User blog comment:Willbachbakal/(Champion Rework) Rumble, the Mechanized Menace/@comment-5663427-20160911174731/@comment-1330314-20160915195004

ErdamonPL wrote: Following this logic, technically you could give Yasuo a knockup on his every third regular AA as well, since he just mashes Q like a psycho anyway, or replace Darius' autoattacks with his Q

Not to finagle on details, but a knockup on every third AA would be a massive buff to Yasuo's crowd control, and a Q on every autoattack a massive buff to Darius's sustain, both of which are also dependent on meaningful downtimes. Meanwhile, the change I'm proposing to Rumble's innate and autoattacks is a change from damage to damage.

ErdamonPL wrote: I legimately can't think of a situation where having a permament flamespitter as a replacement for AAs would be any good in any situation, and given that it's obviously weaker than the live one (like, a lot weaker), with that little damage

This is monumentally wrong. Rumble's live Q deals 75 to 315 damage over 3 seconds. The above Flamespitter deals 192 to 600 damage over that same duration. 64 to 200 damage per second is far more than what Rumble is able to deal with his current autoattacks, which is also why I didn't give it an execute a la, which only takes effect at levels 1 to 4 at under 28 AP, and runs on spaced-out damage, not a non-stop current of flame.

ErdamonPL wrote: since this whole new kit is way too feast or famine (essentially no level powerspikes other than lvl 6 and very slow damage scaling on Q)

That is not what "feast-or-famine" means. A feast-or-famine kit is a kit that grants disproportionately large success or failure based on a particular moment in combat or a gold/level lead, not one that lacks per-level power spikes. If anything, smoother scaling would make a kit less feast-or-famine, since it wouldn't snowball with a level or item lead as hard.

ErdamonPL wrote: Yes, ~90 bonus MS for a few seconds might be helpful from time to time

It's bonus movement speed for 5 seconds at level 1. Just as a point of comparison, provides  bonus movement speed at level 6 for 7 seconds as a baseline. It's more than just "helpful from time to time".

ErdamonPL wrote: don't forget the fact that when chasing someone you can easily overshoot the distance you want to go (and due to reduced turn rate might end up in places you don't want to get to)

That's intended counterplay, and I think does carry meaningful decisions for both Rumble (you have to anticipate your opponent's movement and plan accordingly) and his opponent (you can move out of the way or bait him in the wrong direction). If it somehow makes Rumble too weak, there are still plenty of ways to buff him (by improving his turn rate, for example, which I didn't specify but which you seem to be basing a lot of your assumptions upon).

ErdamonPL wrote: since you have no way of both dealing damage and kiting your opponent

Even now, the bulk of Rumble's damage comes down to moving towards your opponent as you're damaging them. Kiting involves moving away from an enemy. This is why I don't think kiting is really a part of Rumble's playstyle even on live, and I think you might be trying to play him like a squishy mage instead of like the bruiser-mage hybrid he is right now.

ErdamonPL wrote: Here in the laning phase it basically comes down to stacking up a big shield, and since your heat decays much quicker

It doesn't. If you were to use your Heat on nothing but your shield, which I hope you'll agree would limit Rumble's options, you'd only lose the Heat cost the moment your shield fully decays, i.e. after 2 seconds. You could try refreshing your Shield mid-decay, but the surplus would be minimal. Ultimately, doing all of this would incur serious tradeoffs across Rumble's kit, so even if he were to stack up a massive shield, or refresh it non-stop, his opponent would still be able to do a lot to him.

ErdamonPL wrote: trying to actually catch up to someone with just the E doesn't make sense because you might as well just use the Q toggles all the time.

Putting aside how you can technically use both, and how you mentioned at length how the above Q was apparently too difficult to be worth using, there's a major difference between a continuous slow and a continuous movement speed boost, with the slow allowing you to pin down enemies for your team, or preventing an opponent from reaching a safe spot.

ErdamonPL wrote: Flamespitter automatically disabling when crowd controlled pretty much kills Rumble's synergy with Zhonya's making this item no longer an option at any point in the game

Many, many AP champions pick Zhonya's despite it disabling literally all of their abilities, while also being squishy and vulnerable to dives. As with pretty much the totality of your comment, you're making a lot of hyperbolic statements based on flawed or flat-out incorrect assumptions.

ErdamonPL wrote: Press one button -> Hope it works -> Be useless for the rest of the fight.

Even if that were somehow the case, which I heavily doubt, given Rumble's ability to supply ranged crowd control, at the very least, and most likely continuous AoE damage, that would still be enough of a reason to keep his ult. I also think it works with the above kit because it denies passageways and slows down enemies it hits, which would allow him to close the distance much more easily.

ErdamonPL wrote: The whole idea why Rumble should become a Juggernaut feels really forced here, since Rumble already has a well defined, unique identity, that like you've mentioned, attracted quite a few people to actually pick him up and play him for longer that 20 minutes.

I actually mentioned that Rumble's identity was never really as well-developed as it should've been: he does have a fun playstyle, for sure, but his pro play identity resumes itself to "lane bully with good ult", and that has led to him having bits of his kit cut down to the point where he's less popular than he should be, or at least was previously (he's consistently at popularity right now, which is mediocre). You yourself mentioned that Rumble was a mid- to close-range champion, and to me, a close-range tanky champion with no major gapclosers, heavy AoE damage and power mostly based on personal boosts is pretty much the definition of a juggernaut.