Why I Think Camille is a Problem
Oh, hey look Riot released another playmaker champ with max % health scaling and mobility! Yeah, we've been through this song and dance before. Almost everyone and their mothers know that Riot tends to release champs in a stronger state to make that sweet $$$ on their skins. (And if they make enough $$$, they keep the champ strong) Hey, I'm not a huge game developing company, I can't say shit about that. (I can, but I'm not qualified) Anyways, what I wanted to discuss was my ideas on why Camille is just such a 1000 degree glowing pain-in-the-ass. (TL;DR at end!)
I'm going to try covering this in order of her abilities. Stating what I think causes issues and what may be a solution. Remember, this is all opinion; yes, I know having an opinion on the internet is dangerous, but I'm doing it anyways. http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Camille_0.jpg
PASSIVE: A max % health shield that gives you a shield based off what kind of damage your target did the most of that game. Well, I don't think it's as bad as it seems. It solidifies Camille's role as a duelist, and it won't help much if she's inside the entire enemy team, unless they all went AD or AP or something. If there are any issues with this, it may be its duration or scaling, but I don't think it's a problem.
Q: Double attack enhancers that have bonus range, damage, and a speed bonus, with the second one dealing true damage if you wait long enough. Having two attack resets can make a champion pretty strong at taking towers or right-clicking. The true damage can reach 100% of the 2nd hit's damage, but that's when Camille hits level 18. I think that having bonus range doesn't feel necessary, because Camille already has a very strong engage, why would she need bonus range? Other than that, maybe a speed bonus isn't needed? I don't know, this ability feels pretty counterable just by waiting out the 2nd hit.
W: A delayed cone that slows and deals increased damage in the outer half and heals Camille for the bonus damage. The heal is Camille's only source of sustain outside of any life steal she gets, so may not be a problem. And the slow helps her stick to a target. It can be dodged, yes, but I think that Camille may need either her bonus movespeed from Q, or the slow from W, maybe not both.
E: A skillshot that drags Camille to a wall, which then launchers her off. If she hits a target, it damages them and grants her an attack speed bonus. This is just a duelist's dream. Damage, a little push of CC, and a bonus attack speed steroid. First things first, I don't think Camille should be able to leap over a wall with the 2nd dash. This ability is for her engage, and by getting a good disengage on it too is pretty overloaded. Asides from that, I think the attack speed steroid needs a bit of toning down, as well as getting a higher CD on the ability.
ULTIMATE: We all know what the hexagon of doom does, so let's just cover what needs to go. Specifically, the ult needs to go away when Camille dies. You somehow managed to kill a Camille! Congrats! You should be able to leave the area now, right? Wrong. The only way the field dissipates if if you die, it wears off, or she gets knocked out of the prison of bonus damage. The ult should wear off if Camille dies, so the target has some hope of survival. That, and maybe remove the flat base damage on her bonus damage, and keep only current % health scaling?
This is just my idea of Camille changes. Maybe she needs bigger, smaller, or different changes, but these are my ideas. I can't speak for everyone, only for myself and those that agree with me. Don't let what I say completely shape your opinion, form your own. And let's hope Riot's next champion is actually balanced!
TL;DR: Maybe remove Q's bonus range and/or movement speed buff, W isn't that much of a problem, E needs a longer cooldown and not go over walls, and ult should fade when Camille dies.
EDIT: Just saw her PBE nerfs after making this post, well, rip.