This isn't the way to fix Ryze
Here we go again on the roller coaster that is Ryze's viability. Just like the patch notes said, we've seen this one before. If this buff is enough, he will dominate and get nerfed again. If this wasn't enough, then buffing him didn't really do much, and we will see another buff that will then put him over the edge.
I would like propose a completely different solution to the problem Ryze is presenting. Ryze is merely the largest offender of a mechanic in League of Legends that I believe needs to change. This is a bit wordy, so I apologize to anyone reading that wanted a short read. I'll put a TL;DR at the end, but that won't include the logic behind what I'm thinking and might sound a bit whiny, so I encourage you to read the whole thing.
I think that single target, targeted spells should draw minion aggression the same way that an auto attack does. Essentially, any attack that cannot, under any circumstance other than being out of range, be dodged should draw minion aggro. Skill shots and aoe skills that aren't guaranteed to hit would function the same as they do now. As an example, the first bounce of Katarina's Q and her E would draw aggro, but her W would not.
So why am I suggesting this?
Minion aggression in the early levels of the game are incredibly significant damage wise. This allows single target, targeted spell users to harass in the minion wave without threat of taking that early damage; melee champions (or even ranged auto attackers) cannot respond without drawing minion aggro. Now, while I think that a ranged champion should have an advantage over a melee champion unless the melee champ closes the distance, I don't think ranged champions should be able to use minions as a dps threat in a way that cannot be duplicated. The same sentiment applies with the ranged auto attacker. Sure, one could argue that is an advantage of picking those champions, but I think that this is an advantage they shouldn't have, but more on that below.
In addition to this unnecessary damage advantage minion aggression applies, there is another effect of drawing minion aggro that is just as important. When red champion auto attacks blue champion, blue champions minions begin attacking red champion while red minions continue to attack blue minions. In other words, drawing minion aggro pushes your lane. This can have negative effects, especially in the laning phase of the game, because it forces you to invest in vision and be more careful of enemy jungle pressure. Champions using single target, targeted spells are not being affected by either effect of minion aggression at all.
Now, the argument for why auto attacks draw aggro and spells do not is because, typically, spells cost mana to use and are not used as frequently as an auto attack. While I understand where this thought process is coming from, I disagree with auto attacks being that much more powerful at the stage of the game that this change would affect. Auto attacks don't scale up as quickly as skills do in the early stages of a game, and I believe this is where the above argument breaks down.
It is safe to assume that champions can reach level 5 in a lane without too much action. At this time, Ryze Q will be doing 95+40%ap+6.5%max mana (which becomes 128+40%ap) , Vladimir's Q will be doing 160+60%ap, Swain E will be doing 176+91%ap, and Malazhar's E will be doing 200+80%ap. I chose these champions as examples because they are, imo, the champions who would get hit the hardest by this change. Put in perspective, Cho'gath, with the highest ad growth per level, only has 74 ad (no runes or masteries taken into account here) at level 5.
That means the four ranged champions mentioned do damage around 200% or even close to 300% of an auto attack at level 5. And they do this without drawing minion aggression, therefore ignoring all the problems minion aggression brings (damage from minions and wave pushing). To be clear, the fact that their abilities do that much more damage than an auto attack isn't the problem, they are trading off a resource in some cases (mana or energy) and putting an ability on cool down as well. Its the fact that they are as easy to apply as an auto attack (you just click on the champion) and have considerably less penalty attached to them. One advantage (the damage) is enough, the addition of the second advantage (lack of minion aggro) is unfair, and I don't consider resource costs and cool downs a big enough penalty to justify that second advantage.
Bringing this back to just Ryze, making his Q (and W, and first cast of his E) apply minion aggro would fix the current problem he presents. Right now his numbers are either too low, and he oom's before he does meaningful damage to an opponent, or they are too high and he dominates top with no answer. If his Q's drew minion aggro, Ryze could be buffed but would still have to question whether he should engage. In other words, the threat of taking on minion aggro might help curb his bullying top lane.
That's it, that's my schpeel, if you read the whole thing, I thank you. I would love to hear what other people think about what I have said, if I made any mistakes, or if you think I overlooked anything.
TL;DR Single target, targeted spells should proc minion aggro the same way that an auto attack does. The ability to apply damage at range that cannot be avoided and doesn't draw minion aggro is unfair.