Hexdrinker does more for an Assassin than 5 defense items do for a Tank.
Has anyone kind of noticed this? An Assassin, Bruiser, etc. invest in a single hybrid offence/defense item (like Hexdrinker) and suddenly they are tanky enough and have enough time to do what they need to do before dying, for the rest of the game. A Tank who devotes an entire build to defense still can't do their job before dying prematurely.
I'm not arguing that the Assassin who builds Hexdrinker is tankier, just that this afterthought semi-counterbuild gives the Assassin infinitely more mileage than a committed defense build does for a Tank.