User blog comment:DauqS/Ivone, the Sword Dancer/@comment-8003359-20130701180540/@comment-10594216-20130702114953

Thank you for the input.

I agree that the description of the combo buff can sound underwhelming for Headhunt. However the timer reset has some tricky interactions with the passive. Consider this:

"Basic abilities have a 1 second internal cooldown inside combos."

This is there to prevent doubletapping an ability (i.e. you can't Q > Q, W > W or E > E); note that the combo timer is also 1 second long. This also means that using an ability as both a FILLER and a STARTER/FINISHER in the same combo is outright impossible, unless you involve the ultimate. Headhunt can virtually extend the combo timer beyond the internal cooldown, meaning you can bypass the abovementioned restriction. This thing is VERY important.

Let's see Q for example. It has hard CC on the FILLER and the FINISHER part. The internal cooldown makes sure you cannot use BOTH on lane because well, Ivone already has a pretty darn good laning phase. Then you get your ultimate and with that the access to your dreadful air juggle combo (E > Q > R > Q); gap-closer with triple CC and tons of damage, all thanks to the ultimate.

I believe Headhunt is already quite powerful in its current state because it creates combos you cannot do otherwise. I don't think resetting cooldowns would do that much as a single combo tends to deplete the energy pool anyway.