About the new Tank Meta (Statistical Point of View)
Statistics from LoLKing.net and LeagueofLegends.wikia.com on May 5, 2015, 7:30PM
Introduction
Quite honestly, I was ecstatic to see that tanks were viable once again, but that faded the second that I saw that they are damage dealers now. I don't want to kill ADCs instantly as a tank, I want to... well... tank.
I just wanted to make an in-depth point about how there needs to be more diversity in tank items.
Ill start with armor v magic penetration
Body
Build Rate: 9.95% Win Rate: 56.88%
Build Rate: 4.39% Win rate: 59.08%
Build Rate: 3.08% Win Rate: 56.51%
Build Rate: 7.08% Win Rate: 52.21%
Build Rate: .12% Win Rate 49.15%
Build Rate: 16.97% Win Rate: 54.01%
Build Rate: 8.24% Win Rate: 54.88%
Build Rate: 7.69% Win Rate: 53.75%
Build Rate: 17.81% Win Rate: 56.53%
Build Rate: .57% Win rate: 60.49%
10 Items
Total Armor from these items: 1080 Maximum Armor from items: 600, 55% of max. Maximum Armor from a single item: 100
 Build Rate: 4.40% Win Rate: 58.05%
 Build Rate: 4.92% Win Rate: 51.93%
 **_Build Rate: .18% Win Rate: 59.34%_**
 Build Rate: 6.12% Win Rate: 54.13%
 Build Rate: 4.39% Win rate: 59.08%
 Build Rate: 3.59% Win Rate: 59.19%
 Build Rate: 3.35% Win Rate: 55.48%
 **_Build Rate: 1.8% Win Rate: 56.81%_**
 Build Rate: 8.31% Win Rate: 56.52%
 Build Rate: 2.19% Win Rate: 56.97%
 Build Rate: 9.4% Win Rate: 55.32%
 **_Build Rate: .68% Win Rate: 60.53%_**
 **_Build Rate: .57% Win rate: 60.49%_**
**_13 items_**
Total Magic Resist from these items: **_505_**
Maximum Magic Resist from items: **_360, 71% of max. _**
Maximum Magic Resist from a single item: _**60**_
There is not even half as much magic resist as there is armor in League. And there are more magic resist items than armor items. And only TWO Magic Resist items have a build rate of OVER 5%
Now to discuss the numerous champions that can increase and penetrate the armor/magic resist
Champions who increase their Armor/ Magic resist
                  
Out of these champions, here are the ones commonly played as Tanks and their respective (max level) armor/magic resist bonuses
 25+ 16% of bonus MR/Armor
 90
 +20%
 2x Gnar's Level (max of 36)
 60 +20% Bonus
 40% bonus (armor only)
 120
 20 while human, 40 while dragon
 80 While in ult
 30 +12% of total Armor (armor only)
Trundle and Wukong are debatable.
There are two champions who only get bonus armor, not a _**single one**_ who only gains bonus magic resistance.
Now to see the maximum Armor and Magic Penetration (not including runes/masteries)
These are the items that give magic penetration
5 items
Maximum magic penetration: 75/35%
These are the items that give armor penetration
(any warrior enchantment)
(including brutalizer because of its unique passive)
5 items
Maximum Armor Penetration: 40/65%
This is no longer a matter of just unbalance towards magic resistance, that armor penetration is ridiculous.
Assuming it is additive and not multiplicative, this would mean that
could get 40/110% armor penetration.
If you were playing a tank and achieved max magic resist from items (360, see above) fighting an enemy with maximum magic penetration, you would be left with 159 magic resist (61.4% Damage Reduction). The same situation with armor, (600, see above) you would be left with 170 Armor(62.97% Damage Reduction).
So if an ADC is critting you for 1000 damage, you're still taking about 380-400 damage. Assuming you have around 3.5k hp (basic median for tanks) you would die in 8 attacks, and no matter how you compare that, that is an >10 second lifetime for tanks.
Conclusion
The whole point of me spending hours writing and researching all of this was to get a point across. Tanks are weak, squishy. I don't know why they are damage dealers now and I don't care if they remain that way, they're still playable. But this proves a point no matter how you slice it, there is no longer a punishment for focusing a tank in LoL. League is a dynamic game, it is always changing, almost every change I love, but this is one that I would have to disagree with. From me playing tanks most of the time, I would like to see some changes made to make them tanky again.
especially, which is why I ban/ask to have him banned.
as examples, have a high burst. but since theres more Armor pen and AD items are more gold efficient (less gold more AD in average compared to AP) could that be why can delete a sqiushy so fast?
with unbelievably consistent damage and low cooldowns on almost all of their abilities.
And I think the problem doesn't side with consistency, but burst champions with low cooldowns.