How to Fix Tanks
One thing I've found playing lol is that champs like Volibear can reach very high health. That is no problem, but he has a 15% bonus health scaling, in other words, he can have 6500+ HP and still do as much damage as any bruiser. Maokai and Gnar are examples of good tanks. They both have a bit of natural tankiness, max HP of enemy's health instead of % of their health, good CC, and fair synergy with tank items. Volibear and Garen are examples of bad tanks. They have natural tankiness, max of THEIR health damage, not that high cooldowns, extremely strong synergy with tank items, high base damages, passive steroids, and very powerful CC. If you shift the focus of tanks to CC and being a damage sponge, they will be much healthier to have in league. "But then they would still have damage!" Riot should trade base damages to max hp enemy health damage, so they would be encouraged to buy only 1-2 AD items, instead of 3-3 for AD/tank items, then be a killing machine. They should have fair scalings so they can still actually deal damage, but takes more of the focus off of being a bruiser with 6000 health.
only provides hp instead of armor. To a tank that might have 200 total base armor and 150 magic resist, this would be much more valuable to a tank than a bruiser for the limited damage it provides
suddenly doesn't provide magic resist...it still has decent attack damage and a unique passive catered to surviving magic burst in extreme situations...however, it will not be a "must have" for AD based champions