Well that's annoying: my (flawed) list of things that need fixing because I don't like them
Master yi Yeah I know he is so easy -- just bring hard cc and blow him up. Except when you are in gold or lower, noone brings the correct hard cc to throw at him. Or you do, but no one on the team focuses him. And skill shot hard cc is just dodged by his q. Speaking of which... I really hate yi. Because if you pay attention to his abilities, you realize his q negates 2nd proc of morg ult, let's him dodge all damage you throw at him for about half the fight (literally if he gets off 3+ alpha strikes in a fight, it adds up to more invulnerability time than a KAYLE ULT -- like wtf that is bologna), and he gets a heal that basically negates 3 item adc's auto damage the whole time he channels it -- while he waits out his cooldowns. potential fixes remove the true damage, remove the bonus armor and mr without buffing the amount of healing he gets from meditation, make him targetable during his alpha strike -- even if you don't do this, at least make it so morg stun from her ult still procs Fiora So you give her extremely high damage on her q, yet it costs only 20 mana, can dash over terrain, and is on a super low cd. She can block literally any ability in the game. Umm then update panth passive to do the same please -- not that I play him very often, but it just makes his passive look pathetic -- as well as sivir spell shield because of how long the cd is for sivir vs fiora block. So she has a 4 sec blink, can block any cc you throw her way when you try to gank her, and we haven't even mentioned her ult. Something on the order of 49% TRUE DAMAGE. Um that is PERCENT TRUE DAMAGE. Not flat true damage. Not percent magic or physical damage. True damage. Do you realize by level 11 this is more true damage than an ap cho probably gets from his ult? Which she can theoretically block btw. How is it at all logical or balanced that someone can block your cc, negate all your tank stats, and become a nearly unstoppable split-pusher 1v1? Yeah I know people have beaten a fiora 1v1 (I have myself), but the sheer level of outplay required is beyond stupid. If we are even in terms of items, levels, etc. and we play the fight equally well I should not end up dying to a fiora that still has 70% of her hp. Just force 5v5's then right? Except if the enemy team can stall towers 4v5 and let fiora split, they win by default. potential fixes higher mana cost or longer cd on her q (makes her more gankable and adds strategic play to when she uses q for harass vs escape -- think renekton e, fizz playful trickster), make her ult flat true damage or percent magic/physical damage (it would still be op without being stupid op), make her riposte/block only block auto attacks Dr mundo Just camp him early and it will be ok, or play a broken champ like fiora. Um except my jungler never ganks for me until like 17 min into game maybe and only after I've been ganked about 10 times and died 3 times. Oh, and maybe I don't want to play fiora or mundo or already picked a different toplaner. After the previous 2 champs, this guy's list seems a little lame. Crazy good sustain. High percent magic damage that is spammable (his q). Insane scaling on his auto attack reset (his e). Seriously, when a full tank mundo can get 200 damage on level 2 autos with building literally no ad there is something broken with his kit. potential fixes reduce the scaling on his e (it scales way too hard early with missing health), reduce the percent damage on his q vs champions, remove the slow on his q (I don't like this idea, but it might help) Annie Get enough items, flash ult, everyone hit dies without a chance to fight back -- unless they have banshee's or guardian angel (ga). Umm, I think that pretty much explains it. DFG was replaced by 4 item annie and came with the upgraded effect of being able to instantly delete more than one person now. Not sure how to fix it, but it seems just a little unfair. Then again, maybe every champ is getting something broken like this eventually -- so we can deal with the previously mentioned champs on this list. Heimerdinger (aka the donger) His turrets are way too spammable when the enemy takes them out. His turrets take 3 hits to kill and he can replace 2 by the time you kill 2 of them, all the while autoing you or throwing other spells if he is above level 1. Basically stupidly high sustained damage that you have to take if you want to farm and don't have spammable ranged waveclear -- kinda lacking at lvl 1 if you are melee. Just gank him right? Except... if you get counter-ganked, you lose the 2v2 most likely and of course what if your jungler doesn't care about your lane... Obviously there is more to say than this, but this character's flaws are summed nicely by people who do YouTube videos on a regular basis: you can't force him out of lane 1v1, you rarely out-trade him, and you can't really just farm up without forcing him to play super-passive somehow (basically forcing recall or killing him), and he is non-interactive (like yorick with his ghouls except more annoying). potential fixes make turrets aoe only after lvl 3 upgrade on them (this gives enemies a chance to farm early, while still letting them damage enemy champs IF heimer targets them -- later on, they have the damage or resistances to take some splash damage from turrets if they played decently early on), increase turret cost, reduce number of turrets you can hold and/or place at lvl 1 and 2 of turret upgrade Malzahar by level 3, he can clear a full wave without using basically any mana thanks to how much he recovers from malefic vision, or he can throw this on you and let the spell plus his voidling chunk around 1/4 your hp if you don't kite back and probably miss some cs. His pushing power early on is nearly unrivaled (especially if you consider mana costs). His ult apparently can't be cleansed and lasts 3 seconds. Never mind the amount of damage he can do with his ult combo'd with his other abilities -- 3 seconds of uncleanseable cc at lvl 3 is stupidly high. Combo with any cc jungler, and you have to be trying hard to fail killing someone. potential fixes higher mana costs, longer cd, shorter range spells, and for heaven's sake, make his ult cleanseable and removable by qss and similar items, shorter length suppress on his ult Tahm kench Tahm is like the toad/catfish version of Dr. Mundo. Crazy sustain combo'd with too much free damage for someone building pure tank stats. Do you realize that at lvl 2, tahm can fight you, slow/stun you with q if you try to run, then eat you for something like 24% of your max hp? Just THINK about that for a second -- you are giving him a mordekaiser ult available at lvl 1, but it is way more spammable. Who gives someone a spammable morde ult and insane sustain? And late game, his auto's get something like 200 bonus magic damage just for building tank stats. Umm where is the love for people like malphite or sejuani if you are going to give pure tanks that much bonus damage for free? Finally, in 2v2 lanes (bot lane), tahm gets stupid easy saves. Morgana and thresh take some level of skill -- you lantern out or black shield BEFORE the enemy cc hits NOT AFTERWARDS AT YOUR CONVENIENCE. Just engage after he uses it... except, your cc comes up maybe a whopping 2 seconds before his next save does. Oh, and he can out-tank you if you are a melee like leona thanks to his "morde ult" destroying your hp with 3 autos and a point-and-click plus his gray health shield or regen. potential fixes reduce base stats on his abilities, reduce/remove percent hp damage on his devour (flat damage on this please, or at least not morde ult range of percent damage), do not let him devour targets with hard cc on them (if morgana has to anticipate when to use black shield, tahm should not get a pass and get to use his "black shield"/devour after the cc already lands), make using the active on your gray health more tactical (right now the best method is tanking a ton of damage, then shielding if needed to basically get all that damage in a temporary shield -- meaning you essentially have to kill him 2 times before he dies) -- the solution would be simple: amount of health not lost from damage can be converted into gray health shield (meaning u choose at start of fight to shield if you want max shield, or you risk having a smaller shield later in the fight in return for getting the hp regen if you don't use the active on gray health). Last time I checked, tahm is getting the max benefit of the active and passive by being allowed to wait until low hp to decide if he needs to pop his active on gray health for a huge shield. Vladimir The sustain on this guy is super high if played decently. All well and good, until you add in the high damage he gets at minimal risk to himself. Really a tank that plays well and builds all the right MR for lane vs a vlad should not get chunked out and forced to recall by vlad so easily at lvl 9. Add to this the low cd on his "troll pool" (sanguine pool) which makes him very hard to gank unless you are bringing multiple friends and tower-diving. potential fixes reduce EITHER his damage on his q or his sustain from his q, longer cd on his sanguine pool, remove the healing he gets when using sanguine pool, reduce range of his abilities
Disclaimer -- this is all personal opinion and subject to change with patch updates. You may agree or disagree as you like, but do so respectfully -- no "noob" or "bronze trash" stuff in comments please. (I've been everything from bronze 4 to gold 5 and see the same types of mistakes at all levels). I am not saying the above champs are unbeatable -- they are beatable and not just by each other. What I do claim is that it is too easy to play better than an enemy on one of these champs, yet still lose to them. This is not an exhaustive list, but is a hit on some of the more common ones from recent patches including the current one. I did not include the junglers that can "drain tank" everyone after getting 3 attack speed/damage items except for "master" yi, but I am sure anyone playing ranked can identify the others.