@Riot: just because something is a flashy plays doesn't mean it took more skill
Hextech Rocket Belt (Temporary Name) •Recipe: Hextech Revolver + Kindlegem + 800 Gold = 2750 Total Gold •Health: 300 •Ability Power: 80 •Cooldown Reduction: 10% •Active - Fire Bolt: Dash 300 units in a direction (at 1200 speed) and then unleash a nova of fireballs that deal 100 - 250 (+25% of your Ability Power) magic damage to enemies hit. Enemies hit by more than one fireball take 15% damage from additional balls. (30 second cooldown, shared with other Hextech items). •This Dash cannot go over walls.
"One of the issues that we've struggled with in a lot of mid-range mages is that many of them essentially brute force their way to victory through raw numbers. They also don't have a ton of ways to opt into more flexible or flashy combat patterns with their core itemization. Hextech Rocket Belt is an extremely dangerous effect that acts as either a range increased for their spells - a burst of initiation power - or simply a quick reposition tool so that these mages can fight in a more clever manner."
This statement is so stupid. Just because you play an inmobile champ it doesn't mean it takes less skill or less decisionmaking to play him. Inmobile champs are all about positioning. If you position poorly you get punished very hard for it. I would even say it takes more skill because you can't save yourself from a misstake and you can't simply press a button a get into the optimal situation/position. You try to force opponents to make a misstake. It is like playing a chessgame and wait for someone to make the first misstake or put the opponent against the wall with some good plays. It is all about strategic desionmaking, but slower paced.
This item completely undermines this logic. Just because i use a dash aka flashy play doens't mean I made a more indepth decision that took more skill. It is just a way to force a certain outcome or break through a stall rather than having to make a ton of decisions i only have to take 1. Will me dashing in win the fight yes or no? I rather have a 30s teamfight full of decisionmaking and repositioning than flashing in, do my thing and decide the fight in 2-3 seconds but because I used a flashy play now I am suddenly an LCS player. Also giving inmobile champs a way to save themselves after making a misstake is unbalanced. Definitely on a 30s cd. Inmobile champs are balanced around the fact that you can punish them for bad positioning. Giving them a savebutton will destroy this balance.