Stop with the game accelerants.
Rageblade Spear of Shojin Fire Drake Mountain Drake Cloud Drake Rift Herald Keystones having stupid high numbers compared to old masteries.
CHAMPION NUMBERS.
Vayne before patch 5.22 had 4/5/6/7/8% max hp damage + flat damage. Then it was changed to 6/7.5/9/10.5/12% max hp damage with no flat.
Go back. Seriously. Go back. Go back to when matches lasted 45-50 minutes in the pro scene. Those were better days. Better for the community, better for ALL ROLES, better for ALL CLASSES.
Early game bullies were strong in the early game and then dropped off into oblivion if they didn't win the game. Pantheon and Renekton. Mid game champions were good in the mid game, fell a bit in the late game, and wasn't completely awful in the early game. Late game champions were your gods. Albeit extremely weak in the early game, but carried if you got into the 5th/6th item w/ level 16+.
Tanks were your life savers in the late game as a damage class. Very weak early game, but very useful. They didn't do a fuck ton of damage, but they soaked a fuck ton of damage, and made it impossible to ignore them.
Fighters/Scrimishers/Bruisers all fell into the same category, and they were the ones that relied on winning that early game to snowball out of control to try to carry the rest of the game before the tanks got online.
Mages were made to do one thing and one thing only blow up a squishy target. This is more of a CDR problem than anything. But then you go and add in low CD champions with massive damage 
ADC's were weak in the early game, to everyone. Tanks, Fighters, Mages, Junglers. But were your gods in the late game. and the only people able to stop them were the mid laners.
Enchanters kept the ADC from harm of mass CC chains. Not overhealed them into oblivion and back.
Somehow all of this was lost along the way.
Top had versatility, not a few champions running wild tahm, riven, aatrox. You could play both fighters/tanks and be happy with the laning phase. Not get countered by a keystone.
Junglers weren't full damage, I'm going to end this man's career bullshit. They were the people who helped the lanes or if opportunity arose, got the laner a kill. Not the Kayn, lul. I CC'd you once and you died.
Mages stayed in the mid lane. That is it. No jungle Taliyah. And Liss was always a top laner, but even more so recently.
ADC's are pretty much still the same.
Supports for the most part are still the same minus the fact that Pyke is a thing.
Finally Keystones.
Come on. AFTER ONE CC YOU GET 70-100 ARMOR AND MAGIC RESIST? How do you think that isn't going to be abused. Not even level dependent. The fact that it has to be 70-100 from level 1 - 18 is pathetic. It could have been 30 - 100. If the rest of the keystones numbers made sense.
5-15% increased damage based on how much more max hp they have than you? 8% more damage if they are below 40% hp? That is literally an accelerant. The last one would have been fine if it was something like 5% more damage if they are above 60% hp. Because it doesn't go stupidly well with executes.
Just the sheer numbers on some of the other ones are insane.
God damn, I can't wait for season 4 of league of legends to come out again.
p.s. Fucking remove CDR from EVERY SINGLE CLASS.
Make getting 40% cdr near impossible for mages without giving up 300-400 ap.
Make getting 40% cdr near impossible for top laner non tanks without giving up 500-600 hp, and 40-60 armor/mr.
Cap Mages and Top Lane Non Tanks to 20%.
Cap Enchanters to 35%
Cap Tanks to 35%.
Make every single class give up something for that extra 10%.
While we are at it increase all ADC items by 150 gold, each.
Fuck mate.