Let's not pretend that the Zz'rot nerf actually did anything
Because it didn't. Zz'rot is still the second most broken item in the game, right after Guinsoo's. Have games really come down to "build Zz'rot or lose"? Not quite, but you're putting yourself at a MAJOR disadvantage by not having at least 1 on the team. Note that this goes far beyond other "key" items like Locket, Mikaels, and even Banner of Command. If one team builds even a single Zz'rot, the other team must build one too, without question, or risk getting out-pushed and simply overwhelmed by minions.
I suppose part of the fault lies in how fucking pathetic Riot made towers; if towers were stronger, Zz'rot's impact wouldn't be so large. But because towers break like paper after 10 minutes, Zz'rot is turning games into afk farm-fests, especially in top lane where tanks, bruisers, and even specialized mages such as Heimerdinger are getting Zz'rot first item and essentially letting the item win their lane for them.
"But bro, if they push all the time with Zz'rot, they'll be vulnerable to ganks!"
Ganks? What are those lol.
Anyone remember when split pushing actually came at a cost, or when it had pros AND cons? Zz'rot's pushing power is so great that effectively nullifies every imaginable con of split pushing. Seriously, this thing and Guinsoo's need to be #1 on Riot's list of balance priorities. I don't even want to think about what will happen when URF comes along and every single player rushes Zz'rot so that games don't last more than 10 minutes.