It feels like Riot and the community have very different ideas of "unfair" mechanics.
A lot of times when riot nerfs something that doesn't seem to be readily apparent as OP they say things like "hidden power", these like, hit a button and you're better abilities like
W, which got nerfed by almost half it's duration,
's W aura and team wide steroid on ult (both also nerfed a while back), etc. skills with low interactivity whose effects may not be readily apparent to the untrained eye.
But whenever I see people complaining about a mechanic on the boards or elsewhere, it's not "hidden power" it's power that is inherently low on counterplay.
% max HP true damage on
for just auto attacking
Long or frequent periods of untargetable via the pool of tears and troll poll on
and
Or mobility that still has very little direct counter other than "pick someone with mobility too", you can use your mobility to be gone long before
stun hits you due to low missile speed or dodge all the CC that's been reworked into skillshots.
The things the community finds to be unbalanced are things that are apparent and clear on what is happening, and it FEELS skillful to use, but when you're on the other end of it, there's very little you can actually do. % max HP true damage can't be itemized against, except for attack speed slows on the armor items that do nothing to mitigate the true damage's actual damage. The troll poll and such are effected by what, DoTs applied before using the skill and tethers applied before activation? The only counters to all the mobility are toxic in their own right and complained about too, such as
's stun Tibbers with no warning,
's perma root, etc. Other than these, the answer is usually "just CC them before they can do anything" which would be fine if these kinds of issues weren't so common, you don't have the CC every game to keep 3 or 4 of the 5 opposing team from moving while you 100-0 them, that happens once in a blue moon.
This has led to patch after patch of things being nerfed that didn't seem like all that big of deals, while idea after idea is pitched to deal with the problems players want to see fixed and see nothing in return. I've seen untargetable can get hit by AOE moves. I've seen make all CC work like Veigars new cage where the second you get CCed you drop dead in your tracks, even if mid dash. I've seen the idea of a CC specifically to stop mobility, cripple. I'm thankful that there's been a burst of feedback from Riot, so I felt like now was the time to make this post, since it doesn't seem like it'll just fall on deaf ears.
mid,
ad,
supp,
jung, and
top? Mid and AD make
work harder to itemize,
can, 
. But don't get me wrong, I know nothing about Leona and only picked her that game because I (mistakenly) gave into bullying from the adc. My problems with
This humble Rammus main thanks you. I try to turn around losing games, personally... but that's the job of a tank.
are satisfying and can be played around(baited out), Fiora's new w is satisfying because all of those require perfect timing and skill to use. But those "become invulnerable at a touch of a button" are mundane and frustrating to play against.