@Riot Poppy Rework Feedback

ZER0999·12/10/2015, 5:59:15 AM·3 votes·750 views

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.

9 Comments

Niyumi12/10/2015, 6:54:06 AM2 votes

I've built Poppy full AD caster damage style, and she still does pathetic damage. She honestly needs some buffs and/or a tweak to Q to make it more reliable.

Packun Flower12/10/2015, 6:03:02 AM1 votes

Poppy Laning phase is as bad as ever but she really shines in the jungle now. E-Q on monsters is really great and you get the most out of the shield passive there then in lane.

ManBearPig91612/10/2015, 6:44:39 AM1 votes

I disagree. I played my first pvp match after a custom game. Now it's a small sample size, but here is my experience so far...

Pantheon would approach me, and I'd Q, creating a region between him and I, and he'd have to decide to continue towards me and take a 2nd damage tic, or get out of the Q zone. That was a very satisfying deterrent. Old Poppy would get dove all day.

I don't know about you, but I love the mana costs now. I feel like I can stay in lane WAY longer than before.

I'm sure there's more to it, but Poppy feels better in lane. I still lost, but I felt like I contributed in that loss. Old poppy would get false reported she sucks so bad if she's not ahead. new Poppy seems to do better in a loss.

Now, with that said, I truly believe poppy hypercarry is dead. I want to try her full damage some time soon, but I am afraid lololol. She's so neeeew.

Yea, but poppy hypercarry is probably dead.

DuskTheViking12/12/2015, 4:51:51 PM1 votes

there was a lot of criticism on the PBE, all of the things listed in this thread were mentioned during PBE and i even made a prediction thread about how the rework would play out after going live. ALL feedback, out side bug reports, from all players was ignored, even in the official "Poppy feedback thread" made by Riot. it was just a pacification tool to keep the PBE quiet since the rework was already set and they didn't want to mess with it any more. Obv a rush job rework no one wanted, but after YEARS some one was forced to do it.

My prediction was that she would end up in the jungle rather than top but still under preform, get over buffed then played as a OP support tank. nerfed, then never played again. the kit has to many problems