Poppy and her problem(s)

Tengrichan·12/18/2015, 10:00:52 PM·2 votes·310 views

http://champion.gg/champion/Poppy

https://counterplay.xyz/champion/poppy/top https://counterplay.xyz/champion/poppy/jungle

Let's start with her performance first of all just so you can see how she performs in plat+ and above.Her winrate both in top and jungle role are abysmal.

Her previous role was a diving assassin that became deceivingly tanky at low hp which resulted in even more kills for poppy. Her new role is geared toward being a tanky peeler/distruptor.So trying to play her like before will result in most of the time losses.Despite of this role change her winrate is rather bad and people underperfom with her.(Some people just don't like this role change at all). Recently she got a hotfix which was noticeable but frankly that was not the problem.

Passive: The idea is great however the landing spot of the buckler is rather unconvenient and sometimes it lands at rather bad places.Main purpose is to soak damage however it's only reliable when you execute a unit with it.It gives a nice amount of shield though.

Q:Great spell,rather small radius.The damage could be upped a little bit. Though my initial reaction to this was really bad.Intuitively i started to keep pressing Q so it would channel resulting in a bigger impact area. But unfortunately this wasn't the case.

W:Here is one of her problems.The tankiness it gives is simply not enough.It's not even close to the old passive.

E:Got hotfixed already.

R: Now this is the reason why she isn't that good and why she does not fit into some teamcomps. This spell is a skillshot.With a rather thin line. It's not instant after released.There is enough time to sidestep it or purposely go into it. It's too easy to miss it. A channeled ability which means it can be CANCELED!This usually means if you can't use it your team will probably lose the teamfight since this is the main reason you pick poppy. Damage isn't that great either.

I think this ability could be changed to a version that's more useful in more situations allowing Poppy to fit into more teamcomps.

NEW R: Poppy channels for up to x seconds.She slows down herself by y%.(Nothing new so far.) When released poppy smashes the ground with such force it deals damage where the hammer hit while around that area enemy champions are feared/knocked up(whichever is better) and either doesn't suffer any damage or take a portion of the damage. Getting hit with the hammer itself inflicts great amount of damage.Something like %max hp or something with high base AD or high AD scaling.

Mechanically it can be either as now where you can move around with a slowed movement speed and can aim where you want to hit OR Poppy would be rooted for the duraton of channel but can aim wherever you want OR Poppy would stand still and start to channel in the direction where she is facing at the start of the channel.

Balance levers:

  • The ulti wouldn't hit in point-blank range.So there would be a minimum set distance from where the channel starts or let it hit point-blank range but with minimal rewards.
  • You can choose IF you want to get hit by the damage or the CC.But only if you are not stunned,rooted,snared and can move.

DAMAGE,RANGE,CC DURATION would all increase based on how long the ulti was channeled !

http://imgur.com/EtgbwVg

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