[{quoted}](name=MrFawknSunshine ,realm=NA,application-id=3ErqAdtq,discussion-id=N8wYVtsK,comment-id=000c0000,timestamp=2016-11-15T01:25:46.390+0000)
there is no long term answer due to meta shifts, item changes, direct and indirect buffs/nerfs to other champs
that is what makes it impossible to have a perfectly "balanced" game.. and her win % of 53% is a lil high... but how do you suggest riot make all 133 champs have a 50% win rate?
You're misunderstanding long term solution.
When is the last time Orianna was deemed OP? There are plenty of champions that are perfectly healthy over long periods of time. It's not about keeping them at a 50% win rate, it's about giving them a kit that is healthy for the game. Of course meta shifts will alter their power levels, but they'll still feel useful and playable when weak, and still won't feel super oppressive when strong.
Then look at stuff like Gangplank or Old Poppy or Rengar or what-have-you. They're frequently called in as OP and whenever they're strong they become a real problem for people. Maybe part of it is just some distaste for the champion (e.g. Rengar's snowball-ness) but something like Old Poppy was just unbalanceable. She either was garbage or broken OP - there was no in between. The idea is to make champions that can succeed when they're weak and can be beaten when ahead - so that as the meta changes and updates are made they may shift in power levels, but they don't become a systematic problem to game balance.
When a champion is brought up as problematic every time an item they like gets changed or every time their counters are altered, there's probably something inherently unhealthy about how they work. For Vayne, that's being designed as a champion who's supposed to be a true tank shredder, but who just shreds anyone regardless and can 1v1 just about anyone in the game once she hits level 6.