Original Post — Direct link
Ive said here already. but no changes. this forces us to go glass cannon builds.
there will be any change soon? can we have an oficial answer?

https://www.youtube.com/watch?v=onzeCgxG0cI

(another video showing how BAD armor and health are
about 5 years ago - Ubi-RealDude - Direct link
Just to add on to what Joonnyy said, here is a meatier quote from the recent patch notes:

Originally Posted by UbiAmper
Tank builds do not feel viable as armor and health don't seem to provide enough benefit and sustain:
A: We agree. It’s a complex issue to solve, but in the interest of transparency, here’s our thought process. The way to take the least damage in the game is to kill everything that could do damage to you. So the players damage output ends up also mitigating a lot of incoming damage in that indirect way. Further, the faster you burst an enemy down, the less time you have to spend popped up from cover. Added to that, we didn’t want to scale enemy health as much as their damage in harder content always to avoid as much of the “bullet sponge” syndrome as we could, and so damage output again gets another advantage over defensive stats when moving up in difficulty.

In the upcoming patch we will overhaul a large amount of talents. Further, we plan to increase the scale of defensive stats when they roll on gear, making each picked defensive roll much more impactful. Finally, we are looking at balancing, especially in higher difficulties across the board to adjust both lethality and TTK on the enemies for a better experience with more viable build options. The changes to defensive stats and the further adjustment to skill mods, we hope, will also contribute to healing being a more valuable and efficient thing to do for your team.
Personally, one thing I've been curious about is are those looking for more tanky builds more often playing solo or in teams? How might that build work in either scenario?