Did the Tank Rework Fail or Succeed?
Did the Tank Rework fail or not, in my honest opinion it supplied more facts with the reasoning of "TDPS" (Tanky Damage Per Second) with little to no reason how it actually worked, I am going to clear it up in a logical perspective.
Tanks are meant to take the most damage possible in a teamfight and deal utility spells/abilities aside from mages and supports (Example, Alistar's Q) and also is to apply peel for any bad news bears (Literally and figuratively, fuck off Volibear). The standard idea for a tank in League is to do no if not little to no damage at all, that is where they kinda break it off from there.
The current state of damage from a Tankiness in League works like this...
Brusiers like Volibear deal damage (via health scales) while also punishing them for not be as tanky as others like Zac
Tanks like Zac are to deal the least amount of damage while also supplying CC (Crowd Control) as a method of attack like a slow for 2.5 seconds or a knock up for 1.5 seconds. People like those are heavily viable (Support or not) making them useful in any modes as a way of front line defense.
But the problem is....
Sejuanni has low cooldowns (Which is a good thing), but the problem is that her kit makes her more viable from a Nautilus or a Gragas. With items such as Sunfire Cape and the new Omen (Hopefully it never happens) coming in it makes those low cooldown slows and such into a melee version of a kite. With the ADC 2K17 and the Gragas Treatment that happened to Malzahar (Don't worry, he's on suicide watch) it makes League more tank focused now since of the new changes.
It also bring wooden fucks like him the ability to proc TLD every 30 seconds and also even dips more into an AP Tank blend with him giving more suffering than the loss of Obamacare (I am so fucked).