User blog comment:Mineko Charat Lucky/I propose that Flash should really be reworked/@comment-5974997-20130813163141/@comment-1330314-20130815153630

I see your point, but one of the problems with Flash is not actually inherent to the mobility itself, but rather lies with the advantage gained by stacking multiple bonuses of the same type. LoL, and other games such as Dota/Dota 2 and even WoW, implement diminishing returns on multiple effects of the same type (slows, multiple casts of the same damaging ability in quick succession...), because stacking them presents a lot of abuse potential by using everything at the same time for a massive advantage. Changing Flash with the above idea equalizes the playing field: a low-mobility champ may Flash in while the high-mobility champion's SS is still on cooldown, but the latter would still have an on-demand gapcloser to escape despite their reduced defense. If the high-mobility champ were to pick a defensive spell such as or  instead (though Barrier does get taken on ADCs most of the time now), they'd get just as much of a benefit from it as the low-mobility champ with Flash. The reason Flash has been subject to so much balance changes over time is that, unlike a shield or a CC cleanse, instant displacement can remove you from combat entirely.

In summary, currently low-mobility champs have to choose between Flash to compensate for their lack of gapclosers, or some other spell and no instant mobility at all for the rest of the game. High-mobility champs get to choose between Flash for an instant amount of hypermobility, or no Flash and a slightly less powerful gapclosers. So while some champions need it, others can abuse it. Increasing the cooldown for every gapcloser used would give grounded champs the mobility they need to contribute to teamfights, while still granting a super-safe escape to gapcloser champions (though on a less frequent basis).