Why do Tanks in league of legends do more damage than carries? and tanks in battlefield 4?
Erm.... because lol tanks are broken right now and hopefully they integrate them into bf4 so I can blow s@it up!
Erm.... because lol tanks are broken right now and hopefully they integrate them into bf4 so I can blow s@it up!
I can guarantee you don't know the difference between a tank and a juggernaut...so please, what "tanks" are you referring to?
As always, what tanks?
Thats the "problem", everyone calls tanky champs that can play "frontline with 3.5k+ hp and 200 armor/mr" tanks.
Except sometimes it's not even the resistances. Sometimes people just call walls of health "tanks".
"Impossible to kill mages who build tank!".

...
Tanks (in assuming you are not referring to juggernauts) have high base damage so they can't just be ignored by the enemy team when their CC is down. Tanks usually hit high on the damage charts because they not only have high base damage but also a means of dealing it over the longer periods of time that they are alive. The reason why tanks aren't OP is because they usually can't burst squishies unless they are both ahead or building a lot of damage.
Now I am curious after reading some replies:
What would differentiate between a "Tank" and a "Juggernaut"
I imagine Juggernauts to be like Voli and Nautilus who can pack massive damage and essentially walk through the enemy team, requiring lots of kiting to stop them reaching your objective or adc. But what makes them "not" tanks?
I imagine tanks to be like Taric, who stays back and peels, preventing all in's and assassin plays, but technically he is a "support" like Thresh. The terminology seems to change each year, and players from different games bring their own phrases so I am curious to what people think on the matter
And in response to the OP: Tanks should deal more damage, thematically speaking, a massive hammer or Axe coming down on you will hurt a lot more than an Arrow or a even a bullet. The difference is the "reliability" of that damage. Low mobility and little to no range means that utilizing that high damage is rare and difficult. If an adc lets a tank in their face and doesn't kite, they deserve to lose that trade imo. When they don't, that's when the game is broken (otherwise why have range?)
Tanks: Moderate Mobility, Low to Moderate Damage, High Durability, High Utility

Juggernauts: Low Mobility, Moderate to High Damage, High Durability, Low Utility
Examples:

Ok, that makes sense, I think I have a much better understanding on the roles now, thank you :D
Now that I've had a look, I am curious about Volibear. His Q gives him decent mobility, and teamed with his E above average utility, but not as much mobility as other tanks like leona and Zac, but far more damage with a balanced build.
I personally would put him under juggernaut because he builds damage easily and his mobility can be cancelled by a number of things (unlike a Malphite ulti or even a Leona E).
This post makes me want to cry tears of joy.
Edit: on Volibear you'd be right to call him a juggernaut. Even though juggernauts are meant to have low to no mobility, many people forget that champions usually break rules of their class that others don't to make them unique. That's what we call an exception rather than a rule.
So despite Volibears mobility, he's a juggernaut. Though a stranger case IMO is Hecarim due to how tanky he gets.
I'd imagine the centaur is a hybrid of diver and juggernaut.