User blog comment:Willbachbakal/(Champion Rework) Rumble, the Mechanized Menace/@comment-1920550-20161003023000/@comment-1330314-20161009061902

Just because Rumble has a lot of power on his passive does not mean he doesn't get power spikes, or that his power is somehow delayed all the way until late game. I could potentially change up his passive curve, but in the end he still gains a substantial amount of power per level, even if his individual abilities don't massively powerspike.

I also don't really see your point regarding the above shield numbers: max health means it scales off of base health, which means you'll always have a baseline value to your shield. Sure, it would make Rumble want to build health instead of AP for durability, but I don't consider that particularly game-breaking or disruptive, especially since Rumble already builds health alongside AP. Having a spammable, manaless shield with a very reliable scaling (max health increases slowly) also means that Rumble does get to farm even when behind, since he'd still have enough durability to withstand attacks, plus his shorter range is still not short (most Juggernauts have very similar ranges in lane too).

I also think the Sona problem is completely different: the reason why Sona's damage often feels incomprehensible is because a) she's a support, and so isn't expected to be dealing much burst, and b) her damage is all over the place, which is the exact opposite of what you're trying to describe with the above kit. One of the motivators behind compressing his damage into a single ability was to make enemies know exactly where that damage came from, since Rumble would only have two possible sources of damage, both of which are highly visible.