[{quoted}](name=Raj Te Lag Comp,realm=NA,application-id=3ErqAdtq,discussion-id=ksAFwJyl,comment-id=,timestamp=2016-08-07T19:18:41.624+0000)
Lower all base damages by 15-25% (Numbers can vary, just an example), transfer that to scaling, and improve tank items. This will stop all of the tank assassins as well as things such as Nautilus one shotting a carry with RoA and abyssal. Since there will be more damage late game from the carries but not from tanks, it's fine to buff tank items because the tanks will do almost no damage. The primary focus of the tank buff should be for early game so that they don't get bullied by a Vayne or Kayle top lane. The lane bullies can get hit less hard so that they still bully lane as well as have slightly, not too much, more of an impact late game. This will reward things such as warding and positioning late game because the damage dealers on the opposite team will do more damage later on but in turn your carries will do more damage later.
Soon as i saw lower base damage and improve tank items i couldnt finish reading this almost.
Amongst one of the critical reasons that make Tanks so dominant is the exploitation of Itemization, literally alot of AD tank'ish champions like Illaoi and Darius can combine their own utility for powerful presence such as darius's passive will give him a huge AD spike and bleed out dmg bonus to targets, while Illaoi can E grab you to poke you a good sum while your running away and then forced into a slow debuff of dodging spawning tentacles.
How this translates hard is items such as dead man's plate will negate the standard 'mobility' issue they would have, especially early game and with it giving up to 60 bonus move speed, unless they are slowed or locked down in any way, with such a utility on top of the hp and armor it brings out will let them gap close run much faster, even more so if they have fully upgraded boots too. While black cleaver can have extra move speed by just hitting the enemy, can penetrate part of the armor they have, and also hp but also AD to make them even more brawlie.
Mobility also shows its head especially good, when champions can even add stuff like ghost blade, luden's echo, dusk blade, phantom dancer, rapid fire cannon and so on to gain almost 20% more move speed then others so it lets them easily run in as a tank, run out if things get dicie after killing a few.
Ultimately what needs to be done is to balance itemization, such as measures to make it not as workable for just tank stacking and blasting things to death using what they have. But also take steps to cut back on special effects that allow such potential power to sky'rocket into madness, such as toning down that extra move speed bonus on deadman's plate when its fully stacked (since some champions can ignore auto hits which adds that big extra dmg hit on a target or even a turret and just constantly use abilities to high damage and chase or run away).
Plus what i recall on some ideas they were talking about, splitting up how the tank building would work, such as some tank champions might have high magic resist while some might have high armor, but would not be as good in the other stat, while some might have horrible armor/magic resist but would have high hp pools instead. Though it may not entirely resolve the tank abuse currently by itself, combined with proper tweaks, it could hopefully make tanks ruined much more easily if they stack armor, but the enemies ap champions could utterly wreck them with the tank's low magic resist, but in that same note: "HP would need to be toned down too so there would be less occurences of champions stacking items with hp like with swain and vlad: "Rod of Ages, Rylai's scepter, liandri's torment.", then making good use of the powerful amounts of ap and hp you get, combined with slow effects and % burn effects and a flat magic penetration to just tank mow down everything.
It makes me almost go to the point where items that grant HP, should never grant Ability power or Attack damage to force a balance created with some item sets that exist atm will not have armor/magic resist on top of either Ability power or Attack damage which makes it more impossible for people to just go some high damage, high armor combination, which is going on right now instead with HP and the AD or AP they work with.
It would certainly make 'non tanks', alot more squishie, but in the same token, tanks can't just mix hp+damage hybrid items with ease especially in early game and be forced into relying on base damage more then plain skyrocketing with sub'par base damage mixed in with sub'par scaling, that makes it powerful with a tank able to work strongly with both of them. This also would apply to Fighters/Juggernauts/etc.'nauts too, they are made to skirmish, not to do the same thing as tanks and rip apart everything with ease, with barely any of their health being chunked off in a 1vs1 or even a 1vs2 fight.