[{quoted}](name=The thigh guy,realm=NA,application-id=3ErqAdtq,discussion-id=iuX6W97m,comment-id=00010000,timestamp=2019-09-03T21:31:49.567+0000)
I realize that. But no tank should be dying in even close to the speed that they do now and these items are the core of that problem.
And let’s say they should die that fast with these items. Then these items shouldn’t be perfectly fine builds into champions who build zero resistance items like they are.
What rule states that champions need to die at a fixed rate? If your champion dies, your champion dies, and it's up to your and your team how you prevent that from happening.
Surely on paper armor pen and armor negated looks like a lot, but you also need to consider team compositions and overall income damage. Because assassins, the main subset of champions that incorporate as much armor negation in their builds, aren't always alone when confronting a tank. And having to 1v1 a tank as an assassin varies by player experience. If ONE player comes to the boards with a clip of being a tank getting 1 shotted by an assassin, then there's an equal likelihood that someone playing an assassin failed to kill a tank 1v1.
There's also champion abilities to consider, such as self healing or improved armor and MR stats upon activation.
Obviously, any champion can be slain as fast as possible if they sit there not doing anything.
Then there's the factor of retaliation from minions, camps, towers, etc. Having just put down X armor pen favors against Z armor doesn't communicate anything besides those values in that particular moment armor is effective, excluding any other outside factor.