Rumble feels....Outdated and inconsistent.
Rumble isn't quite a member of the relics of the past that weve seen, but hes been without attention for far too long. Im proposing a redesign/rework of rumble while keeping his main visual components intact.
So what's Rumbles problem? Well, his stats are positioned in such a way that he only really flourishes in a raw stat check. Any sort of skirmish or coordinated play leads a drastic drop in DPS for a number of reasons.
A) Flamespitter being in a cone in front of him is a drastic decrease in dps if you are not walking straight at them, which either handicaps your dps or severely limits your movement
B) Heat management gates a lot of power for absolutely no reason.
Rumbles only real basic ability is flamespitter. Shield is functionally just a heat raising tool, and harpoon is only for CS when losing lane or for sticking to them. Flamespitter and ult is Rumbles core and its gating his entire kit.
So, the goal of this redesign should be to keep the main components of Rumbles kit; Harpoon, Flamespitter, and Equalizer.
So here's what I personally see as a good opportunity for rumbles kit.
NUMBERS ARE SUBJECT TO CHANGE
#Passive: Junkyard Titan.
The goal here is to bring a more consistent resource and power curve to Rumble. Rumbles current heat is blocky, sudden, and overall just a mess to work with for anyone who isn't super high tier. Spam flamespitter when above 50 heat and thats about it.
New: Junkyard Heat Coils. When rumble uses his abilities, it increases his heat meter the longer they remain active. Rumble abilities gain bonus damage the higher his heat meter is, up to a cap of 60%. If Rumble reaches 100 heat, his Titan malfunctions and drains 7 heat per second and is silenced until his heat reaches 0.
#New: FlameSpitter. Cost: 4 heat per second
Toggle, 16/14/12/10/8 second cooldown upon toggling off.
Rumble targets and prioritizes a target within 425 range. Should the target leave his range, Rumble will prioritize the lowest health enemy (Prioritizes champions) in his range until the target enters his range again. Rumble deals 10 / 12.5 / 15 / 17.5 / 20 (+ 7.17% AP) per .25 seconds to enemies within the cone. Minions and Monsters take 50% damage
#New: Scrap Vents.
Reduces 15/17.5/20/22.5/25 heat per second until 0
25/22.5/20/17.5/15 second cooldown
While Scrap Vents is active, Rumble has bonus movement speed equal to 30 / 35 / 40 / 45 / 50% of his current heat level.
#New: Electric Harpoon.
Cost: 10 heat on cast, 4 Heat per second after.
Toggle, 20/18.5/17/15.5/14 second cooldown upon toggling off.
Target Range: 600 Link Range: 800 Speed: 2000
Rumble Shoots an Electric Harpoon in a line that pierces through minions and monsters, but stops on the first champion impacted for 70 / 100 / 130 / 160 / 190 (+ 30% AP) damage. The champion hit is then linked to Rumble, and is continuously shocked for 5 / 10 / 15 / 20 / 25 (+ 3.5% AP) damage per .25 seconds and is slowed for 10 / 15 / 20 / 25 / 30% for the duration.
#New: Scorched Earth
Range: 1000 Radius: 300
Rumble shoots a line of rockets from his rocket pods in a line creating a scorched zone. Enemies within the scorched zone take magic damage every half-second and are slowed by 15%. After leaving the area the damage will linger for 1 second.
310 / 520 / 1730 (+80% AP every half second for a total of 620 / 1040 / 1460 (+ 160% AP) over 5 seconds
What did you guys think? What would you rather see for Rumble?