Adjust: Poppy E -> R
I'd like to start this off by saying I was, am and still a Poppy player. A one-trick? Not really. A main? I wouldn't call myself that.
But there's a little problem I have with her damage output, especially as a tank / fighter. Before I state the core reason, I'd like to point out that every other season Poppy's Q %maximum health gets buffed by 1 percent, which is supposed to be her anti-tank move. (I guess?)
Hammer Shock has low base damage, from 40 to 120. Can hit twice for 80 - 240 damage. Bonus AD ratio is 90% and health ratio is 8%. Gets doubled to 180% bonus AD and 16% health ratio.
Like I said, knowing that ( most ) Poppy's playstyle and role is a tank who bruises other tanks; this is a good and well-placed ability.
Poppy's W was buffed sometime earlier to give her her max movement bonus at rank 1. The passive gives from 10 to 20% bonus resistances based on health. Again, quite an alright ability for a tank / fighter.
Now here comes an ability I have a slight problem with.
Heroic Charge has a 60 - 140 base damage which is quite normal for a tank's ability base damage. 50% bonus AD scaling, again not too bad. Is both a dash and stun with a maximum range of 775 units. ( Poppy max. 475 + Target max. 300 )
That already begins to seem quite extreme, especially with having... well Alistar's Q + W combo in one ability if there's a wall 775 units from you and the target.
Stun scales from 1.6 to 2 seconds. Large stun for a lucky point-and-click to wall skillshot.
The problem starts here with the damage, as it'll double on stun.
Meaning 120 - 280 base damage with a 100% bonus AD scaling, and a 1.6 to 2 second stun. Undodgeable Q afterwards for a 80 - 240 + 180% Bonus AD + 16% maximum health damage. In total a two ability combo which does 200 - 520 + 280% Bonus AD + 16% maximum health as physical damage. You can already see where I'm going here.
Poppy has been seen played a lot often than not with one or two lethality items because of this because it's such easy damage.
Now taking a look at Poppy's ultimate which seems like it should be the big damage dealer; is not. 200 - 400 base damage + 90% bonus AD is really REALLY low compared to her other abilities. And that was when charged, Poppy's reduced ult damage is 100 - 200 + 45% bonus AD.
With her tons of help from Iron Ambassador and Q's %HP damage, why is it that her whole entire kit... let alone 2 abilities prove more effective than her ultimate?
Instead of being a tankshell knockback, people much rather combo the 0.75 reduced damage ult into their E + Q combos.
I personally think you should switch a little damage from E to her R since E already gives a ton of utility with her ( engage, disengage, mid-fight, surprise attacking. ) and throw the potential damage into Poppy's R, mostly looking at uncharged's R.
This will make it so her R is a must for a tank / fighter's kill combo like Xin Zhao and not a "accidentally left him with 30HP" clean up ability. It hits like a fish compared to her Q+E. 0.75 low damage high cooldown knockup isn't as useful as a ~2 ( ~dash travel time based on movement speed of Poppy ) second burst stun.
+ W?
+ W?
...W?
or
its not that effective on her. You see squishies take a lot of damage from her. But not only are they squishies, most tanks like
or if you count him as one
ETC, do the same amount or more damage than her. While still managing to be more tanky.