User blog comment:Willbachbakal/(Champion Rework) Rumble, the Mechanized Menace/@comment-1876049-20160921125018/@comment-1330314-20160924223345

Yeah, moving all of the basic ability damage to Rumble's passive definitely put quite a few people off the above concept, and as you well know, I kinda have a habit of taking a lot of a champion's power and placing it all on their passive in my rework concepts, especially damage. At the same time, I think it's particularly justified here, because I don't think Rumble can really have a balanced set of choices when Flamespitter's an active.

As the game's current only Heat champion, Rumble's meant to choose which abilities to use within the next few seconds, and whether or not to use them, thereby making a ton of interesting decisions while managing his resource. However, without Flamespitter, Rumble's damage drops massively, and so he needs to have it always on in a fight in order to be relevant. Not only does this mean Rumble's inevitably bound to overheat, it also means there isn't that much actual decision-making across his abilities, so he just uses them whenever he can instead of intentionally holding off on one ability to use more of the other.

With that thought in mind, I figured that in order for Rumble to really have a fully functional Heat system, as well as a proper incentive to hold off on using his abilities at the right times, his primary damage shouldn't be tied to his Heat generation, and so I moved his damage, and Flamespitter, to his passive, and simplified his basic abilities into a choice between mobility, utility and crowd control. Since those are all situationally useful in different circumstances, and generally highly desirable in combat, Rumble should be able to have more real decisions to make in and out of fights, without just activating everything at once all the time.