@Meddler, how will tanks be viable come 8.11?
With all the changes on PBE, especially todays updates to skirmisher and assassin items, I don't see how tanks will be viable come the 8.11 patch.
Tanks have usually been a staple top lane and sometimes in there jungle based upon their kit, where they use their decent base short ranged aoe damage to farm and trade early. Post level 6 most tanks do not have kill potential on the enemy laner without jungler support, and jungle tanks cannot duel. The reason to pick a tank was that come the mid game your team fight potential was much better than that of a skirmisher or a bruiser. This is because of tanks CC, getting early resists and the enemy not having purchased % penetration items.
However come the 8.11 patch, there will be an influx of anti-tank measures. Conqueror was a needed rune, as bruisers didnt have a keystone, but aa-based skirmishers use it better than bruisers do. Post 20 minutes and a crit based ADC will deal 15% true damage on crits, and around 25-27 minutes that carry will have 100% crit chance. Conqueror skirmishers who can use IE (
) will deal 35% true damage.
LW line is getting changed so it is never a "bad buy" you can pick it up if you want to damage tanks or squishies.
2 new items were introduced today to give further agency to bruisers, skirmishers and assassins. A reworked return of atmas impaler, which will be a wet dream for the likes of
as it gives bonus AD up to 2.5% of your maximum health.
For the skirmishers who want more access to a teamfight, spear of shojin gives a nice bunch of flat damage reduction, similar to bone plating. It scales based on bonus AD. So the 350 AD
who ults in now gets 44.5 flat damage reduction pre mitigation. (10+[230x0.15=34.5]=44.5) Now when that zed is around 3 enemy champions, he can triple that reduction, similar to
So now he takes 133.5 less damage from all sources, for 6 seconds, refreshing on takedowns. And its just a passive, not even an active that he has to utilize. Moments of power
don't seem to matter when its not a tank or a mage 
Meddler how are tanks supposed to be viable after that 8.11 patch?? True damage being tossed around like confetti at a new years party in time square means that getting early resists doesn't help us survive when we are supposed to spike: in the mid game, before carries have picked up the items to counter armor and MR stacking (those items do exist, even if solo queue carries would have you disagree) Not only this, but now skirmishers and bruisers, who beat tanks in lanes and in the jungle are getting items so that if they get ahead they can dive into a teamfight more readily, instead of relying on positioning and waiting for big CDs to get blown before going in.
The increase in true damage might seem like a great thing for champs who struggle with tanks before they pick up the necessary penetration items, but how will this change effect players like me who main tank champs and will now have almost no agency outside our "moments of power" while the opponent is sitting on 15-35% true damage for the entirety of the 15+ minute mark