True, true, spoke with a friend about this and he said to change the 0.5 secs stun on the E for some extra physical damage, added harrass in early laning and all while removing the hard cc.
For his W, it's something like this: Upon using it you create a vortex e xactly where you are (Vortex 1), and at where you target (Vortex 2), if you activate it again while on top vortex 1, you'd be teleported to vortex 2, and vice-versa, while the ult was active, by activating the ability on the third vortex, you'd come back to the first one. Makes sense?
Also, maybe just one teleport per connection would be better? (Like, you can teleport from 1 to 2 and from 2 to 1 once, or from 3 to 1 or 1 to 3, only once.) And I was thinking for everything to have relatively high cooldowns anyway. Also friend suggested 12/14/16/18/20% slow on vortexes with a 1.5* strength with the ult active (max is still 30% slow).
The dash on the E is for added mobility, the point of the champ is "can't be caught, but if caught, drops before you blink". And speaking of that, maybe armor 8 (2 scale) and 25 base MR with no scaling would be better, then?
And the 330 movspd would just to stay with the idea of "really mobile champ".
For the passive, friend suggested I changed it to 7% + (1% * Champ level), better early, same thing late game. Also, I just got no clue about what else to put as his passive, being an AD Carry I wanted something to help him just deal shittons of damage while still being high-risk high-reward. The ult + passive pretty much give him the same damage as Draven's Q but without having to refresh it and on a much faster notice.