The Poppy Paradox: a player made rework
So many times I have heard that reworking Poppy into a working state is difficult. I dont know if there is a team working on her right now or not but I have been thinking about her as she was once one of my favorite champs to play. The solution I feel is not as difficult as it may seem, Poppy has all the tools needed for her rework in her kit right now.
!Warning! Wall of text
REVISED
I want to first make a list of pros and cons for Poppy to help better lead discussion: (If I missed anything you think I should add let me know)
Pros:
Massive single target damage
Great mobility
Great in fight utility
Strong duelist
extremely strong late game
Interesting kit passives and mechanics
(cute and fun to play)
Cons:
Terrible early and mid game
Horrid base health and mana pool
Poor farm ability
unable to stay in lane long because of poor stats
hated by Morello
confusing Passive limiting her potential
unless she gets fed can not keep up in pace with the game
unpopular pick because to difficult to work around her low base health and mana
confusing and difficult skill descriptions and mechanics
Poppy's limiters: I feel there are 3 limiting factors that are currently why Poppy is in the state she is in. As I am not a riot employee I cant say that these 2 are the only issues but they are pretty big ones.
Issue number 1 Poppy's passive: Valiant Fighter live version: Any damage dealt to Poppy that exceeds 10% of her current health is reduced by 50%. This does not reduce damage from structures.
This to me is confusing and the first of 2 reasons Poppy is in her current condition. It is interesting in the way it functions and how it can turn a fight around when you think you have lost but is the reason why poppy has such a terrible health pool. If Poppy were given a regular fighters health pool she would be able to out duel any one she fought with early on. this is because as her health gets lower her passive starts kicking in and cutting the damage dealt to her in half. At first you might think "heck yeah that is awesome" but let me point out some flaws:
- If the damage is not large enough to trigger her passive (insert damage over time effect here) you are simply left with a small health pool... You might say that there are other champs with low health pools that dont have poppy's passive that do well, so whats wrong with poppy? She lacks the CC or regenerative abilities those other champs do have. Poppy's cc puts her right in harms way and her low mana pool doesnt allow you to spam her W so you have the extra mobility to farm and harass with some safety.
- True damage doesnt get reduced by her passive. That means while you might be safer than most champs when they are low on health, you are still just as vulnerable to ignite though. That means you are still forced to back at low health anyways if your opponent has ignite they can use.
Issue number 2 Poppy's mana costs Poppy has some awesome abilities that are fun and unique... but they cost WAY to much mana. They definitely are powerful but you can only get about one rotation of skills out early on without buying some kind of mana item. Since most like playing Poppy ad there are very limited items you can get to make up for the deficit.
Issue 3 the big offender, her ult
I love her ult dont get me wrong but it does way to much and allows to much freedom to Poppy in late game team fights.
Now to a possible rework:
Right now Poppy is in a bad place, her kit is confusing to read and work with and her stats have been nerfed to oblivion because of how radically they can scale with her passive and current abilities. However I think it is possible to take what poppy has currently and reassemble her into a fun and working champ everyone can play and enjoy.
Passive: Valiant Fighter
take current passive and how it works but break the 50% damage reduction into increments of 5% and make it stack up to 10 times like Paragon of Demacia's passive tying the two abilities together in an interesting way.
Devastating Blow:
remove the damage cap at rank 5
Paragon of Demacia:
stays the same though it would be nice to see magic resist added onto the passive as well
Heroic Charge:
remains the same as nothing is wrong with how this ability works
Diplomatic Immunity:
This is where the real toxicity of Poppy's kit resides
same effect but instead of stopping all CC except for the selected opponent, make her vulnerable to all CC but Poppy gains 50% bonus tenacity for the duration.
These are some changes that could be made to improve Poppy's game play that maintain her current play style and bring it up to date with the games current state.