[{quoted}](name=Raith alghul,realm=NA,application-id=3ErqAdtq,discussion-id=UqajGpAd,comment-id=0009,timestamp=2016-09-03T19:47:11.474+0000)
This would potentially cause some problems if actually implemented, like how would you balance around items like
that give resistances but aren't meant as true tank items, they are pretty important items for dealing with certain matchups or attempting to come back from behind.
I don't know if it's entirely relevant to mention those items because those aren't the items being abused by squishy champions. At worst, they could just keep their stats as they are, and the switch could only be carried onto "proper" tanky items, but a potentially better solution could be to either adjust those items through their unique features (e.g. Hexdrinker/MoM's shield, Abyssal's aura or Hourglass's active), or simply buff their resists. Alternatively, their components should probably give their users more tools to handle those kinds of matchups (e.g. Hexdrinker's anti-burst shield) that don't fall under pure passive resistances, which tend to be how tanks and most fighters deal with incoming damage.
[{quoted}](name=Raith alghul,realm=NA,application-id=3ErqAdtq,discussion-id=UqajGpAd,comment-id=0009,timestamp=2016-09-03T19:47:11.474+0000)
There are also several champions that need to build defensively while not necessarily going full tank
all require some durability to be able to even function as damage sources to begin with so they don't just get blown up.
OP mentioned a few tanky champions who aren't tanks, i.e. Shyvana and Garen, so I think they may have implied including all tanky champions in general, including fighters, and not just tanks. Battle mages like Aurelion Sol and Vladimir, and divers like Diana are all meant to be innately durable, so buffing their base stats to better accomodate the switch would help them (buffing the resists on defensive AP items, as mentioned above, could also help them without affecting other classes too much).
[{quoted}](name=Raith alghul,realm=NA,application-id=3ErqAdtq,discussion-id=UqajGpAd,comment-id=0009,timestamp=2016-09-03T19:47:11.474+0000)
Giving all tank champions high base values would also mean they had quite an advantage in the early game
This doesn't necessarily have to happen. For example, instead of putting the full impact of the buffs at level 1, you could buff tanky champions' stat growth, which would have minimal early-game impact. Tank champions also tend to build tanky items very early in the game, too, so even a level 1 buff could end up leading to exactly the same net values when you factor the two together.
[{quoted}](name=Raith alghul,realm=NA,application-id=3ErqAdtq,discussion-id=UqajGpAd,comment-id=0009,timestamp=2016-09-03T19:47:11.474+0000)
This also does limit build diversity quite a bit, while instances like tank
or
can be problematic there are several others that are not game breaking and bring something unique to the game or allow a new strategy to be created.
I agree, squishy champions who happen to be fun and healthy with tanky items would find them less attractive in general, and thereby not use them, but if they synergize especially well with some specific items, they probably deserve an item that caters to that which doesn't exist yet. For example, if a lot of assassins or light fighters enjoy building Dead Man's Plate for its roaming potential, perhaps what we need is a roam-friendly damage item, or a buff to Boots of Mobility. If what they're ultimately looking for is an item that happens to give them both mobility and tankiness, they could still use DMP, but it'd be less effective on them than before, which is fine, considering tankiness is supposed to represent a major tradeoff on offensive champions. It's also worth mentioning that squishy champions very rarely, if ever, turn out to be truly healthy with tanky builds, mainly because it covers up one of their core weaknesses.
[{quoted}](name=Raith alghul,realm=NA,application-id=3ErqAdtq,discussion-id=UqajGpAd,comment-id=0009,timestamp=2016-09-03T19:47:11.474+0000)
This could also negatively affect champions that aren't even building multiple defensive items, making champions that would normally build a defensive last item a lot weaker compared to those that scaled better with full damage or could deal their damage from further away.
A change like this would only change item scaling relative to a champion's base stats, not items scaling with themselves. A marksman who gets a Guardian Angel will get less value from that item, assuming no other changes, purely because they have below-average base resistances, not because they didn't invest in a full tank build. Technically, any champion with just one or a few tanky items gets less value from them even now, since resists multiply health, but that wouldn't change with the kind of switch OP is proposing. If nothing else, perhaps this could be an opportunity to evaluate exactly how squishy-oriented defensive items should operate: Guardian Angel is definitely a defensive item for squishies, for example, but its base stats and even its resurrect work best on champions who build lots of health, which is contradictory, so perhaps it and similar items should be redesigned to always work better on squishies, instead of incidentally having more tank-appropriate scalings.