Making Camille less unhealthy to play against (primarily her R)
Camille was pretty busted on release. Her kit is inherently pretty unhealthy, especially when it comes to her ability to lock down and kill AD champions (AP can deny her ultimate with Zhonyas, putting it onto full cooldown).
That said, after the changes made to her she has basically been completely trash, sitting at or below 45% winrate whilst still being unhealthy and frustrating to play against. The loss of the minion heal hurt her laning phase a LOT (which was intentional and a good change).
Regardless of how unhealthy her kit is to play against, I feel like they should be changing her to be more healthy, and returning power to her kit, rather than leaving her in the gutter.
The change I would make, personally, is thus: **Hextech Ultimatum is now considered a crowd control effect, and is removed by Cleanse, QSS and Mikael's Crucible. The on-hit damage granted to Camille by her ultimate, instead of being a debuff on the target, now empowers Camille and can be applied to a target not affected by Hextech Ultimatum. This buff is granted even if the target goes untargetable (Zhonyas, Fizz R, Xayah R). Additionally, Hextech Ultimatum no longer briefly silences. **
This: >Allows champions a way out from Camille's ultimate, in the same manner as QSS removes an Ashe or Lissandra ultimate. >Makes it feel less bad if Camille's ultimate is denied by QSS or untargetability. >What purpose did the interrupt/silence have other than very specific ability to crap on MF/Lucian? Stripping away unnecessary power.
Finally, please allow Camille to heal off of jungle camps. Camille jungle is not currently even remotely viable, at less than a 40% winrate, and was never as strong as its top-lane counterpart. Yes, it re-opens the play where you walk out of lane and W Scuttlecrab, Gromp or Krugs but frankly that's really not as powerful of a mechanic as you might imagine given how she has to leave lane to do it. It's a fun role to play her in, and just making that change would re-open that play style.
As for changes I've seen suggested that I do not believe would be a good direction for Camille. I've seen people advocate for the removal of the ability to stun multiple people. This hurts Camille's laning phase more than people currently imagine, as stunning the minions when using your E in trades (which makes you very vulnerable) or all-ins makes more of a difference than you are probably giving it credit for, and having a specific interaction for minions is very awkward. I do not believe that her E is problematic, since the dash is fairly slow, telegraphed, and the stun is very short. You are given some full 2 seconds nearly from when Camille casts her E to do something. It's also a very long cooldown.
I've seen people ask for the slow on her W to be removed. The slow is fairly necessary for her to function outside of the 0.5s stun of her E against anyone with any kind of dash, either by walking up and slowing them, forcing the dash, which she can then follow with her E or using her E to engage and re-engaging with her W (which is generally the worse option since it generally involves you missing your stun and wasting your AS steroid). Her ult does allow her to follow or deny dashes, depending on which dash and at what timing (often some combination thereof), but due to the long CD this isn't reliable.
Finally, people asking for her Q to not convert Trinity Force procs to true damage. This does not address her issues, and is simply a nerf to her already sub-par at best power. I understand that people find Camille frustrating to play against, but nerfing a weak champion is not a valid way to address health concerns.