@Riot Poppy Rework Feedback
Ah, the long awaited Poppy rework. Have been waiting quite a while to see the manliest character in league be thrown back into viability. I have only gotten to play 5 games with her so far, but I wanted to share my initial thoughts. I'll start with the good parts:
Visual Upgrade - Awesome, looks gorgeous and everything feels a lot smoother W - The dashing counter is lovely, I find it so satisfying to watch people struggle to engage/run with their mobility E - Wall charge is more satisfying than ever before, love this ability R - Quite possibly my new favorite ability in the game. The hit is so satisfying to land, makes plays, and is hilarious all at the same time.
Now for my negative feedback: Q - This went from being one of the most devastating abilities in the game, practically defining poppy to quite possibly the least enjoyable, weakest feeling, and overall just disappointing abilities in the game. The area is absolutely minuscule, and because of that the slow for all intents and purposes doesn't exist. The only way you could ever get this thing to hit twice is to have already stunned them, which would be fine, but the damage is so poor that even in that case it doesn't really feel that great. In addition to all of that, the initial cast time is actually quite long for such an ability, messing up combos and all. Maxing E seems to be so much better of an idea since this ability is so terrible.
W (passive) - Why did poppy's passive armor get gutted so hard in addition to removing all of her survivability built into her old passive and ult? I feel like the majority of ADC's have more built in durability than this so called "tank". I understand that the intent is to make her scale rather than just have tons of free stats, but if this is what her kit is going to be, she needs those bonus defenses to do anything. Even building bulk as early as possible, Poppy just seems to "pop" at the first sign of danger.
Passive - This mechanic is just very poorly designed. You have to use this to last hit to gain any advantage. No enemy will fall for the wall bait, and if Poppy goes for the shield, which will 90% of the time land extremely far out of position, she will take far more dmg from any lane opponent than the shield will give her. The range bonus is nice, since Poppy apparently needs to be able to last hit from range since she is so squishy and trades so poorly with pretty much any laner due to her utter lack of dmg, significant mobility, sustain, and tankiness.
Overall - While I enjoy several parts of Poppy's kit, she seems to be completely bottlenecked into peeling for her allies since she cannot do anything else. Her passive probably will not exist in any teamfight scenario, and is only sort of useful in lane. I honestly did not think that it could happen, but poppy is even worse at laning than she used to be, which will prevent her from ever being able to really shine in any fashion since she needs huge amounts of gold for any of her abilities to even compare to other champs that fill the same role. It is pretty disappointing that only 2 of her abilities even apply to laning (Q + E).
I will continue playing as her to try to figure out what fits her right for me though. Please feel free to share other opinions and what works/doesn't work for you!
TL;DR I find the Poppy rework to be fairly disappointing as is, but it can definitely be improved on. Poppy seems to be even less viable than before at this point though.