A lack of mobility options still perpetuates many more problems and creates new threats that are not always fun to have to deal with, plus certain combos and classes are just fun when they have access to low momentum forms of mobility, I can count how many builds I'd love to make use of shift dimension on for example.
Going back on topic for the original post, My points earlier mostly conclude that I think that the 1v1 strength of Flip Shot is far stronger than the teamfighting strength of the ability, not that its bad in a teamfight either, just that in a 1v1 sense its able to completely kite out most builds on merit of it being able to just jump back so far, creating advantageous momentum trades very easily, easier than most other methods. Nerfing the range makes creating those advantages a bit harder. Also preventing double tapping seems to be a no brainer nowadays.
It also probably just shouldn't give hit, still gonna ramble on about how parting shot is just strictly 3x worse than Flip Shot.
Going back on topic for the original post, My points earlier mostly conclude that I think that the 1v1 strength of Flip Shot is far stronger than the teamfighting strength of the ability, not that its bad in a teamfight either, just that in a 1v1 sense its able to completely kite out most builds on merit of it being able to just jump back so far, creating advantageous momentum trades very easily, easier than most other methods. Nerfing the range makes creating those advantages a bit harder. Also preventing double tapping seems to be a no brainer nowadays.
It also probably just shouldn't give hit, still gonna ramble on about how parting shot is just strictly 3x worse than Flip Shot.