Problem(s) I Think This Game Has
TL/DR: Scaling with tanks shouldn't take out ADC/APC, Resistances don't seem to add up in my eyes, Tanks shouldn't be able to build damage, Stacking on Nasus should be a bit lower on certain things like Minions and large monsters, but kept for Champs/Barons/Drags. And Items like Duskblade need to CD to activate their burst, and Banshee's needs a lower CD to make it more viable.
Playing since late Season 2, I have seen some of the worst things in the entire game. Such as AP Yi, AP Taric, AP Miss Fortune, AD Kennen, AP Galio (season 2 and currently), and the list can keep on going. But the main problems I believe in this game are Scaling, Resistances, Tanks in general, Stacking, and Items
Scaling has some issues I feel like, Some instances would be stuff like AP Galio (currently), AP Gragas, AP Amumu, and so on. If someone who is somewhat tanky in the first place has a bit more durability can last like maybe and just maybe a second longer before getting nuked by a team, then that's fine. However just because they're a bit more durable doesn't mean that they can live from getting all the ultimates and damage you could imagine from everyone on the enemy team, then there is something wrong there. Lots of these "tanky" champs can do more damage than most damage dealers in this game right now, which makes no sense. If they were built to tank, then atleast make the scaling less on AP damage and more on HP% or missing HP% because so many people get away from just building AP/AD and all of a sudden it's like they deal someone's entire HP bar and still have no damage done to them. Even if it's lots of CC, a tank shouldn't one shot an ADC from just one rotation.
Resistances are in the same category for the most part as Scaling because, a Malphite with 600 Armor should be hard to kill but not impossible, however a full build ADC that has Cleaver/Mortal Reminder/Lord Dominik's should be able to tear through some of it. If it says that 35% of the total armor is taken out, then that 600 armor should turn into 390 and make him slightly easier to manage but still difficult. But whenever I see someone build said item, it's almost like as though it makes them do less damage, Sejuani is a bit of an exception as it's just the first ability/AA that hits her and then the rest goes lower, but it's still rather hard to take her out in the first place anyways. Magic Resistance is also quite the issue as well, seeing as AP builds don't seem to have a real counter other than building HP and some resistances. It's almost pointless sometimes to build any resistance to an AP mage because getting Banshee's only helps so much seeing as the shield takes 40 seconds to come up and is gone extremely quickly from a simple ranged ability. The HP is honestly the only real reason why I see building it because the MR almost makes no difference from what I've noticed. A Lux can still nuke someone with full MR items like Maw and Mecurial Scimitar.
Tanks is the biggest problem I've seen so far in this current Meta, The scaling for them is rather easy for them, build an item against the strongest person on their team and boom, your team fights are all of a sudden turning in your favor. Don't have a tank on my team? Just build damage instead and become the "tank" that everyone is afraid to engage on. Nasus is kinda in the middle of Stacking and Tanks because he can stack for like 15 minutes, get around 300 stacks, and then just have no contest at top no matter who he's facing.
Stacking is where I find a bit more lenient to because it's not as bad as from what I've posted before. But anyhow, Stacking isn't so bad in terms of how to get them, but rather, **how much is received **. For example, Veigar gets 1 stack of Q for last hitting a minion and hitting a champ. Two if he connects both which is fine, I think Veig is a bit more balanced in the stacking department, its Nasus and the items that go along with stacking that I see the issue. Nasus gets 3 stacks for every minion he last hits with his Q. I think that's a bit simply because if he just farms under tower and waits until the tower takes them low enough, he just hits Q and then it's easy stacking. I'd personally like to see it be 2 stacks or 1.5 stacks for minions and wards, 12 stacks on champs and Drags/Barons is fine, but not on cannon minions or jungle farm as most of the camps except for Blue and Red have more than just 1 or 2 monsters there. Krugs has multiple little ones, Wolves has 3 monsters, Raptors have a good bit as well, and so it just leaves Rift Scuttlers which should be 5 or something and not as much as 12.
Lastly and probably the most argued amongst all my friends that have played the game for a long time. Items A lot of these items are somewhat decent, like Infinity Edge, Runaan's, and such. But it's the items like Duskblade I feel like need a nerf because of the limitations on wards that a person can put down. Season 2-4 I believe Supports could put down as many wards as they can hold and it wouldn't be too much of an issue. However now that every person is limited to putting down 3 wards at a time at most, and 1 Control Ward. I find Duskblade a bit too over powered as it excels in the passive of not being seen. There is no cooldown for the proc and the proc lasts a good bit of time too. I would like to see if Duskblade would ever get a nerf where instead of just not being seen and the proc is active, instead it has a cooldown for that proc to activate, the Item itself is rather good in all ways and forms. But just the instantaneously activating as soon as vision of the person is gone is a bit much. Champs like Shaco, Zed, Talon, Jarvan, WuKong, KhaZix, Rengar are some that require that item because of how their kit allows them to go Invisible or bypass lots of common warding spots. Another Item I see that needs a bit of working on is StormRazor, I personally liked the item before the new changes on it where the Active/Passive would make the person wait 1.67 seconds and get a critical strike. It made champs like Jhin actually extremelly good to use as they could wait for the 4th shot and do a good chunk of damage on the target. The new work on it almost makes it like a Static Shiv with attack Damage. Banshee's Spell Shield shouldn't be 40 seconds because almost anything can happen to a person in 40 seconds in this game. I feel like maybe 25 seconds would be more respectable as it allows the person to be a bit more aggressive when they have it up, but not as aggressive when they have it down and having it reset the countdown timer as the person receives damage is fine.
That is all I have to say in this game. If anyone has something they'd like to add or counter to this topic. Please do as I'm only seeing in my perspective and not other's and it'd be amazing to hear what other people have to say in this.