at least in the case of Volibear and Sion.
In some cases you can get tanky via skills like Wind Wall, Counterstrike, Divine Intervention, and Diplomatic Immunity as well to be tanky DPS.
It's unrealistic to assume Volibear can build the tank he needs to survive and damage he needs to be a tanky DPS threat if a champion with range and/or mobility has the same access to such itemization, as Volibear would simply be slower and shorter ranged in that case. As such - he gets damage for free so he can build full-tank, where assassins, marksman, and mages tend to get mobility and/or range for free and build damage.
I don't see the draw back of being a tank over a fighter.
and
are fighters.
Tanks are tanky CC
Fighters are tanky DPS
The amount of tanky is actually the same in regards to ~50% of the fighters in the game, fighter/tanks get damage for free so they can build full-tank.
(The other 50% of fighters tend to be something like Yasou or Jax where you get a ton of free tanky via stuff like Counterstrike or Wind Wall).