User blog comment:Deshiba/No counterplay/@comment-1330314-20140515231813

From what I read, was reworked because his kit was boring and gave him too many free and unnecessary stats (40% magic penetration on his W, plus AP-based armor that made no sense on a fragile sniper mage). Sure, his stun was easy to land, but that was more a question of unnecessarily decoupling the stun from the first cast. I love his new kit to bits, and I do think there is more counterplay there, but his previous kit wasn't bad because it lacked counterplay.

Perma-slow looks like an issue that's only recently been given attention to. Riot said they'd try to phase out perma-slow from other champs, and was their first attempt. Even so, the ability to perma-slow is incurring high costs to nearly all of these champions and items you mention, to the point where a lot of them are unviable: 's phenomenal CC is countered by her extreme fragility, lack of mobility, and sub-par damage compared to most other ADCs. Even though she's a hypercarry, you'd be better off taking some other more damage-oriented marksman and filling in the CC gap somewhere else. 's kit is ancient, and its lack of focus is currently making him an unpopular top lane pick. has a heap of other problems as well, and for that his kit falls apart come the late game, where he becomes incapable of doing anything other than splitpushing. 's permaslow drains him of mana extremely quickly, even with his passive, and it's pretty much the only ability that allows him to duel other champions on a serious level. Very quickly, though, his abilities fall off, and he's stuck between going full tank (which he should) and be completely dependent on his team, or full damage and get blown up the moment he gets into range. and are similarly antiquated, and quickly become fall off to the point where their ultimates are the only significant contributions they can make to their team. has a deliberately atrocious build path, as does, 's slow area is stationary and easily escapable, and so wouldn't cause a perma-slow by itself, and 's cooldowns aren't low enough to allow her to perma-slow anyone.

is apparently getting dealt with. Aside from her Q, which is getting changed to have a lot less uptime (i.e. the half-health spears shouldn't come every 6 seconds anymore), her whole kit is apparently being designed to flow better with itself. Hopefully this means she needs to use abilities other than her spear to fight her target.

As for uncounterable abilities, I think it's actually not a bad thing that we have ultimates that are unstoppable. Tanks and, in general, initiators, are all about reliability: they absolutely need to make a significant contribution at the start of a big fight if they want to be useful to their team. The best way to do this is with an ability you know is going to work. Having an team-impacting ability with close to 100% reliability would work a lot better than, say, an ability with only a 50% chance of succeeding because it can get dodged or stopped. If could get kicked out of his ult animation through CC, for example, he would no longer be viable, even if you jacked up his power elsewhere, because he would no longer be able to reliably contribute to a teamfight, at least not as significantly as before. The issue of counterplay is a little different for tanks, since usually the best course of action is to not fight them, at least not as the first target of a teamfight, whereas they're doing everything they can (including their ultimate) to get your attention. In general, though, it would be far better for a tank to have an ultimate that's fully reliable, but at the cost of other strengths, namely damage.

Where this falls apart is in the cast of : unlike other junglers with similar capabilities, her ultimate is super-reliable and strong, but she also gets massive damage to boot. She's not broken, she's just too powerful, which is also why she's overpicked right now. She just needs to have a lot of damage shaved off her abilities, in particular her ultimate, and she should be fine.