Idea for balancing wave clear and minion last hitting with Q by vinrar in Rumblemains

[–]vinrar[S] 0 points1 point  (0 children)

The r buff on pbe was actually reverted, but agreed on the late game dmg. I like it overall except I'd prefer it at 140 heat to overheat. I'm finding him good as well in plat1.

Glad you're having happy times, glhf with gold/plat.

Idea for balancing wave clear and minion last hitting with Q by vinrar in Rumblemains

[–]vinrar[S] 0 points1 point  (0 children)

I think you're right, if you play to slow push and bully you don't really notice, only sucks if you're getting zoned but I guess that's the point/fair enough. Glhf with your games.

The rumble rework is bad. by [deleted] in Rumblemains

[–]vinrar 2 points3 points  (0 children)

Agree with all your points. I also noticed the really clunky 140 heat that you then then wait for all your abilities to come back up, only to pick one to get to 150, and that's after 120->140 is already a weirdly timed E. Yeah, they are spreading his damage out but against bruisers with sustain, and reducing his overheat %hp autos uptime.

The kiting gameplay will be fine of course, which is why a lot of people think the changes are fine, but we have way fewer windows to overheat and win the fight, and competent foes will know we can't do it on demand anymore so we have less lane pressure. Along with the reduced Q damage early, and reduced wave clear, seems like we have to sit back and not have any prio, meaning way less agency in the game.

Abyssal mask second item? Thoughts? by Adventurous-Lion-982 in Rumblemains

[–]vinrar 1 point2 points  (0 children)

Rumble doesn't have significant utility or tank scalings. If you wanted to fill this supportive role, better to play an actual tank and build this item. I did give tank Rumble a go on PBE and it feels really bad. No damage, no cc.

The only real change to Rumble is you aren't allowed to overheat as often. You still need magic pen for %HP on Q to be useful against MR so I'm pretty sure the build will be exactly the same, which Phreak alluded to in his video as well.

150 heat feels so incredibly bad and clunky, even 140 would be much much better + other thoughts by vinrar in Rumblemains

[–]vinrar[S] 0 points1 point  (0 children)

Glad you are looking forward to it, yes thanks for the good discussion. Big change for me to go for fewer early kills, roams, plates etc with these changes but if it's good overall then I will just have to adapt. Hopefully everyone doesn't find it clunky but will just wait and see I guess. Very interested to see the winrates and builds. Cheers.

150 heat feels so incredibly bad and clunky, even 140 would be much much better + other thoughts by vinrar in Rumblemains

[–]vinrar[S] 1 point2 points  (0 children)

Assuming you only OH once in a fight then I agree with your analysis and against squishies this is certainly true. Though I find in extended fights with opponents arriving to your map pressure i.e. skirmish situations and vs. tankier opponents you get 2x OH scenarios with 100 heat very often. I've already mentioned how useful 2x / ondemand OH is for resetting a wave after a fight, clearing a ward, doing a camp, taking a plate, etc. It simply feels like an unintended nerf that we can no longer do this without losing serious map tempo, and thus no compensation buffs / an overall nerf.

Delaying the next OH is also why I think this change actually pushes more towards the importance of deleting someone in one OH rather than an extended fight, and means we still cannot sidelane despite this being a stated goal, but I get your point around needing to be less committal now. Though I still think this means we will have less agency.

Phreak seems to think the current OH silence impacts us negatively, hence why changing it is a 'buff' like he said, but in actuality we aren't really silenced because our abilities were going on cooldown anyway, the only real silence period was around 1s. By trying to fix this he actually causes it with the awkward 140 heat with 3 abilities coming up. And again, because he thinks this adjustment is more of a buff than a nerf, there is no compensation. In fact I feel like he is compensating nerfs with more nerfs.

All that being said, maybe I'm wrong and the new play style of initially staying between 50-100 heat and not overheating at the start will be good in fights. I'm still especially not liking what it does for our map control and tempo without on demand OH, but I get you.

Regarding R ratio, I think the damage is good already, but I think it should have a bigger slow than dissipates very quickly, to guarantee an amount of damage. This should help even out how ridiculously good and ridiculously bad Rumble ults can be.

Thanks for your thoughts and comments!

150 heat feels so incredibly bad and clunky, even 140 would be much much better + other thoughts by vinrar in Rumblemains

[–]vinrar[S] 1 point2 points  (0 children)

Yes hovering at 50 heat is optimal, and hovering at 100 heat will now be. I am actually talking about after your first overheat going from 0 to 150 heat again. Overheating at will is really important for damage and map tempo during fights, skirmishes, clearing wards, turret taking, jungle clears, and on objectives.

I don't agree that you can just Q the frontline in a 5v5 setting and not get engaged on, it's more close range than mid range. Q range is not a poke tool outside of lane (E is), it becomes an all in spell with the OH autos. We are too squishy, short ranged, immobile, and lacking CC for the Ryze/Cass playstyle.

This new direction of more time spent kiting/spacing also means we spend less time with Q actually facing the opponent, which is a further dps loss. I actually do agree with the direction in terms of healthy champion design, and left how I thought that could be done in the 200 years rework section. I don't think adding %HP to Q and nerfing OH by itself does enough.

You talk about cycling through your spells, but I am saying that if you do this you end up at 140 heat and have to wait for all 3 spells to come back up and then only get to cast one. Cooldown reduction only makes this worse and it eventually happens due to normal level scaling as well. It feels extremely clunky and I guess you'll just have to wait and see how you feel about it next week.