Most movement is just for a couple of globals, so having 8 seconds of potential would err me, and I think a lot of people on the cautious side of 'I'll press it when I *really* need it, rather than risk not having it when that happens - it causes you to get a lot less from it, which in turn disincentivises it further. For that reason, I think the charge system on Ice Floes is a much, much better design, because the risk of that is basically gone. Even there, personally I think Blazing Speed is just preferable - certainly as Fire or Frost - it feels like a bigger impact and really lets you GTFO properly. The
stats here kinda bear out that thinking amongst players.
Personally, for it to interest me they'd have to throw in a speed boost (50%ish), even if it meant cutting the duration by half and adjusting the cooldown back upward some way accordingly. Certainly looking at
these stats, there's something tremendously wrong with the current iteration that suggests to me at least, that something more radical than reducing than cooldown is required to tempt people. It is afterall a risk-reward system up against a flat out reward.