Jax has no counterplay past a certain point
I want to address Jax as he is currently. As it stands, he is arguably one of the best hyper carries in the game past a certain time frame, on par with Poppy in many respects. The only difference between him and Poppy though is that Poppy has an atrocious laning phase and Jax's isn't that bad.
I know that many people say that all you have to do is beat him early, but with Jax, it doesn't matter if you win early or lose early, once it hits around the 20 minute mark, he's gonna be wrecking everything in site. He currently is the only champ in the game that gets more defensive stats that more damage he builds. We saw that Riot believed that Galio being able to build MR and do more damage because of it was lacking counterplay and was overall unhealthy gameplay, however, they allow jax to do the same thing, but opposite and with more stats.
Galio only allows for 50% MR, so if there is a person dealing most physical damage, then he's gonna get rocked pretty hard IE his counterplay. Jax on the other hand is not weak against anything and has no counterplay. If it's not ok to build tanky and be on par with the damage other champions have, then why is it ok to build more damage than others and be on par of the tankiness than other champions? Moral of the story: if we've decided that free tanking stats and free damage stats are overall toxic to gameplay, then make it the same for everyone. The arguement that he has a cooldown on his ult is not acceptable, a 80 second cooldown for an ability that lasts 8 seconds (the length of the average team fight) that also has a passive effect of dealing massive damage on a 3rd strike. Without building any CDR, and just having blue buff, blue pot and the CDR offensive masteries, your ult will be on a 60 second CD. Now add in the fact that it lasts 8 seconds and that means that ever 52 seconds you can use your ult, not exactly a big time frame.
Overall, he has way too many free stats. Free attackspeed bonus, free armor, free MR, free flat damage reduction. Heck, for a while you had to implement an item that was almost solely designed to kill him (SoTD). Thank the lord you took out his passive dodge, but I digress.
I have a few suggestions on how to change him/make him fall in line a little better.
Ult: complete change, a passive ult is not a good thing. No champ should have the damage that implements while having the utility as well. I know there will be hate for this, but it needs something changed.
My suggestion: He's a grandmaster at arms meaning he can use all weapons. Make it so that his ult temporarily steals the weapon the person is using (IE, if it's aatrox, he starts using his darkin blade). Could have it programmed to show him throw his lamp down and start using their weapon. The bonus to this could be a slight damage buff to him and damage nerf to enemy. the bonus ad buff/ap buff would be stringent on what the player has more of at the time. So if you're fighting a fiora with 300 AD, he'll steal ad from her and have an ad bonus and if he's fighting a vlad with 300 ap, he'll get an ap bonus.
To me, currently, the grandmaster at arms is a better duelist than the grand duelist...it just doesn't make any sense thematically. If his story is that he's only using a lamp post because he wants to give others a chance, then why not make it so his ult allows him to use a "real weapon?" Simply giving him defenses that scale from damage and a huge damage buff is not the answer.
This will allow him to make a choice on to build huge damage and be kinda squishy, or build huge defenses and hope my ult can carry me through in the damage department.
wrecks Jax, so does
. Also this game isn't about kills and how strong champions are. While Jax can be a late game monster on par with
, if top lane gets wrecked, and top gets to roam and help other lanes, Jax's late game is meaningless when the Nexus is pushed.