Tanks: A Few (too many) Words
Warning: This is really long. Probably far too long. There's a TL;DR at the bottom.
Tanks should be the end-of-year class to be updated.
Tanks have caused some complaints when they're in meta. When they're strong, they're the worst sort of "stack-check" fights. Historically Tanks have only been strong when they can double-dip multiplicative stats, like Sejuani's insane synergy with release Cinderhulk and the early season Mundo issues. You die slowly because they're a massive ball of stats and you can't win, or the tank player blows all of his CC and dies, which doesn't really feel very tank-like.
Currently building tanky is the most efficient way to output damage for a lot of top laners, opting in to extra damage over time and CDR in lieu of traditional scaling. A lot of people are pointing at this and saying "it's a tank meta", where it's really more of a Juggernaut meta. Some of the characters opting in to builds like this bypass traditional Juggernaut weaknesses, such as low mobility and no escapes, and are very frustrating as a result. Even the raw tanks that are thriving in this meta tend towards the higher sustained damage tanks, such as Naut, Poppy, Rammus and Maokai.
It's interesting to see the multiplicative stats are here too, though less straightforward than in previous seasons. Sunfire gives you more damage from both Grasp and in raw magic damage, while giving resists. IBG gives you CDR, the multiplicative stat, and makes the health you have and can steal through Grasp more valuable than the health on someone building damage, though resists. In a sense, the stats are build into the system; CDR and resists are inherently multiplicative stats and it's worked fine so far. Grasp is giving them a higher effective base to work with from the start of the game, which is what I believe to be the issue.
This doubling-down on stats is basically the safest way to snowball out a game, but the reliance on these sorts of levers is the biggest issue with the Tank class. They have no access to a consistent lategame fantasy, as they're either strong enough to be unkillable and to murder everything around them or they blow all their CC and die. It pushes slow damage tanks or tanks that don't scale as well with CDR out of the meta and means they can't ever come back while there's this emphasis on raw efficiency, unless a very strong abuse case is discovered. There's some room here for expanded itemisation and less of a damage and raw stat focus.
Ideas for Dedicated Tank itemisation:
Obliterator's Stranglehold Giant's Belt, Spectre's Cowl 3000 Gold (Combine Cost 900 Gold) 650 Health 40 Magic Resist
Unique Passive - Stranglehold: Immobilizing enemy champions generates Oppression stacks, up to 100. When you reach 100 stacks, your next basic attack splashes, applying a 90% slow to all enemies for 0.5 seconds. In addition, gain 1500% base health regen for 1 second.
This gives tanks a chance to itemise into their fantasy, crowd-controlling immortality, while the item power is locked away from bruisers and Juggernauts. It rounds out tank MR itemisation with a selfish option that doesn't feel bad to buy if you don't have a kit with healing or a Warmogs. Perhaps most importantly, it doesn't paper over any weaknesses; it doesn't solve initiation for tanks who have a hard time with it (Galio), it doesn't prevent tanks being kited (in fact it's just accentuates that weakness), it doesn't provide extra damage.
Obliterator's Stranglehold is pretty type agnostic, desired by Defenders and Controllers especially, but still very good for Isolators.
My concerns about the item as it stands are mainly that it doesn't seem a particularly good first buy for tanks, as it lacks CDR, which is generally highly desirable. Replacing Giant's Belt with Kindlegem and lowering the health total could resolve this, but at that point it might crowd out all other itemisation for a first buy, though potentially it's one-sided resists would prevent that. However, the item fantasy shouldn't be a first buy; it's a multiplier fantasy, like Deathcap.
Road Crusher Raptor Cloak, Glacial Shroud 3000 Gold (Combine Cost 800 Gold) 70 Armour 20% CDR 350 Mana
Unique Passive - Point Runner: Builds up to 20% Movement Speed over 2 seconds while near turrets and fallen turrets.
Unique Active - Pave The Way: When near an allied or fallen turret, leech it's power to create an area around you where allied stuns, slows, taunts and roots are 10% longer (120 seconds cooldown) (500 Range).
Once again a chance to opt into extra crowd control, though in this case, it's very strong effect that is extremely situational. The Raptor Cloak line of items is a little unusual in that they generally require a strategic reaction from the enemy team. Zzrot provides splitpush threat and Ohmwrecker changes diving parameters. Road Crusher is significantly stronger than either of those, but similarly pushes a strategic set of plays. Unlike the other two, it's a lot stronger defensively. It's only usable in territory your team "owns".
Road Crusher would be highly preferred by Defenders over the other two types, though Controllers can make a claim. Knockups and Suppression have been deliberately left out, as they are unmitigatable, so their duration is very important to their balance.
This item's potential issues are potentially that it's too good defensively and doesn't allow the team to make plays, while shutting out too many options for the enemy team. It strongly encourages the enemy to splitpush rather than deathball down mid. I think there's a bit of an opening to try to push strategic diversity this way, to force enemy reaction rather than trying to sort your own team.
Variety in Tanks
In addition to all of this, several champion kits have significant overlap, putting their selection down to whoever is stronger at that point.
Classifying Tanks: There are several champs people commonly call tanks that... really aren't. Mundo, a Juggernaut, is probably example number one. I'm also going to ignore J4, who's very rarely played as anything other than a diving fighter.
The following are assumed to be features of tanks in general: - The ability to initiate. - The ability to absorb a large amount of damage. - A crowd control focus. - Low, but consistent and target agnostic (% health) damage.
Mundo, for example, doesn't offer strong initiation, doesn't have a crowd-control focus and has rather high damage.
The following champions are listed as primarily tanks by Riot: Alistar Amumu Blitzcrank Cho'Gath Galio Jarvan IV Leona Malphite Maokai Nautilus Poppy Rammus Sejuani Shen Singed Sion Zac
Most of them have some solid roles they've carved a niche in, so I'm trying to identify the problem children.
I've spilt them up into the following divisions, based on what I see as the champion's specific niche: Defenders (tanks focusing on peel and assisting other champions, usually carries): Alistar, Galio, Leona, Maokai, Poppy, Shen.
Isolators (tanks focusing on lockdown of a single target, usually for a long period): Blitzcrank, Cho'Gath, Nautilus, Rammus, Singed
Controllers (tanks focusing on AoE CC, teamfight wombos and teamfight disruption): Amumu, Malphite, Sejuani, Sion, Zac
My personal opinion is that the several tanks have significant overlap, but the following are the worst examples: Amumu and Sejuani. Consistent, high, damage in a small AoE, semi-reliable ranged initiation, AoE lockdown ult. Zac, Sion and Malphite. Long-range initiation that is beaten by spreading out, extremely strong from Fog of War. Major CC is un-mitigatable but short, padded out with slows. Their strongest differences are that Malphite is generally better against physical damage comps and Zac against magic damage. Alistar and Leona. Ali's WQ is basically a stronger version of Leo's EQ and also can replicate the functionality of Solar Flare, but on a lower cooldown. A properly staggered Leona combo will do more damage, but Ali ult gives similar damage and doesn't require staggering or micro. In addition, Alistar has lane sustain for him, his minion wave and his carry. Leona's only strict advantage is that her single target combo is longer, but it's also mitigatable and cleansable, and Ali Headbutting opponents towards his team is often significantly better regardless.
I seriously believe the end-of-year update should be Tanks and not Assassins. They've no late fantasy beyond needing the enemy ADC there to kill them and whenever tank itemization is good it causes serious game health issues and a lot of frustration.
TL;DR - People building items that give them health and CDR does not a tank meta make, but tanks being reliant on those sorts of items means they're in a bad place. Tanks need different itemization.
... it's
. It isn't
it's
. These assassins can build tanky and still put out pretty assassin-level damage, it just takes them slightly longer. But the lack of vulnerability more than makes up for it. They're doing something they're not supposed to do and it's broken. Assassins are supposed to be high risk, high reward picks that need kills to stay relevant, are vulnerable if caught out or if they mess up when attempting to get at a carry, and that need to choose their fights carefully to succeed.