Your forgetting nerfs that she had before 4.4. She has been nerfed so many times.
v1.0.0.150
Elise released.
v1.0.0.151 (this was a rare buff to elise)
Neurotoxin ability power ratio increased to 3% per 100 ability power from 2%
Venomous Bite ability power ratio increased to 3% per 100 ability power from 2%
Cocoon
Missile speed increased to 1,450 from 1300
Now reveals the target if it hits
Spider Form bonus magic damage per ability power ratio increased to 0.3 from 0.2
v1.0.0.152 (minor buff)
Base Movement Speed increased by 25
v1.0.0.153 (the last time Riot ever loved Elise)
Volatile Spiderling
Fixed a bug where Volatile Spiderlings were only lasting for 2.5 seconds, rather than the intended 3 seconds
Skittering Frenzy
Now immediately starts Elise attacking at her faster attack speed, rather than waiting until her next attack starts
v3.01
Neurotoxin
Mana cost increased to 80 / 85 / 90 / 95 / 100 from 60
Cocoon
Mana cost reduced to 50 from 65
v3.04 (Overall nerf, but reasoning is sound to make her have to take some more risks.)
Elise has been rewarded too well for playing safely, so we shifted some of her power to her spider form to increase the reward for taking risks.
Neurotoxin
Cast range reduced to 625 from 650
Damage reduced to 40 / 80 / 120 / 160 / 200 from 50 / 95 / 140 / 185 / 230
Venomous Bite
Damage increased to 60 / 110 / 160 / 210 / 260 from 50 / 95 / 140 / 185 / 230
v3.07 (Riot says they did this to stop Elise from being lane bully, but this in facts killed her laning potential. After this lane Elise disapeers [a few people still play her in lane, but for most part she is only jungle now].)
Reducing the bonus Armor and Magic Resist in Spider Form while increasing the ability power ratio on Skittering Frenzy will better position Elise's offensive capabilities and vulnerabilities. Elise continues to be a very strong lane bully; she will just need to think carefully about when she can win a trade.
Skittering Frenzy
Ability Power ratio increased to 0.04 from 0.02
Spider Form
No longer grants bonus Armor and Magic Resist
v3.10 (Combined with loss of armor and magic resist in previous patch, her ability to tank is severly reduced.)
Summary: Spiderlings are now less tanky overall, particularly against champions who build armor penetration. Spiderlings will also descend from Rappel after Elise, meaning if she Rappels with tower aggro and no friendly minions around, she'll be targeted first once she lands (towers used to target Spiderlings first because they would descend first). Rappel also no longer allows Elise to travel outside of the indicated range.
Context: Elise has been a high-value pick in competitive play for some time thanks to the overall strength of her kit. We considered reducing the damage of some of her abilities, but felt like we should target her more frustrating aspects first. Specifically, we wanted to reduce the tankiness of Elise's spiderlings and lower their utility as damage sponges. With these changes we can add a little more counterplay for her opponents, meaning Elise players will need to think more carefully about her Spider Swarm passive.
The other ability we targeted was the deceptively long range of Rappel. We initially designed Elise's Rappel to allow for some extra travel space outside of her indicated range, but in retrospect this made the skill extremely frustrating to play against. These changes mean the circular visual indicator will more accurately show who Elise is able to descend upon.
Spiderlings
Health reduced to 90-260 from 125-550
Armor increased to 30/50/70/90 from 30 (based on Spider Form rank)
Magic Resist increased to 50/70/90/110 from 50 (based on Spider Form rank)
Multi-target damage reduction adjusted to 25% from 10/20/30/40%
Spiderlings no longer continue taking actions before vanishing once Elise shifts into Human Form
Spiderlings now group closer together while moving
Volatile Spiderling
Movement Speed has been reduced
Rappel
Elise can no longer descend outside of the indicated area
Fixed a bug where Elise could begin casting spells and attacking as soon as she began her descent while she was still untargetable
Spiderlings will now descend from Rappel slightly after Elise instead of descending at the same time
v4.2
SpiderForm.png R - Spider Form
COLLISION SIZE :: Fixed a bug where Elise's spider form size was smaller than intended for gameplay collision purposes.
v4.4 (Lowered damage against monsters, and made several changes to hurt her early game for small buffs late game. Seeing as she is meant to be an early game jungler meant to help her team snowball, this contradicts that they want to emphasize "Champions having specific strengths and weaknesses.")
"Reiterating what was mentioned in the foreword of the patch notes, we like champions that have different strengths and weaknesses at various points in the game, but jungle Elise was an extreme outlier with her super strong spider-of-all-trades early game. This is definitely a nerf, but we'll keep an eye on Elise as she adjusts."
We lowered Neurotoxin/Venomous Bite's damage versus monsters while making Cocoon's stun shorter at early levels and higher at later levels. We also shortened the cooldown of Rappel and lowered spiderling health at early levels but raised it at higher levels.
Neurotoxin.pngQ - Neurotoxin
Base Damage: 40/80/120/160/200 ⇒ 40/75/110/145/180
Maximum % Health Damage vs Monsters: 60/120/180/240/300 ⇒50/75/100/125/150
VenomousBite.png Q - Venomous Bite
Base Damage: 60/110/160/210/260 ⇒ 60/100/140/180/220
Maximum % Health Damage vs Monsters: 60/120/180/240/300 ⇒50/75/100/125/150
Cocoon.png E - Cocoon
Stun Duration: 1.5 seconds ⇒ 1/1.25/1.5/1.75/2 seconds
Rappel.png E - Rappel
Cooldown: 26/24/22/20/18 seconds ⇒ 26/23/20/17/14 seconds
SpiderForm.png R - Spider Form
Spiderling Health (Rough Values): 90260 ⇒ 85390
Spiderling Health (Real Values): 90/100/110/120/130/140/150/160/170/180/190/200/210/220/230/240/250/260 ⇒85/95/105/115/125/135/145/160/175/190/210/230/250/275/300/325/355/390
v4.9 (Actually good for Elise, but its a bugfix, not a buff.)
Rappel.png E - Rappel
Bugfix: Fixed a bug where the initial cast of Rappel could not be used on wards (Elise no longer needs to cast Rappel twice to descend on a ward)
v4.13
Elise's cocoon got skinnier and her rappel range got shortened
"Thanks to her strong dueling power, great objective control (both in damage and spiderling tanking), and high utility ganks, Elise's got all the right things to make her a priority pick in competitive play. You'll hear the same for Lee Sin, but when a champion has so many strengths, it's tough to choose the right direction to take them. For now, our focus is less on introducing "NEW" meaningful weaknesses for Elise, and more about reducing her consistency and reliability in getting to targets."
Cocoon.png E - Cocoon
WIDTH: 70 ⇒ 55
SPIDER-VISION: Fixed a bug where Cocoon was providing vision longer than the stun duration (now correctly matches it)
Rappel.png E - Rappel
SOME PREAMBLE: Rappel now calculates its range from the center of Elise to the center of the target ⇒ edge of Elise to the edge of the target (this means Rappel gains about +75 range)
RANGE: 925 ⇒ 750 (~825 range if using the old targeting calculations)
That's 6 nerfs in a row on Elise (ignoring the bugfix that helped her). That's obscene to how much Riot has dedicated to making a champion weak. Some of nerfs are reasonable, like the neurotoxin and venomous bite changes to make her have more risk/reward mechanics, but this cluster of wanting to destroy a champion's ability to do much is just WTF.
Riot has certainly emphasized Elise's weaknesses, but what the hell are her strengths? She can max cocoon to try to gank early and snowball team like she was originally meant to do, but wait, that makes her ability to fight anyone and clear jungle crap. She can max neurotoxin for better objective control, but that leaves her ganks weak and the new jungle makes her sustain weak. She can max Skittering Frenzy to let her farm jungle really well, but she isn't a late game scaler.