With worlds ended, there is no more excuses left for this meta.
There's no excuse of Proplay needing to practice anymore. Hell, you can even look at world's statistics alone and just to see the issues. Kalista sitting at 100% banrate. Gnar and Xayah having some of the highest pick/ban rates throughout worlds is also pretty insane.
These past few years have lead people to 3 possible conclusions, and I think this recent meta was a real eye opener. Either Riot's balance team is: A) bad enough at their job that the game has gotten this terrible, B) purposefully making the meta this bad, or C) not caring and just make changes without concern at all. I don't actually care which happens to just be it because the fact remains this meta is by far the worst. I don't know if Riot can identity the problems since they haven't yet offered even a solution. I'll give the short list of what needs to be changed and the long list with explanation.
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and it's upgrades)
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Heal/Shield Power)
/

Ok, you've seen the short version, and now you're probably thinking, "Why isn't X there?" Tristana, for example, was not listed because Tristana wasn't an issue before this meta and most likely became an issue because of certain items (Shiv) and good in the meta (broken support items protecting her, tanks needing to be cut down). Of course not everything on the list is to be nerfed, such as Sunfire who is getting some, but not huge, buffs. Why is an item like Bloodthirster on here? Simply just for reverse powercreep.
-5 AD, Critical damage modifier reduced by 15% (50% -> 35%)
Aside from being a bit overstat, ADCs just need a huge knockdown in their Crit build's damage. No one wants to go back to high cost powerspikes to where you feel like garbage before hand and overpowered afterwards.
-5 AD
Reverse powercreep; reverting unnecessary buff.
-5 AD, Damage converted to a DoT reduced to 20%.
AD reduction for the same reason, conversion reduced because it gives too much survivability to certain champions (Draven, Riven), and people probably don't want to go back to that.
Passive damage reduced by 10-20 (based on level), bonus damage against minions reduced to +45%
Usually when Shiv gets nerfed, it gets one of it's aspects nerfed too hard and therefore becomes useless. Instead of repeating that, just hit both, but not as hard, and keep the item viable. I don't think anyone finds Tristana oneshotting a minion wave with Shiv+IE+her passive very interactive or interesting, especially in the mid game.
+
Interaction removed, having one of the passives disables the other.
The world has seen this twice now. They're made to be balanced on having either, not both.
Health difference maximum doubled (to 2000 health difference), maximum bonus damage reduced to 15% (0.75% damage per every 100 health difference).
So basically this item makes ADCs super melt tanks to build RoA, any bruiser near instantly, and is probably the reason tanks need an item as broken as Stoneplate. We're fixing that by making it deal less damage overall, and also require the target to be a lot larger (think Cho'Gath).
+100 Gold cost
+100 gold cost
Basically some reverse powercreep and also to put ADC powerspikes a bit in line. Would hit PD harder (remember Lucian?), but this is about fixing the current meta and not every issue after.
-5 AD, Cooldown reduction changed to give 20% on the spot.
I dislike items that give all your essentials stats for a cheap cost, but I also hate that this item isn't good for Caster ADCs like Lucian, but instead better for hypercarries who spam spells like Xayah and Sivir. Currently it gives ~4000 gold in stats, I think that's too much.
-5% attack speed
Anyone remember when they nerfed Ninja Tabi from 12% reduction to 10% (good change)? I feel like they forget to also nerf ADC's boots to keep even power between them and reduce powercreep, but they didn't make that change. Now they should.
W auto attack bonus damage reduced to 12%, E critical damage ratio cut in half, R places down 4 feathers instead of 8.
There's a lot about this champion that could be nerfed, but given all the multiple hits to ADCs (not large hits to one thing because those create issues and polarization), I'm inclined to give a little leeway. But the moment I see if she's still out of hand, I'm calling for nerfs. W nerf is because 20% bonus damage AFTER CRIT is huge. E nukes too much. R -> E combo is just too good.
W changed to apply 2 stacks of passive on landing the ability, no longer stacks passive over time.
Many, and probably a lot, think this isn't enough. If it isn't nerf him again, but I think given every other AD item's change, this might be enough. What is the significance of this change anyways? It massively reduces his waveclear early game, meaning he can't really win lane anymore, and also reducing zoning potential. This isn't a complete revert from his mini-update since the slow still persists. I think Twitch is an issue right now because he gets to free pass the early game and then use overtunned ADC items to kill people as if he was fed.
E no longer applies to epic monsters.
The biggest pro play part of Kalista is her insane objective control. Instead of dodging the issue, just solve it and never have to deal or dance around it again.
Health ratio removed. +3 shield per level. Melee only.
Not sure why Riot gave the item an HP ratio and didn't consider tanks abusing it, but it happened. Before the HP ratio, the item already needed nerfs. The +3 per level isn't much, but it is probably just enough to keep the item viable. Why melee only? Enchanters are supposed to be squishy, hence why they have shield/heals, plus they have Redemption for an AoE item.
Heal/Shield power is now only 50% more effective from 200% more effective.
Seriously? An item with so much range and game changing that it can turn the tide of a skirmish is really insane. I don't expect tanks to abuse it, but if they do, make it ranged only if needed.
Heal/Shield power reduced to 6%
Heal/Shield power reduced to 8%
Heal/Shield power reduced to 16%
The way I see it, shield stacking never became an issue until someone introduced this stat. Now, for whatever reason, when adding this stat to these items, no one thought to compensatively nerf the items in some way to make sure it wasn't just a huge addition of powercreep. We don't need anything that counters shields either; we already know Executioner's Calling is a huge issue with balance, so why repeat the mistake?
Gold generation from picking up golden coins reduced.
Again, this is obvious powercreep and that needs to be reduced.
Ultimate charm duration reduced to 1 second at all ranks, bonus speed for hit first champion reduced to 130% (from 150%).
So if anyone watched worlds, you'd realize that maybe Rakan shouldn't be allowed to have 2.5 seconds of undodgable AoE CC.
Polymorph duration reduced to 0.90/1.05/1.20/1.35/1.50 from 1.25 to bullshit (2.25).
Do I need to explain this one? Maybe Lulu shouldn't be able to CC a target for 30% of their time fighting, plus shield someone.
Damage reduction reduced to 15%, Cooldown reduction removed, +50 health.
There's no reason why this item needs to be as good as it is. If anything, it's forcing DPS mages to be too good just to be effective against tanks. Cooldown reduction is completely out of place and also powercreeping. 50 HP is just compensation.
Damage radius reverted, damage increased vs champions.
Just slight compensation for tanks, as their very broken items are getting the hits they deserve.
Cost increased by 600 (3100 total cost), HP when near 3 enemies reduced to 80% health, active duration reduced to 3 seconds, and all health gained by this item's active now counts as base health.
Fair nerfs to the item and also fixing that Cho'Gath issue.
Reflect damage reduced by 5 (15 -> 10), Grievous Wounds now only applies against ranged champions.
If this is supposed to be an answer for tanks against ADCs drain tanking them, then why does it auto win against bruisers?
Flat reflect damage reduced to 15, deals +10 more reflect damage against ranged champions, Grievous Wounds now only applies against ranged champions.
Basically the same reason as Bramble Vest.
E slow reduced to 15/20/25/30/35%. Passive healing reduced to 15-70.
Cho'Gath permaslowing with his E to out-trade opponents is already a huge issue. Cho'Gath perma healing with his passive to avoid his supposed-to-be bad laning phase is also unhealthy, since he gets to be about 5000+ health. Stoneplate was already hit, so I'm hoping the ult is fine.
Passive healing changed to missing health. Q damage reduced to 70/110/150/190/230.
So Maokai has been meta, top tier for almost 2 years straight. Even with the tank update, he was already good and then Riot buffed his passive. As we're seeing, Maokai is too strong. You can't trade with him because of his passive and high Q damage making him near immune to trades.
Melee only
So I bet someone was wondering why I never mentioned Kog'Maw. Shields are nerfed, frontlines for him are nerfed. Only one last thing that could indirectly hurt him, stopping his abuse of Mallet. Also neither should Gnar be able to abuse Mallet.
Armor pen increased to 6% per stack (30% total), passive now disables/cannot exist with "Last Whisper".
Now bruisers can hurt tanks, but also Lucian can't stack this with LDR/Mortal Reminder and not actually fall off for using an early game build.
Damage threshold reduced to 400-1400 from 400-1800.
I'd like to take the time just to say this item never actives at all. Please fix that.
W can no longer stun, W attack speed slow reduced to 35%, Ultimate no longer grants bonus speed while near the marked target, Q AD ratio reduced to to 60/75/90/105/115% (bonus AD).
Fiora had this all coming for a while. With Bramble nerfed, she can get the hits she deserves. She's a late game champion, why she has such a good early game is a mystery to me. Every skirmisher has a good defensive ability, but Fiora is the only one who has a stun attached to it. Why? Not sure. Free extra speed on ult lets her proc it for free and without much counterplay.