Reworking Poppy With Respect to League's Design Values (Refined)
I made a post a few days ago on some possible solutions to Poppy's problems and ways to rework her. I had some bad ideas as well as some good ones, but the changes still didn't feel right, so I kept thinking of ways to fix her. I've come up with a kit I think I can really get behind this time, and I've also updated my formatting to best convey this information without having to bore anyone with my walls of text. Again, these changes come from the game's Design Values, which have recently been nailed down for all to see. Without further ado, here are my final thoughts:
- Heroic Charge (E):
Problem: Poppy's kit as a whole lacks Counterplay on any of her abilities. They are all single-target or passive bonus abilities that, when combined with her ult, make it impossible to stop her combos.
Fix: Instead of being a single-target ability, change so that it's a skillshot and can hit multiple targets. Damage increase with more targets hit, when hit against terrain, etc. Change numbers accordingly.
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Counterplay: Can now be dodged completely with well-timed abilities or side steps.
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Mastery: Just like any skillshot, this ability will require a certain amount of skill and practice to hit and be effective with, in addition to the positioning to get the stun off on your target or targets.
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Meaningful Choices: With the added effect to hit multiple targets, it becomes more important when, where, and on whom you are using this ability.
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Teamplay: Being an AoE ability with the chance of crowd control gives you a greater opportunity for teamplay, and allows more combos with different champion abilities. To be fair, a lot of these things were possible before, but now they are possible to a greater degree.
- Diplomatic Immunity (R):
Problem: Lacks any form of Counterplay, used counter-intuitively, is hard to read and lacks Clarity. Being completely invulnerable to everything except from one champion means that there is no chance for a teammate to stop Poppy from walking in and killing someone. People choose to target one champion with low damage and minimal crowd control and attack a different champion, ignoring the damage increase on the targeted champion. The visuals for this ult are confusing, putting the target in a cage, which visually cues some sort of reduction of power or movement restriction.
Fix: Now grants bonus armor and massive, decaying tenacity. Also grants a percent damage reduction from and a percent damage increase to the targeted champion only. In addition, grants increased movement speed to Poppy when she is moving toward the targeted champion. Changed visuals for the targeted champion as well as Poppy herself. Name change since the immunity has been removed.
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Clarity: New visuals that are less confusing and better showcase what the ability is doing.
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Counterplay: Removing the complete immunity to enemy abilities, Poppy is no longer a completely unstoppable force, and is susceptible to various forms of Counterplay.
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Teamplay: This change puts more emphasis on Teamplay, since Poppy can no longer run through an enemy team and ignore everyone on her own.
- Paragon of Demacia (W):
Problem: This ability is underwhelming and counter-intuitive as well as hard to read. This ability does not have any interaction with Poppy's other abilities, nor does it interact with other champion's abilities. A good champion's kit will have abilities that inherently work well together. It is also unclear just by looking at Poppy what this ability is doing, which is bad for the other players in the game.
Fix: Now passively grants Poppy bonus armor and magic resistance for each consecutive basic attack (stacking up to 10). At 10 stacks, creates a shield around Poppy that can block a spell. If activated while below 10 stacks, Poppy will gain the missing stacks to equal 10, and create the shield. At full stacks, the ability can then be activated to release the shield, dealing damage in an area around Poppy. The shield only lasts for as long as Poppy is at max stacks, otherwise it will simply disappear, dealing no damage. Visual changes to display new effects.
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Clarity: New visual effects that will appropriately showcase the ability.
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Mastery: Well-timed shields can make or break a fight, as well as combining your damage with allied abilities at the right moment.
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Meaningful Choices: This ability allows you to chose between offensive and defensive effects based on the situation. Sometimes It'll be better to use it one way while some situations may call from the other.
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Teamplay: With these changes, the ability can now be used in combination with allied abilities in some pretty cool interactions, instead of being solely beneficial to Poppy.
Final Thoughts & Reasoning:
These changes fix Poppy's problems and make her overall more enjoyable to play with and against. Poppy's abilities now have better interactions not only with each other but also with other champions'. I've kept her core identity in tact as a tanky champion who runs face-first into enemy champions (and improved it in my opinion). I've toned down her ridiculous ult and added some power from it to her W, opening up new interactions and leveling the playing field. With the new AoE effects on her abilities, Poppy will also have a much easier time waveclearing. I would put larger AD scaling on her Q and E while higher AP scaling on her W. I believe in this way, she could be played as either AP or AD. I firmly believe that Poppy would begin to see more play with these changes. Let me know what you guys think.