I feel like Poppy's ultimate "Keeper's Verdict" could use some improvement.
https://i.ytimg.com/vi/WvwC7Gbp98o/maxresdefault.jpg
Hey guys, a
main here, and I would like to address something before I tackle the issue at hand. I love everything Riot has done with the reworked Poppy. She feels tanky, she's fun to play as, adorable but unique for looking badass ... I love her taunts, her poor attempt to make a joke, and that snort she does. Her kit is also useful, allowing Poppy to be played as a good Jungler with gank qualities, or a defensive / aggressive Support to secure kills. She's pretty balanced right now, and I admire the effort in making her face well animated. My only issue is her ultimate, is ... uh ... not too great. Let me explain.
http://1.bp.blogspot.com/-AAccuzn7zE8/VlS1fT7iw9I/AAAAAAAAIqo/-HeJ2cLg1bc/s1600/Poppy_R.png
First Cast: Poppy channels for up to 4 seconds, slowing herself by 15%.
Second Cast: Poppy smashes the ground, emanating a shockwave that deals 200/300/400 (+90% bonus Attack Damage) physical damage to enemies around the first champion hit and knocking them a large distance toward their Summoning Platform. The shockwave length and knockback distance increases with channel duration.Enemies hit with an uncharged Keeper's Verdict will take half the damage and be knocked straight into the air for half the duration. Enemies are untargetable while they are being knocked away.
While it can be really useful (especially sending their Jungler across the map so you can secure the Dragon / Baron), the main issue I have, is how easy it is for the channel to be interrupted. The slightest ability, stun, root, merely anything can stop you from casting the ability, and then you have a big cooldown before you can use it again. I can't tell you how many times I would be far away, readying this ability but suddenly something small stops me from casting it. I believe the root of the problem is that it takes several seconds to fully channel it, and by that time- enemies are fully aware of what you're doing and immediately rush to stop you. Granted, you can merely use it to pop enemies up, but I usually like using it to save allies from an assassin or send their tank away from the teamfight. No real use for knocking enemies up otherwise unless it's to buy time or they're low enough to finish them off (or allowing your E to be off cd and bash them into the wall, something like that).
As of now, I usually can't rely on my ultimate because it's always easy for the enemy team to punish me during it's build up, and I can't find much use for it unless I wasn't touched during the channel and can do my job of making whoever blasting off again Team Rocket Style. I would understand if a strong CC ability was used on me to prevent my ultimate, but as of now? Anything can really hurt Poppy's chance to even use it. Either lower the channel time (4 seconds to 2 maybe) or require more than a mere cc / ability to make Poppy's ultimate go back on a full cd. Thank you for taking the time to read into this.
), but I think her kit itself is in a fine place right now. She chunks for huge damage if she gets a full combo off, even 100-deathing certain targets if she's building sheen, bruiser, or full assassin.
imo is just way too fun compared to
or
(depending if top or jg) into full tank to dive in and pealing your carry.
I think her ultimate is a very unique design and definitely has a good amount of skill expression on it. It might need some changes to it to make it more reliable (since reliability is honestly her main issue and why she generally receives less play I think).
).