My re-balance idea (posted elsewhere);
Initial cost of 10 energy but applies a stacking debuff that increases cost by 30 energy, duration to be fine tuned, maybe 9s - 12s.
Roll 1; 10 energy (cheaper!)
Roll 2; 40 energy (2 back to back rolls cost 50 energy, same as now)
Roll 3; 70 energy (have to wait for regen, or pop the probe)
Roll 4; 100 energy (not gonna happen)
This brings it back into line as a gap closer and escape (what I believe was the original intent), and away from a blanket speed boost ability.
If someone runs away from me with their escape ability, I usually need at least 3 rolls to catch up with them. So not too keen on this idea. That kind of system would not be too bad, but it should let you roll 3-4 times, or it's just now as good as the other cap closers and escape abilities.