[{quoted}](name=Best Ekko NA,realm=NA,application-id=3ErqAdtq,discussion-id=kwyfUgTv,comment-id=0014000000000000,timestamp=2018-01-21T03:41:07.988+0000)
For starters, you can't use shields in your argument because that in itself is also another problem child in the field of balance for League of Legends right now.
Literally any part of League can be cited as a balance problem at one point or another in its development. Moreover, this same argument applies even more so to many of the counters you cited in the OP: Grievous Wounds, for example, is directly responsible for inflating a lot of healing, and the introduction of Bramble vest as an early counter item has severely affected sustain-dependent top laners. Crowd control as a counter to mobility counters immobility even harder, which is why so many fighters struggle in a CC-saturated environment. Similarly, Tenacity messes up combo-based champions who rely on their CC windows to land their full abilities, which is why uncounterable CC has become so prevalent. Even resists are a major reason why tanks are so overbearing against non-marksmen, because they're pushed up against anti-resist items like Last Whisper and Void Staff, making it excessively difficult for champions who don't build those items to damage them substantially in time. True sight itself had disastrous consequences for stealth champions, as it barred them from high-level play due to the ease with which a single item could nullify a large portion of their power. That is why those counters have been toned down.
[{quoted}](name=Best Ekko NA,realm=NA,application-id=3ErqAdtq,discussion-id=kwyfUgTv,comment-id=0014000000000000,timestamp=2018-01-21T03:41:07.988+0000)
As for one hitting enemies, a ton of things in Season 3 could LITERALLY one hit you (Nidalee Spear, Veiger ultimate, Leblanc W.. almost anyone with a DFG had the possibility to 1 hit you when they had a lead) and that didn't make them unbalanced.
It made those champions unhealthy, which is why literally all three of those mechanics you mentioned got changed with the fundamental goal of no longer one-shotting champions. Similarly, stealth champions have much more to their balance than just stealth, which is why I think it makes no sense to imagine that stealth is the only reason behind Akali or Vayne's problems.
[{quoted}](name=Best Ekko NA,realm=NA,application-id=3ErqAdtq,discussion-id=kwyfUgTv,comment-id=0014000000000000,timestamp=2018-01-21T03:41:07.988+0000)
What makes lethal damage unbalanced is when there is no counter play to it
That is what I am trying to tell you: again, counterplay cannot be boiled down to just one action, and in the case of a stealth champions it involves not only their stealth, but also their damaging abilities. Yet again, Evelynn is a prime example of a healthy stealth champion, as her damage is conditional and risky enough for her to present plenty of opportunities for her targets to fight back, even if she can camouflage. In the end, invisibility simply gives a champion more agency over when and where they can strike, without affecting them in the middle of trying to kill you. If you are getting killed without counterplay then, it is because they managed to kill you without giving you options to fight back while you are fighting them.
[{quoted}](name=Best Ekko NA,realm=NA,application-id=3ErqAdtq,discussion-id=kwyfUgTv,comment-id=0014000000000000,timestamp=2018-01-21T03:41:07.988+0000)
This is something that is even present now, but it's ultimately meaningless (especially in Kha'zix case), because you cannot do anything about it, even if you know the champion was there.
You may not be able to know when Kha with evolved R will strike you, but you will still have to fight him when he goes in to kill you. Unless he is extremely fed, you will not die the instant he gets within range, which means you will, or at least should have an opportunity to fight back. If you consistently do not have such an opportunity, that is where there is a problem.
[{quoted}](name=Best Ekko NA,realm=NA,application-id=3ErqAdtq,discussion-id=kwyfUgTv,comment-id=0014000000000000,timestamp=2018-01-21T03:41:07.988+0000)
So no, I don't believe that damage is the problem. STEALTH is 100% the problem.
Nothing in your post disproves damage being the real issue, nor does your reply even address it with respect to your problem champions (which ones are those, by the way?). Moreover, it feels like you are willing to accept a League in which one-shots are common, but not one where stealth champions can operate functionally. From the Season 3 examples you picked, it feels like your opinions on counterplay and stealth are several seasons behind, and so in a manner that is particularly fixated on stealth, as opposed to the many other issues that affect the balance of certain specific stealth champions. I don't know how you can expect to convince anyone with this kind of reasoning.