Lol Playing Against Health Dmg

So riot has been ****ing this game up more and more with every patch.
and in between the bugs (both visual and gameplay wise) i've had enough of tanks doing more damage than bruisers, adc's and apc's together.
I liked it when it first came out, it was fun to try, but as more and more meta tactics started appearing one thing became very ****ing clear:
PERCENTAGE BASED DAMAGE
Now you are gonna downvote me for saying this, but it's overpowered and imbalanced as ****.
im gonna use amumu and zac as examples, but there are plenty more where this came from. like sejuani,
You give champs like amumu, zac, etc damage based on the enemy's max health, and what do you get? champs that deal insane amount of damage because
A) they scale on the enemy, not based on their own items (logic? where?)
B) these skills also come with a neat low cooldown or no cooldown at all (mumu's AoE is permanent until turned off, zac has like 4 seconds of cooldown on his base, etc)
C) the champion which has these abilities almost always come with a whole heap of CC (zac: jump >short duration stun, Q > slow, ult>knockback, amumu: stun, aoe root)
this raises a lot of issues, of which most pressing are:
A) these champions can become nearly unkillable in 1 or 2 v 1s because they go full tank but still have no cooldown and have scaling abilities they dont really build towards.
B) it's hard to counter them effectively as they have so many tank stats yet so much damage, so going squishy damage dealer against them as say an adc doesnt work, but going as tanky doesnt work either because you do lose damage because you dont scale like they do.
C) The items riot implements are giving these tanky characters too much stats at once on just one item, and they are making it worse and worse (i.e. they removed the warmog and force of nature combo and made it into one item, opening up an extra slot...)
D) riot goes and implements characters to try and counter tanks such as vayne, but vayne tends to be a lot stronger to squishy champs than the actual targeted crowd (tanks) as she just needs one full silver bolts combo to annihilate champs with low hp, while tanks needs 3-4 full stacks hits.
Now the only solutions i see to this problem are:
A)Remove the % damage completely
now this is harsh and i dont really like it myself either, as it adds a sense of diversity
B)remove BASE % damage and make it only obtainable through scaling
C) remove tanky items which give so many retarded op stats on one item (spirit of the golem anyone? max tenacity, high hp regen, mana regen, cooldown reduction and health for a really low price? and faster jungler? what the **** was riot thinking?)
I hope you guys read this, and perhaps some riot personnel actually takes this into account. and i really hope im not the only one who hates a sejuani with spirit of the golem and sunfire tanking a turret and raping 3 guys under it without any effort. (just an example :x)
TL;DR version:
>Tanks are OP because of the % max HP damage stat (in most cases, this is generally speaking)
>raises problems riot tries to adress but actually makes it worse
>solutions... remove it? make it only scalable? any suggestions?
EDIT: i am not saying tanks need a nerf, far from it. Tanks need to become tanks, not damage dealing health packs.
in the end all i want is for tanks to be tanks, an almost unmovable object, but not one that can solo rape an adc because that's NOT his role.

Aug 07, 2017  Aurelion sol is one of the hardest champion i ever played in the league if you learn his super burst and star mechanics you can easily climb rank with him watch other full dmg. Jan 29, 2013  I've had a really tiring game against a very tanky health regenerating team (mundo, olaf, sona, swain and vayne) So whether it's plain HP regen or lifesteal, I meant to ask you how you deal with those champs that appear to be invincible. What to Build Against True Damage and% Health? What to Build Against True Damage and% Health? 123girr (NA).Culture. Here you’ll find all sorts of discussions related to playing League of Legends. From discussions about your personal strategies, to speculation about the next champion or patch, if it’s about playing the game, it goes.

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In many team based games the amount of damage you are capable of dealing is a very important factor, usually leading to the victorious team. It is something of great importance in LoL as well, even if in this strategy based game, dealing a lot of damage isn’t the only thing that makes you win the game. Mid laners are your high burst damage champions who can do it all—solo and as a team. For them, combat is a dangerous dance where they’re always looking for an opportunity to outplay their opponent. Bot lane champions are the dynamite of the team.

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