A few suggestions for improving Champs that are picked less often than others.
Would like to make some suggestions for improvement for some Champs (and for Riot, if you read it) that are picked less often than others. Please dont be to freaky right away, but to go inside, think over it and name the problems as exact problems if it were, instead of simply saying that this is op, I have already thought about it. The changes should bring the Champs back out of the dust box as well as for Proplay and SoloQ.
Bit more DMG to vassals at Q and W, for more roam as a Assassin.
The R and the E swap, as with Diana recently. The E for it improve to the Ult and the new E not so dominant.
The stacks of the passive pass over time (as with Rengar) but more range for Q and W.
More healing through his ability.
Ult should also not be accessible for the duration of the arena after the opponent has been pushed away, not even by flashes, etc.
Q and E slightly more base DMG for a little faster waveclear in the beginning, also like for dueling, against and for early invades where her problems are.
Less base DMG on the Q for it Max HP% DMG on it to stand up better against tanks and not to make another ADC 2 shots.
5 Movementspeed on it XD.
Bush size increase and they no longer cover the opponents, because they are magical bushes :D.
Passive and W swap. W becomes a steroid that lets her kite as you know her for a short time with more attack speed, otherwise she kites like any other ADC normally. Ghosts come every X seconds and wander around (like Zyras Passive + twin shadows similar). And remove the slow problem with the new W Kite. Also increase auto attack range by 25.
More extra DMG to vassals at the Q for the Midlane.
Ultimate, she is now also Out of Combat for the 2.5 seconds or only as long as the channeling is active so that it is also attractive for Pro Play, you should now counter the Ult with Dashes, Flashes, movement speed and simply go out.
Ultimate is only effective for allies, but the effectiveness time in the first two stages is reduced. Opponents no longer benefit from this. Marks for jungle camps instead remove more base values per level for more independence.
Increase Q range a bit.
More extra DMG to vassals at the Q for the Midlane.
Return the slow on the Ultimate.
Passive, the shield now always comes back and gives you the shield immediately without picking it up to compete with other tanks. When channeling the Ultimate (while the hammer is spinning), Poppy is now immune to any CC and unstoppable.
More DMG for Jungle monsters so that you can also play him Jungle.
W Reworking for a short jump (similar to Nidalee) which frees him from CC when activated and makes AoE DMG when landing. So that he comes out better.
E more dash range and can now go over walls for better performance and more tricks.
Passive more independence for ARAM also suitable, MR / Armor now rises through the level. Lifesteal on the passive too, similar to Warwick to give better comfort in the build path for the Bruiser.
E now stuns the opponents instead of hitting them with a AA before.
More CD on the Q and remove the restriction of the Q on used zones.
W revert, nice sniper idea, but it doesn't work practically.
Ult Zone Enlarge so that the opponents are also on the line of fire, like Zilean's bombs.
plants should become more robust and not immediately fall over with melee AA or dots. AP scaling increases on the 3 DMG spells for the midlane, whether rabadons or a tank item, it makes just as much DMG.
Hope you like the suggestions.