User blog comment:Willbachbakal/(Champion Rework) Kassadin, the Void Walker/@comment-24385282-20150301005547/@comment-24385282-20150301030920

What issues does the blink create? And for the mana cost issue, I understand it, but why not just keep his current ultimate and give it the mana cost per use that yours has per second of use?

Having a blink with annoying mana costs sounds a lot better than having an ability that allows you to become untargetable and be able to move through any units as well as terrain for about 5 seconds max and then, due to its complicated mana cost charge-based system (that takes 6 seconds to lose one charge or you have to hit a champion with a W-empowered basic attack or time an ability correctly to intercede a champion basic attack), makes you wait between 3 and 6 seconds before you can use it again for 1 more second (or you can wait even longer and use it for 2-5 more seconds, depending on how much time you spent waiting just to get rid of your charges, which can be up to even longer than the 20 seconds it currently takes to reset the mana cost, otherwise it won't reset your charges completely).

It's not too complicated, but this Rift Walk is still much more complex than the current one. The way the mana cost charges and the way it resets instead of gaining one charge per use and losing all charges after 20 seconds of not using. The way you can just walk through walls instead of jumping a short distance.

Also, I have one more question. Does blocking enemy champions' projectiles by using his ultimate reduce his ultimate's charges? That would mean that just by standing between an enemy ADC and their target not only completely nullifies their attacks (projectiles make up nearly 100% of all marksmen's damage) but also allows you to continue using your ultimate for a potentially infinite amount of time (or otherwise forcing them to stop attacking altogether).