Riot's Definition of Counterplay
-
Counterplay occurs in game, not during the champion select phase, meaning no champion should have counters which they can't work around. Twisted Fate can work around laning against Fizz.
-
Skillshots have inherent counterplay, while point and click do not. You can't flash point and click abilities.
-
Squishy champions have inherent counterplay, kill them instantly. Killing a target before they get to do something to you is Counterplay.
-
Sending two people to deal with one person is a form of counterplay.
Vayne scenario, she has no AoE damage, but Corki does so this is stronger against Vayne. -
Building a specific item against specific champions is a form of counterplay. QSS vs Zed, Malzahar, Warwick, Skarner, Fizz. Zhonya's vs Zed, Karthus, Fizz, Vi, Rengar.
-
Mana and Energy are a form of gating for counterplay. Lux will run out of mana and be unable to wave clear. Shen won't be able to use abilities on CD.
-
Mobility gives more counterplay options to dodge skillshots, thus dashes are inherently healthy. Kalista can dodge a skill shot every .5 seconds, tons of counterplay.
-
Damage items outscale durability items by a huge margin. Those 6 item tanks sure lacked counterplay.
-
Engaging onto a ranged champion should have inherent risk. Roughly equal to half your health pool. Otherwise, it lacks counterplay.
In conclusion,
Better nerf 
You sure that's a design value m8?
in champ select.