Riot, instead of removing DFG, how about remaking it into a niche item...
Since Deathfire Grasp is being removed from the game for its gameplay toxicity, how about remaking the item so that it fills a small niche instead? The thought process for this stems from the inclusion of some of the remade and newer niche items: namely, Ohmwrecker, Zz'rot Portal, and Banner of Command. For example,
New build path 1.............................................New build path 2
Deathfire Grasp...............................................Deathfire Grasp +80 ability power............................................+120 ability power Unique: + 5% movement speed......................Unique: +5% movement speed
-Aether Wisp (950g)........................................Aether Wisp (950g) -Blasting wand (860g).....................................Needlessly Large Rod (1600g) -Combine cost (590g).....................................Combine cost (550g)
Total cost: 2400g............................................Total cost: 3100g
**Unique active (180 second cooldown): **Marks an enemy champion with deathfire for two seconds. Basic attacks from allies will activate one third of the deathfire mark and refresh its duration each time. When the mark is fully activated, its timer will be set to six seconds, increasing your champion’s magic damage to the marked target by 1% per 2% of the target’s missing health. Killing a marked target grants your champion 10% cooldown reduction while this item is on cooldown.
Summary
Both build paths would offer mages an additional 5% movement speed that they may find quite useful against the already mobile and assassin-y metagame that's developed since season 3, making it a good pick up for roaming, dodging skillshots, and escaping ganks alike. The first build path removes deathfire grasp from the arsenal of 120 ability power items in case that was one of Riot's side goals of removing DFG from the game. I can see that being justifiable, since the game has already given mages and magic damage dealers a lot of hidden power through the dragon changes and the rebalance of chalice of harmony and mana-regen items. The second build path retains the grasp's place as a 120 ability power item.
The active has been changed to make deathfire grasp a powerful anti-fighter and tank item for casters who traditionally have trouble dealing effectively with the front line. Instead of granting upfront %health burst damage and increasing magic damage dealt with just the click of a button, it now marks the target for two seconds. During the short timeframe, which is refreshed by basic attacks, activating the mark will increase a mage's damage output by a lot, especially on lower health targets. The short initial mark duration is to give deathfire grasp a new level of counterplay. The item's long cooldown (180 seconds) makes it so that it can't be used haphazardly, as opponents can now simply walk away before the mark can be activated, rendering the item highly cost-ineffective. However, proper use of the item in a teamfight can give a support or mage the edge they need to secure a kill on a target that's been weakened by the front line and the team's marksman, all while granting much needed cooldown reduction for the caster when the item is on cooldown to compensate. The result is an item that's useful just from the movement speed and ability power it grants, but unique enough with its death-mark active effect that it's worth a slot for any caster.
I hope you'll consider re-working deathfire grasp so that it fills its own unique role and has its chance to shine as a healthy and strategically available item.