I feel like Poppy's ultimate "Keeper's Verdict" could use some improvement.

CarameI Frappe··10 votes·1,900 views

https://i.ytimg.com/vi/WvwC7Gbp98o/maxresdefault.jpg

Hey guys, a Poppy 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.

18 Comments

PopcornBunni6 votes

I mean, I think Poppy could use a few changes, mostly to her base stats to compensate for the changes to her core items (item 3068 item 3065 item 3742 ), 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.

I do think her ultimate could do with a change though, in the same area you brought up.

Have the 30 second reduced cooldown from having her R be interrupted or canceled be affected by cooldown reduction. With full CDR and ultimate hat, she could channel it with threat of activation to keep targets safe, put pressure off her wave, or threaten objectives, and have it back up 9 seconds later for legitimate use.

Perhaps have the snap-cast R have a slightly reduced cooldown as well, since it is so much weaker and serves as mainly a combo filler (Maybe refund 30% of the total remaining cooldown?)

CoIpsum4 votes

I love Poppy but I never play her because I feel like I'm handicapping my team with a borderline useless ultimate that's only good for just tapping it and temporarily immobilizing them (Why does it make them untargetable too?) to wait for CDs.

That and Yasuo imo is just way too fun compared to Poppy lul. But she was my original love, so I still really like her and would like if she got a more useful ultimate, everything else is awesome though.

FOR JUSTICE3 votes

SORYE GE TON!!!! PENTAKILL! ACE!

kaironen2 votes

I love Poppy because of how it feels to get that 1 stun to kill carries and stopping dashes. I also love the amount of builds you can go. It ranges from for fun builds like full lethality poppy into bruiserish build with item 3748 or item 3078 (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).

Linna Excel4 votes

I've gotta agree that Poppy's ult is the worst part of her rework. Most of the time you just want to tap it, meaning it's an overcosted knockup on too long a CD. Charging it has issues, the most important of which are that it's rarely the right answer to charge up her ult.

She definitely needs a new ult of some kind.

flibitydoo2 votes

it's not even a good knock up since tapping it still gives the untargetability effect, meaning you get no free damage.

kaironen1 votes

I think her ult in general is fine as is. It might need a cdr buff if u do the mini ult (so mini ult = 20% cdr or something). It could also wind up quicker, making it more beneficial in teamfighting. I think her ult is good if used well in teamfights. Sure it might not be as flashy to get their carries or their tanks out of the teamfight, but it can be the deciding factor on a teamfight. Her ult is also really good at saving your team or saving yourself if you are split pushing.

Valderis Vandala2 votes

The only problem I have with her ult is not having a single clue of its range and area if you don't charge it.

I miss so many of my ults its crazy. I wish there was some kind of indicator.

Linna Excel1 votes

Your best bet would be to use the practice mode to learn its range if you plan on playing her a lot.

Valderis Vandala2 votes

I know, it just shouldn't have to be that way.

Jobriq2 votes

they should make it knock the enemy back to fountain so you can use it to troll enemy laner or just make them waste TP

BatDende2 votes

Poppy's ultimate is fantastic. Quickcast to remove their frontline for a second or and a channel. Charge it up before a teamfight to delay an engage or give yourself numbers advantage for your own engage. Secure buffs by sending off their jungler. I much prefer ultimates that can be used for a number of outplays to brainless point and click nukes (looking at Garen Veigar ).

LunarEdge72 votes

It's always irked me, how the quick-cast doesn't refund some CD and how the dmg is too low for scaring them away..

Rand0mH3r0X2 votes

I'd like the ability to actually knock someone in the direction that I'm facing, and actually knock them to the edge of the map. Nothing else but that. I don't care if the damage gets nerfed, I just want to send enemies into the friendly fountain.

Kid Icarus2 votes

Poppy Main here, I feel as if it needs to charge up quicker to compensate but that’s just me putting in my 2 cents

Metro Man1 votes

This may be a weird question but do you play R6 siege under the same ign

CarameI Frappe2 votes

Nope, i'm just a huge Dark Souls fan. There's probably a hundred people with my username on different games, including Steam / Xbox One / PS4 accounts and so on.

ZapMyHeart1 votes

I feel like the ultimate shouldn't make the enemy champions #invincible. Or else, can we make Yas' knockup do the same as Poppy?

More from Gameplay

More by CarameI Frappe