Category: Champions (Page 19 of 43)

Rumble Impressions

Rumble in the Jungle

I got a chance to spend some decent time with Rumble today, as did many of my opponents, so I feel comfortable laying out my impressions a bit early. Though Rumble is certainly different than I expected, the end result is about the same. He’s yet another in a long list of champions best built as a pseudo-tank.

It’s getting kinda tough to asses these tanky characters because so many other people are playing tanky toons as well. When I’m in lane against Alistar/Taric, Rumble’s damage seems completely underwhelming, even if he can take a beating. Against Ryze, though, he seems perfectly fine (at least in the early game). This is one of the biggest problems with the tanky meta – it skews the balance of power in very big ways. Where I would typically expect tanks to be fairly low damage but high survivability against squishy champs, this new crop of tanky guys deals big damage on soft targets and remains difficult to bring down. I know you’re tired of reading that – trust me, I’m tired of writing it – but it’s important to keep in mind when thinking about a champion like Rumble.

Rumble’s lane presence against soft champions can be overwhelming in the early game. His Flame Spitter is nearly always up, giving him solid harass and the simple ability to push people off their own creeps. It is particularly effective with another CC in the lane. If I’m perfectly honest, I don’t like the way the skill functions. Skills that require facing frustrate the hell out of me, and Flame Spitter is no different.

Scrap Shield is just about as silly a skill concept as Riot has ever conceived. A shield with a decent AP ratio plus a speed boost on a short (5 second) cooldown. Give me a break. This skill saved my ass repeatedly in my Rumble games without requiring a millisecond of thought. If it was up, I was hitting it, and that seemed to work out just fine. The shield certainly isn’t huge, but it’s plenty when it runs on such a short cooldown.

Rumble’s harpoon is easily his worst skill. It seems to do nearly no damage and can be difficult to land at times. The slow is solid when you can land it, especially if you’re in the Danger Zone, but I never found myself thinking, ‘I’m so glad I just landed that harpoon.’

To say that Rumble’s ultimate is difficult to cast would be a huge understatement. I know it’s probably just going to take some getting used to, but the mouse movements required in a frantic gank situation are a little nutty. The damage on the skill is pretty awesome, though, which can be a lot of fun against squishier targets. The ult also has great range, giving you plenty of time to cast, shield boost your way into range, and tear down a target.

On the whole, I think Rumble’s balance is just fine in the current metagame, which is to say I think his design is terrible and that Riot needs to stop putting free damage shields on champions. I’m sure we’ll see some frustratingly good Rumble players over the next few days, but likely plenty more frustratingly bad ones. Expect some slight buffs on him next patch.

Rumble Champion Spotlight is out

The Rumble spotlight went live last night and, though I really wanted to dump all of my impressions out at midnight, I decided to wait until today to hopefully give a more balanced look at the League’s new champion. I’m not sure it worked. Rumble seems like the worst parts of the tanky meta all rolled into one little bundle.

First of all, the shield thing has got to stop. Rumble not only gets a damage shield, which likely scales with AP, he also gets a movement speed boost with it, and it’s on a crazy short cooldown. At level 7 Phreak’s shield had a 5 second cooldown. Granted, it didn’t look like it shielded much, but 5 seconds? Yuck.

Rumble also appears to be able to abuse the minion aggro AI in lane because he can cast so often. Minions typically don’t aggro on champions if they’re using spells on one another, an issue typically balanced by the fact that lane casters are fairly squishy. Still, you already know some frustrating exceptions to this rule. Mordekaiser, for instance, can dish out a lot of champion damage without taking aggro from minions because he’s dealing spell damage. The same seems to be true for Rumble, which will be extremely frustrating for the softer characters in lane.

I’ll be interested to see how he actually plays in game. For right now, I’m worried Riot has added yet another bruiser class character to the game, even if he relies on spell damage to bring down opponents.

Patch Preview shows off Alistar, Fiddlesticks, Gangplank reworks

The patch preview for next week is live, giving us a look at what’s in store for several of the game’s most neglected champions. Alistar, Fiddlesticks, and Gangplank are all due for reworks this week, all of which should be significant improvements on their respective playstyles.

If you follow Guinsoo on Twitter, you know the Alistar remake has been in the works for several months. A few times it even looked like it was patch ready and then got pulled. Basically the changes will give Alistar a lot more farming potential as well as a few more ways to use his skills that aren’t so Flash dependent. I’m really excited about this remake – Alistar was such a cornerstone of LoL at launch that it has been tough to see him slip into obscurity.

Fiddlesticks is basically having his damage normalized, which is exactly what he needs. His early healing has been nerfed a touch, but with an armor buff to keep his jungling strength. His Dark Wind bounces 5 times at all levels and now has scaling damage, which should improve his presence in both lane and coming from jungle, and Crowstorm has been rebalanced to account for the damage shift. Again, I’m really excited about the changes. I was a huge Fiddlesticks fan for a very long time. A little consistency will go a long way for him.

Lastly, there’s Gangplank. Plank has long been a problematic champion for Riot. He’s randomly bursty, has the only deny in the game (which is absolutely broken in some situations), and has a hugely unreliable ultimate. Pretty much all of that is being addressed with the patch, which I can only imagine will mean good things for the champion. He’ll be able to make better use of Raise Morale, his ult is much less of a guessing game, and his Parrrley shouldn’t be quite such a gamble. Again, excited to see this play out.

Fiddlesticks remake in the works

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I used to be a huge Fiddlesticks fan, but lately he just hasn’t been doing it for me. He’s very susceptible to CC, he has a clumsy skill leveling path because Dark Wind is so bad at early ranks, and his damage can be wildly unreliable. With all that in mind, you can understand my excitement to see he’s getting a bit of a facelift.

From Morello:

Dark Wind: Bounces changed to 5 at all ranks. Silence duration 1.5 at all ranks. Leveling the skill increases base damage. Large increase to AP ratio.

Drain: Now heals for a % of damage as health. Begins at 50% and scales up with AP ratio (and can go over 100% with enough AP). Range slightly reduced. (Might increase CD if we have to).

Crowstorm: Base damage lowered, AP ratio increased.

Base Stats: Pretty sizable increase. His base armor was abysmal to make up for drain – with these fixes, he can have more normal base stats.

This sounds like essentially exactly what he needs. The Drain changes are a little strange, and mostly make sense so that he isn’t out of control in the lane (Dark Wind will be awesome now), but the rest of the changes are great. Dark Wind needed a big damage bump, especially with the number of tanky characters out there. It’s also good to see that Riot is trying to account for the Dark Wind damage increase by lowering the base on Crowstorm but increasing its scaling. Good stuff.

Rumble ability list announced

Riot announced the Rumble ability list this afternoon, a list that looks remarkably similar to another champion in the lineup. I’m also pretty worried that we have yet another Tanky DPS champion joining the League. Shield ability? Check. Ranged slow? Check. Damage modifier? Check. Dear lord.

Here’s the list:

Flamespitter: Rumble torches the area in front of him with his flamethrower dealing damage to all units in a cone for several seconds. While in the “Danger Zone,” this spell deals additional damage.

Scrap Shield: Rumble creates a shield blocking incoming damage for several seconds and granting a short duration speed boost. While in the “Danger Zone,” the shield’s strength and speed boost increase.

Electro-Harpoon: Rumble launches a projectile that deals magic damage and applies a stackable slow on the target. A second shot can be fired for no additional cost within several seconds. While in the “Danger Zone,” the damage and slow percentage is increased.

The Equalizer (Ultimate): Rumble calls down a line of rockets over the target location. Enemies in the scorched area take damage over time and are slowed.

Junkyard Titan (Passive): Rumble’s abilities generate heat. When Rumble is above 50 heat, he is in the “Danger Zone,” causing all his basic spells to have additional effects. When Rumble reaches 100 heat he overheats, silencing himself and causing his physical attacks to deal additional magic damage. Rumble loses heat over time.

At first I was worried we had a Blitz clone, but he actually seems to be closer in skill style to Urgot. I am wildly unimpressed by the skillset and, as mentioned above, mostly worried about having yet another Tanky DPS to deal with. From the sound of things, his Harpoon will be extremely easy to land, giving him the ranged harass that often makes Tanky DPS toons such a problem in lane. I’m not excited for his release. Not one bit.

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