Player-made Gameplay Re-work - Poppy
http://www.mobafire.com/images/champion/icon/poppy.png
On a whim, thought I'd take a crack at re-working Poppy's kit to make it more suited for viability and balance. For those who don't know: on paper, Poppy's kit is actually the most overpowered in the game. So I'll be focusing on re-tuning her power to more a manageable state while retaining her core gameplay. Which I interpreted as a wrecking ball, with legs.
I didn't include a lot of specific numbers, I simply wanted to get the overall kit idea across. Tell me how I did!
Passive - Valiant Fighter
After casting an ability, Poppy gains 10/12/14/16/18/20 (every 3 levels) armor and magic resistance for 2 secs. This can stack, but each ability has an independent cooldown. (So, for example, her E used twice will refresh a single stack, but using her E + Q will stack on top of each other.)
----The current passive is arguably Poppy's biggest pain point as far as balance goes. Seriously, Poppy's passive is ridiculous! So in an effort to retain the anti-burst, but keep counterplay, here's this idea. Sounds OP right? Well, it is, for ~2 secs. If a Poppy wants to faceroll their abilities, they can get an awesome amount of resistances (up to +20 to 40 not counting ult), or they can space the abilities out over time to keep a decent amount of resistance (equal to Graves passive at 18) throughout a fight. Timed right, you can use this to greatly mitigate burst, but at the expense of forcing ability use. Think of this as a blend of her live passive and her W.
Q - Devestating Blow
Unchanged, note: auto attack reset. Yes, even the 8% max health magic damage that we all know and love hate. My reasoning is that this is her primary damage ability. Without the free AD from her W and the literal invinicibility of her ult, this previously overbearing burst should be easier to manage on both ends.
W - Paragon of Damacia
Passive: Every third auto attack on the same target gives Poppy a movement speed buff of (X%) for (4) secs and restores (X/X/X/X/X %) of her missing mana.
---With the possibility of re-use with her E and that effect on her passive, making her W purely passive is a bit of a must to prevent her passive from getting out of control. What this mechanic does is allow Poppy a great buff that synergizes incredibly well with her E, but limiting that buff to during the fight rather than before. This means it's harder for a Poppy to set up the start of a fight, but once it's started she'll keep moving. Note that with her Q's reset this passive can be procced fairly easily.
E - Heroic Charge
Poppy charges at a target, carrying them a short distance (250 units), dealing (X/X/X/X/X) + (X) AD initial damage. If the target collides with terrain (Or the edge of Accorded Ground), they will take the initial damage again and be stunned for 1.5 secs. Can only be used on champions and large monsters.
Cooldown removed, replaced with 'cannot be used on the same target within (10/9/8/7/6) secs of use'. Note: has small internal cooldown to prevent concurrent use mid-dash.
---I can't say this is still Poppy without this staple ability. The major change here is that it can be used on multiple people in quick succession, making it amazing in teamfights with her passive and ultimate. Sounds OP right? Not as much as you would think. Anytime Poppy charges into terrain, more often than not she will have to readjust to stun someone else. I'm not going to delve into the numbers but in my mind the damage of this ability will be average due to its immense utility. I can imagine a lot of fun to be had with this ability, and is what I built this kit largely around.
R -
Diplomatic ImmunityAccorded Ground
Poppy summons a ring around the cursor location marking Accorded Ground. Any enemy who crosses into or out of this line takes 20% increased damage from all sources. While Inside the ring, Poppy takes 50% reduced damage.
Accorded Ground's ring also counts as terrain for Heroic Charge.
Cast range (500), Ring Diameter (800), Lasts for 5/7/10 secs per level.
---Keeping with the diplomat theme tie-in, I wanted to keep the feeling of Poppy herself being a force to be reckoned with when she ults. Combined with the hypothetical passive, she can have almost the same "I don't care" feeling as she does with the current ultimate, or at least that's the intention. It's not an invul though so it is an inevitable nerf.
As you can probably guess, any numbers given are rough initial approaches.