Most of the time, if I'm a semi-tanky character, people have no problem killing me as easily as they do ADC's.
Tanky doesn't immediately mean hardest to kill.
It just means hard to kill in a very short period of time with lots of direct hits.
Mobility, range, crowd-control, minions, stealth, terraforming, healing, clairvoyance, and a wide range of other mechanics can make a champion just as hard to kill as durability.
For example, I played against a Jinx, I was building full tank as Rek'Sai, and even though, at the time, she only had an infinity edge, and i had 160 armor, she could kill me so easily.
Rek'Sai doesn't exactly strike me as a tank. She doesn't have many qualities that scale that well with raw durability. She's more about outnumbering or out-maunvering her opponents than she is face-tanking.
You tend to want massive CC (like Leona status, not Riven's latency spike). Or you want a derp-tastic amount of in-built, impossible to counter damage (Like Nasus - Infinite stacking Q, potential 300 AD steroid from his ultimate, 40 armor/mr shred AoE, and 5% max HP aura).
In both cases - you build mega-tank, you're a massive pain in the butt despite only investing in being impossible to kill.
Also, in regards to loosing out vs. an ADC: defense on a tank and damage on a damage roll are almost exclusively reliant on gold/itemization.
If you're behind in gold as a tank or fighter, you're not going to be able to tank much damage.
If you're behind in gold as a mage, marksman, or assassin - you're not going to deal much damage.
And by that - Alistar and Leona are literally it for actually being able to initiate a fight 1 major item down on their opponents, and that was a risky enough proposition Leona didn't see any competitive play when that's what average support incomes were.
Vayne and Kog'Maw basically have pea shooters if they're down a major item, %HP damage be damned.
It's making me wonder, are items like
and
too easy to build? It feels like full damage comps are viable now, and I really think they shouldn't be.
Or are items that give resistances not making you tanky enough?
Last Whisper and Void Staff have always been in the game, so the meta changing in regards to tanks really has nothing to do with those.
Somewhat recent Nerf to Randuin's and Warden's %AS slow and %MS slow, possibly. Though you still saw a lot of Mao top.
I just think that tanks need a little love in this new season
Tanks still work really well as supports at the moment.
Braum, Leona, Blitzcrank, ~Thresh - those tanks are rocking it. If you want to play a tank you can go bot-lane support.
Warwick has also been doing unusually well, and he's on the tanky DPS side. Jungle is going through a lot of changes at the moment, changes that could potentially benefit a lot of tank junglers as well. Udyr, also tanky DPS, is likely benefiting from the jungle difficulty ramp-up much more than most. Udyr and WW are among the select few champions you can actually jungle with without runes, masteries, and a leash.
cough cough magic resist items cough cough
MR items are very solid at the moment.
Big thing to keep in mind is 1 AP sure as heck doesn't equal 1 MR. You only need 100 MR to reach 50% damage reduction, you need closer to 450 AP to deal double damage. Also - base damage on full QWER rotations tend to deal 50~60% of a champion's base HP, so you need to go glass-cannon to even 100%-->0% a squishy.
Grab a BV, Locket, or Visage on a reasonably tanky champion along with some HP and you cause serious problems to magic-damage champions. Also, you get a ton of HP/5 to deal with their pew-pew harass.
Big thing to keep in mind as a tank vs. heavy magic champion is basically this: tanks aren't tanky if there effective HP drops to the same level as a squishies. Don't eat Zigg's bombs or Nidalee spears to take one for the team - doing that completely nullifies the advantages of buying all your tank items in the first place.