2 Small Poppy changes
While I think Poppys rework was well done theres 2 problems with her
- Her Passive/E Interaction Poppy right now has a massive issue where if she tries to E with her passive up (Yes even AFTER the hot fix) she gets confused on which to do first resulting in her E becoming immensely clunky to use, given this is her main means of getting stuff done (AKA Smashing them against walls and hitting them with the hammer) Having this become clunky just due to the wind up of the passive makes it an annoyance.
The Solution? 1, Increase the E cast range more, not by alot though, move it from 525 to 550, this way her E will always take priority over her AA OR 2. Give the E/Passive a specific interaction, EG "If Poppy Collides with a wall when her passive is up she will also throw her shield, this would give a small amount of damage increase but not to the point of "omg dis OP!"
- Her Ult Unfortunatly the ult has next to no use, most people pretty much agree that the best use of Poppys ult is to ether double tap it or never use it at all, and thats the problem you should never NOT want to use an ability, theres occasions where you might not want to use an ability (EG you wouldn't want to use a Janna ult when a friendly fiddle ults) but no champion has an ult you NEVER want to use
The Solution? One of two things 1, More damage, A Poppy builds brusier, this means at the MOST they can expect around 150 AD, thats 500 physical damage max on a fully charged ult which given it takes 4 seconds for it to be charged and affects such a small area is pretty poor, have the damage scale on how long you channel it, really reward poppy players for hitting an ult as opposed to it being a "I'm Poppy I'm helping!" 2, Remove the knock back and have channel affect the Knock-up time, Ok look at it this way, if you double tap they're knocked up for around 0.25-0.5 seconds but at max charge they're knocked up for 3 seconds, that already makes the ult more useful, you'd actually WANT to use it in the hopes of catching out an enemy, you can keep the "Untargetable" effect just make it a longer knock up as opposed to a longer knock back.