What if we made assassins execute instead of burst?
Building off of Pykes success: why not make assassins execute instead of dealing huge levels of damage?
Very healthy for the game, not really overbearing and not vicious to deal with in comparison to some cancers in the game. Execution makes him less independent but at the same time, he has tools and abilities to become independent to help his team.
Could benefit from this, reworking his abilities to do more damage to minions but less damage to champions with a few re-works:
Zed: P: (Poison) Auto Attacks prevents 95% of healing for the next 30 seconds Q: Double damage to minions, base stats lowered significantly and does normal damage to players. W: Ability is untouched but given an additional effect: while Zeds shadow is up he blinds his opponents for 0.5 seconds. E: Double damage to minions, base stats lowered significantly. R: Same concept as the old ultimate: Level 6: Zed can ult an opponent, switching between his W and R freely until the shadows expire without delay. If Zed brings his opponent down to 20% HP by the time he finishes his ultimate, they die: permanently giving him 5 AD. Level 11: Execution is raised to 35%. Level 16: Execution is brought to 55%. I don't know what numbers to scale him with.
This concept allows an assassin to eliminate an opponent out of the field even without actually killing them, although if Zed does kill them- it is still an accomplishment and a way to snowball. He loses lane dominance, in this exchange: Zed also gains some utility as well as high mobility, actually paying for his mobility with raw damage and carry potential.
This sort of gives the idea that a CARRY must do damage, while other roles benefit from this by protecting the carry or otherwise sitting in the shadows for a perfect time to jump. Zeds heal reduction for so long means that his opponent quite literally needs to go all the way back to base or else stay low for 30 seconds and then lifesteal back up.
Talon: P: Talons abilities and auto attacks stack a bleeding effect. This bleeding effect can stack infinitely, scaling based on Talons AD & Talons the opponent HP Regen. The higher the HP regen, the more bleeding occures, multiplicative. The bleeding effect lasts for 40 seconds. Q NEAR: Talon lunges forward, Applying 2 stacks of his passive instantly. If he executes a minion, he heals based on the damage of his passive. Q FAR: Critically strikes, giving 4 stacks of his passive. W: If Talon's Q has recently critically striked, this ability will receive doubled effects; except super minions, jungle monsters and large monsters. Double damage to minions, base stats lowered and applies 3 stacks of his passive. E: New passive: Talon gains passive stacks when jumping over a wall, 1 stack per wall that he jumps. R: Talon may execute at (15)(30)(45) however if he ults an opponent that is unabled to be executed, he instead applies 10 stacks of his passive, equal to 20 stacks when he ults and another when he Q's onto an opponent.
Again, Talon isn't meant to just instantly obliterate somebody. He's meant to take somebody out of a fight and then gain an advantage. Not only this but Talon gives his opponent time to run for help. The ADC might need to limp away from Talon and desperately try to get to a Soraka or a Sona. The major difference between Talon and Zed is in-combat mobility, stealth, and the way in which they work to meet the same goal- the re-work wouldn't necessarily remove their image.
counters tank, yeah why not let's literally add an item countering another 
with a skillshot.
There are weaknesses in this game, and we need to stop trying to overcome them.
