I think the problem is there a lot of changes that are very, very different and will dramatically change your playstyle, but very few of those changes feel like things that will help you.
**Items we're familiar with: **
-> Support Item.
-> Flat Mana instead of regen. Late game, with current mana costs, it powers 3 Xerath Q's. That doesn't impress me much.
/
-> Require you to play a health/mana minigame to get mana/health... forgive me if the idea of stepping too close to an assassin so I can get a tiny bit more mana back doesn't sound appealing. As someone else put it, "Catalyst is a perfect Tank item now, since it encourages them to tank damage. Not so great for mages that are suppose to avoid taking damage though."
-> This will be bought by everyone that doesn't want to play the above minigame. Such a hard "meaningful tradeoff", getting the best mana item left in the game and getting more AP for it.
-> Gone. I think many players were hoping that with Vlad's rework they'd get a shot at actually healing up their mage when fighting stalled out instead of having to back.
-> Loses AP, Loses Mana, Loses Mana per stack. Good news for supports: it's cheaper now.
-> Loses AP and the active cooldown shoots up to 120 seconds, in exchange for CDR and being 500g cheaper. Fun Fact: There's no AD item with an Active cooldown that long.
-> Fairly neutral change, leaves the question of when you want to pick it up.
So unless you're a Support Main or a Ryze Main, there's no good news. At best, if everything works out, it's neutral news, but it's nothing to get excited about and a lot to worry about.
Items we're not familiar with:
- Lost Chapter -> 20% of maximum mana regenerated upon leveling up will make it OK, but I don't know if it will feel like a smart choice for players picking it. Riot themselves makes it sound like you're suppose to build both this and a Tear.
- ***Rocket Belt ***-> This one isn't going to last. We already know what happens if you give everyone the option to have mobility: you get a
summoner spell item that's taken by everyone, every game. It'll be used primarily AP Tanks, AP Assassins, and a few others to go in (Annie, Lissandra), and used by all others to try and dodge skillshots or extend the range of long range abilities. Fun Fact: With a 30 second cooldown Active, it'll have the shortest cooldown of any AP Item.
- Frost Cannon (GLP-07A) -> A 0.5 second slow that decays isn't exactly something to write home about, so people picking this are likely doing so for the damage, which is less than the Rocket Belt. It's building from that new Catalyst, so it's probably geared for our tanky initiators more than mages.
The one of these worth talking about is Rocket Belt. Did you realize it's cheaper than Zhonyas, gives more AP, and has an active that can be used 4 times as often?
Riot's worried it'll be abused, players are worried it'll be abused, if it's even halfway decent it's going to be abused.
http://boards.pbe.leagueoflegends.com/en/c/champions-gameplay-feedback/79cto3EB-planned-69-mana-x-mp5-x-ap-x-mr-item-pass?comment=0012000000000000
The Frost Cannon sounds like a more damage oriented version of the old FQC active to me.
TL:DR: No matter how I look at the information they gave us, there's no hope here. These changes aren't going to help out the mages I play, but they're considering some changes that will very likely hurt the mages I play. It's no wonder the community is pessimistic about it.