Hey Scruffy! As a long time Poppy play and lover (I must've played 50% of my Ranked games on her for the last 3 seasons), there are a few things that I really fear about this rework, and a few other which intrigues me.
For a starter, what did you guys identify as her core gameplay elements? Right now, I feel liek all of her abilities are bland and/or problematic. W is barely interactive, Q is a simply AA reset move, and her innate is simply "being tankier". At the same time, her Innate is purely broken where no number tuning could make the ability feel good without being completely overpowered (like it is right now), her Q scales with pretty much everything (AD, AP and enemy max health), her W is a shitton of stats that you can keep up fairly easily through lane, and I don't think I really need to point out the numerous flaws in her ultimate. So when faced with a kit that's so fundamentally broken, how do you proceed in term of reworking the champion?
Otherwise, in a similar fashion, Poppy also has many different playstyles she can opt to go for since her kit doesn't really enforce anything (high AP scaling, %dmg increase, %dmg reduction, CC, high base damage). I've seen AP glass cannon (which isn't actually great now that DFG is gone), AP bruiser, AD bruiser, full AD, full tank, on-hit/hybrid, support (triforce), support (true support)... I'm not even sure there's a single item I haven't seen built on Poppy apart fro mthe Hextech core and Bonetooth necklace, and I wouldn't bet on the former. It's safe to assume that she won't be as good at doing everything, so the question is, what playstyles/roles are favored by the new kit?
Lastly, for now, you mentioned how E is being kept, were there any work done to make it feel better? I feel like it is a really frustrating ability right now on live since the placement of both yourself and the target are very random when you stun them. Sometimes you'll hit the enemy over smaller ledges (like the Blue buff river ledge or the mid lane raptor one), sometimes you'll be stuck between your target and the wall, sometimes you'll bodyblock the enemy inside the wall, sometimes it won't stun. On top of that it can currently be canceled by both dashes and blinks, which means that you end up blowing your only mobility spell to end up out of position and without having closed the gap nor inflicted any damage. When you trade E for flash, it's somewhat ok, since even if you get harassed back, you blew an important cooldown, but getting denied by things like Akali/Yasuo/Amumu dashing to me, or Lucian simply using his 6s cd spell to not only not lose anything, but even gain better harass thanks ot his passive is kinda irritating. So was there any technical/behind the scene work done to make Heroic Charge slightly more reliable/rewarding?
Thanks a lot for talking about it ^^