User blog comment:Willbachbakal/(Champion Rework) Lee Sin, the Blind Monk/@comment-5663427-20140918144645/@comment-1330314-20141022034142

Responding to this super-late: while I don't specifically agree that Lee Sin's mobility is a problem, I think his mobility and utility shouldn't be as free as they are now, at least not during the early game. The reasoning behind giving Q2/W2/E2 high initial energy costs and decreasing them over time is that, early on at least, what kind of utility you want to use in a fight should be a significant decision in and of itself, in a manner similar to 's Ferocity-empowered abilities. Early on, you won't be able to use literally every ability at your disposal instantly, and ward/ally jumping is costlier at all stages of the game, which would nerf Lee's escape power overall. Lee does have the tools to use all of his abilities without interruption in the early game (provided he makes full use of his passive), but that would also require him to spread out his skills over time and therefore make himself a lot more vulnerable.

I think Lee Sin's mobility issue right now is sort of the same as with pre-gameplay update: the issue isn't with his mobility specifically, but about how he has so much mobility on top of so many other tools to ensure his own safety. I think Lee can still have amazing mobility provided he has a reason to be so mobile: here, I think removing Lee Sin's sustain would be a valid reason, since he'd then need to use his mobility to evade damage, which would otherwise stick for a very long time. It would force him to make every dash count, and would punish him harder for misusing his mobility (you'd get to outplay Lee Sin, for a change :P).