I feel problems with Poppy. =/
Poppy's meant to be a scrappy early game oriented Warden that hits hard early, gets tanky, and body blocks slippery divers, assassins, and carries alike with her abilities later on in the game. But...I've pinpointed some issues here...
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Only Poppy's W is really strong against slippery targets. R can whiff hard against fast foes and can't be followed up on by allies. E sorta needs a wall for a lasting effect. Q is a small aoe slow on the ground that no one with mobility cares about.
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Much of Poppy's benefits are simple in application, but laced with conditions for maximum benefit. E needs a wall (as stated before). R needs a charge + aim. W needs an enemy to run into it. Q needs someone to not move. Most other tanks may not have cc on every button, but most other tanks have way more RELIABLE output from their cc. Sejuani, for example, needs 4 melee hits on someone she's in range of for her to stun that champ. After that, she can ult them point blank as soon as they're out and stun them again, complete with the bonus damage for melee AA'ing them. Sej also has a knock up on her dash and a slowing attack that applies 2 of those 4 stacks. Meanwhile Poppy needs either a wall or for them to dash in her field to land hard cc that can be followed up on. Sej and Poppy have cc on all their abilities, but Poppy's application of these things is less reliable (as a comparison, here).
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Now, Poppy's initial prospects were that her hard hitting early game would help her out getting ahead of the game, so that she'd have a chance to combat her spotty cc application with reliable damage output, and thus would justify the weaknesses in the second bullet. This was probably done so that a hint of the old Poppy, which played more like a weird mix between an awkwardly small juggernaut and a crazily designed diver that just walks through crowded battlefields rather than diving through them, could be preserved. However, due to a crap ton of complaints, A LOT of that early damage potential is straight out the window with no compensation (not saying it was all unjustified, but I imagine we went overboard somewhere). Damage on her R's been shaved. Damage on Q's been shaved. Range on E, which was the crux of Poppy jg's ganking ability if Riot still gives a damn about the fact that they said she was supposed to be able to jg, is gone, too...all with no real compensation.
So Poppy's damage reward, which was part of the point of this current kit's design, is shot, while her cc application is (justly) riddled with holes. The problem here, in my eyes, is that there's not much benefit to picking her over other tanks. Sure, she stops dashes with W...but she's gotta be a bit more than just that to be worth the pick, right? Idk, I don't feel that much satisfaction playing her, but then again I'm one of those fringe Poppy jg players, so maybe it's just me airing out frustration. Anyone else think the same? Anyone think otherwise?