[Insight] @RiotRepertoir, Meddler; Poppy W
There are plenty of discussions regarding the dash blocking as is and I'm sure there will be more once it hits live.
The questions I have are in regard to Poppy's new W is the passive AR/MR component.
> Steadfast Presence Passive: Poppy's total Armor and Magic Resistance are increased by 12%, doubled to 24% while below 40% of her max. health. ...
As I understand, the goal of this ability is to retain the previous feeling of "the lower her HP, the tankier she is" without being as obnoxious as Valiant Fighter. I'd say it accomplishes that to an extent, and is definitely much clearer at the very least since an opponent can actually click on Poppy and see the Steadfast Presence passive being doubled as a buff on the status bar.
However, I am very curious why this route was chosen; I look at this ability, and I'm fondly reminded of a Riot phrase I haven't seen in a while, "power without gameplay".
Primary Question - Why did you choose to do it this way? I ask this because it seems like you get a lot for free, and by free I mean the player doesn't have to consciously do anything.
Consider this: Scenario: Poppy is taking hits, so she gets tankier for free once she has absorbed 60% of her hp's worth of damage.
No activation required, it just happens automatically. Activates regardless of whether allies are near or not. Tanky even if she doesn't build AR/MR, since passive effect is for Total AR/MR instead of bonus only.
So if you would be so kind, I would like some insight as to why you have all chosen the approach above.
Context of the answers I would like are:
1) Auto-activation Why automatic instead of only when dash-block is active? Is it due to dash-block duration? Simplification?
2) Allied Presence Why does Poppy get the stats regardless of her circumstances? She has been changed to primarily fulfill a Tank role, which is meant to be a protector class. So why does she get the bonus even if you catch her out solo? How come it wasn't, "While near allied champions and at 40% max. hp or below, passive bonus is doubled"?
3) Total AR/MR instead of Bonus Why total instead of bonus? To ensure she has tanky stats regardless of if she builds some or not? Garen had this on his W once upon a time (Patch 1.0.0.145) and Total instead of Bonus was deemed to be too much free power for doing nothing so it got changed (Patch 3.03).
3.1 - What makes Poppy a better fit for this passive ability than Garen? Is it simply a numbers thing where Garen got 20% outright and Poppy has less than that most of the time and slightly more only while low? If yes, why wasn't this applied to Garen when the problem arose; if no, please explain.
3.2 - Following up on 3.1, is Poppy allowed to have this because she is a 'more complex, non-beginner champion' while Garen must retain the 'farm to get stronger/tougher' version because it teaches/encourages new players to last-hit?
4) Why not make more use of Poppy's new Passive - Iron Ambassador? Instead of just giving Poppy free stats when low, why not encourage a gameplay pattern with Iron Ambassador?
For example: "While Poppy is at 40% of her max. hp or lower, cooldown of Iron Ambassador recharges 50% faster."
This would allow Poppy to keep some distance with frequent ranged attacks as well as duck in and out of the fight to tank with more frequent shields. All of this only accomplished via gameplay that is accessible to both Poppy and her opponents, since they can deny her shield.
5) What happened to clean numbers? Why 12% and 24% instead of 10% and 20%?
I mean... really why? Matches Rank 1 Malphite W at all times and only 1% less than Rank 4 Malphite W when activated... but for BOTH resistance stats.
I would've posted this in the Dev Corner but that doesn't seem possible, so any insight into these things would be appreciated, thanks.