This game is quickly falling into the video game trap of "More damage means less hits taken"
In pretty much every type of single player or RPG game, tank stats are valued far less than raw damage because raw damage means the enemy will hit you less over the course of the fight. Dying quicker means they get to attack less.
So its starting to translate here. Tank items are worth more gold and are less effective than all damage items. Damage items can penetrate 35-45% of your tank stats and have multiple ways of shredding you, while
are the only real damage reduction items, they fill a specific niche and cannot be used universally.
In a scenario where a tank and a mage go against a carry and an assassin, before, the mage would die to the assassin and the tank would die to the carry. Now, the carry dies to the mage, and the tank kills the assassin.
Burst damage is the highest its ever been, and sustained damage is nearing that with an overabundance of penetration, gold efficiency, and CDR.
Tanks building damage items mean people die faster, and thus do less damage. Full tank
would tank a bunch of damage and CC the enemies, but you had to rely on allies to kill them. Instead, he goes full damage and kills 2 people while using his flat health bonus from W to survive longer, a strict upgrade.
Why rely on teammates to make you take less damage when you can just kill them?
We need a massive patch to buff tank items, and lower penetration on other items. As of right now,
Penetrates 60 fucking armor, a solid third of a tanks stat. Couple that with
or
then you might as well not even have built armor.
all individually give at least 60 armor.