poppy impression so far
I must admit I rather do enjoy the gameplay the new poppy offers, however Its sad to say that as far as I've seen her since her rework and played her, she feels lacking in certain ways so I'll go ahead and share my impression so far.
passive: Iron Ambassador INNATE: Poppy periodically throws her buckler on her next basic attack, granting it bonus range and 20 - 190 (based on level) bonus magic damage, and causing the shield to fall near her target, where it remains for up to 4 seconds. If Poppy picks up the buckler, she shields herself for 15% maximum health for 4 / 5 / 6 seconds. Enemies can step on the buckler to destroy it. If the buckler kills its target, it bounces back to Poppy and automatically shields her.
**on paper its a nice skill, however more often then not, the buckler lands too far out of position during a fight for it to be useful,, and since it has a decent cooldown, it will most likely only be used once in the fight, there's room for improvement on the passive **
Q- Hammer Shock ACTIVE: Poppy smashes the ground in front of her, dealing physical damage to all enemies hit. The impacted ground becomes unstable, Slow icon slowing enemies standing on it before erupting after 1 second, dealing the same physical damage to all enemies hit.
the area of it feels small and the slow is barely noticable from it, its supposed to be poppy's spammable skill and yet doesnt feel really to fit her kit somehow, its good at clearing the jungle because the creeps dont move, but that's pretty much it, perhaps etheir increasing the slow or aoe itself in exchange of lowering the flat damage could give it more utility, or grant it an auto attack reset after the initial smash could help whit the damage if you want to keep it that way
W-Steadfast Presence
The skill is great, love the anti dash mechanic it offers, however other then the movespeed lvling it doesnt seem to offer much, other then that the skill is great
E-Heroic Charge no change there, its alright R-Keeper's Verdict
Poppy channels for up to 4 seconds, retaining the ability to move but Slow icon slowing herself by 15% for the duration. Keeper's Verdict's cooldown is reduced by 75% if its channel is canceled. SECOND CAST: Poppy smashes the ground, sending out a shockwave. When it hits an enemy champion, a massive hammer erupts from the ground, dealing physical damage to all enemies around it and Airborne icon knocking them back towards their fountain.
Poppy has Sight icon sight of Airborne icon airborne enemies and they are rendered untargetable for the duration, with the distance increasing based on how long Keeper's Verdict was channeled. Releasing the ability instantly cancels the channel and Airborne icon knocks up all enemies around Poppy instead.
**too often it feels like it saves the enemy affected by it, the fact that you dont chose in which direction also doesnt help as giving it a direction based on positionning could offer some interesting plays aswell, overall the skill has a nice idea, but doesnt feel right, **
stats wise, well I could be wrong, but she feels gameplay wise lacking in damage and defense, i understand her E is what makes her tanky , but in her currently state, getting tanky items on her doesnt seem to be enought early on as she lacks in damage to be able to offer decent trades.
anyways thats my look on her so far, perhaps people will find decent builds on her, but so far, she feels lacking.