I've Been Dodging Games Far More Frequently Lately
I'm dodging. A lot lately. Usually up to twice a day now. Not because a teammate says they're on tilt or because someone on our team makes a troll pick. I'm dodging because the current meta is not won through any skill. It's won through champ selection. When I see pure tanks like Sejuani, Malphite, and Maokai get picked, I dodge. When I see dominant mids like Malzahar be picked, I dodge. Riot, to you specifically, this is the worst, least engaging, least fun, least everything meta since feral flare. There is a clear bias towards making tanks "fun, engaging, and worth picking". However, I don't think watching Maokai jump into 3 people while he's 2/1 and killing 2 before dying is exactly "engaging" gameplay. The thing that really shows that there's an issue right now is that I am a Vayne main. Vayne, the premier tank slayer, can't keep up with the amount of damage, mobility, CC, and HP they have. It intrigues me that they scrapped the PBE changes to Vayne (upping silver bolts damage, giving her ult more identity and reward) because they thought it would be "Too OP". But in the meantime, tanks beating up duelists is alright.
Possible Solutions: These are ideas. Suggestions. Ways to open up discussion.
Thornmail: Nerf or removal. "Tanks need something to help them get into the fight, and to deter them from being melted instantly. What if we made it so ADC's were punished for doing their job correctly?" How to change it? Remove grievous wounds, make the damage scale less. I shouldn't be dealing 600 damage to myself on most death screens.
Righteous Glory: Make it less attractive to tanks, more attractive for supports. Nerf the stats, keep the active.
Base Damages and Armor/HP scaling: Tanks build armor and HP to be able to soak up more damage...not to deal more damage. Don't do this...this is very poor game design.
Skill/Attack Ranges: A lot of tanks are deceptively "Melee". The usual backline that has to deal with them eventually cannot kite them, due to the amount of ranged slows, roots, stuns, etc. that they have. Make tanks feel sticky once they get on you, but make it hard for them to actually do the "getting on" part.
Passives: A lot of tanks have had passives reworked or tweaked lately (Maokai, Sejuani, Cho'Gath). These reworked passives are a tad bit overloaded. While they are thematically cool, they could afford to be toned down.