Reposting this from a previous post I replied to. Too lazy to re-type
Coming from a poppy main for almost 4 years (+70,000 mastery points since mastery system was introduced), I can say I honestly love the changes.
If you were to break down "who poppy is" it would probably be a "fearless tanky yordle with a ton of burst who dives into the enemy team and removes someone from the fight." On that aspect I think riot has done a great job of keeping her identity intact.
The issue with old poppy is that she was a super high risk high reward champ. Her early game was so terrible that less skilled (and even decent skilled) poppy players were constantly shut out of games, leaving her team angry with her and destroying team synergy; not fun for poppy players or teammates. On the opposite end, her late game was so strong that, if you could get through the early game, she was unstoppable and offered little to no counter play with her ult; very fun for poppy players, but very toxic and unfair for enemies. So the issue here was balance. They needed to re-imagine her abilities and role in order to give her a more universal experience for players, teammates, and enemies.
P: Her passive is a little strange, but it gives her more laning presence due to giving her a ranged auto and ability management rewards (like gangplank barrels). She can now successfully make a meaningful impact on the lane and create opportunities where she otherwise might have had to just sit under turret.
Q: It seems her Q has been toned down a bit, but instead offers more utility. It's always been frustrating as a poppy player to have no way to slow down your enemy. It was always just E and chase with W. If the enemy had a dash they basically got a free escape unless you flash E them. As a bonus it also gives her a lot of much needed waveclear. <3
W: Continuing what I said about her Q, this effectively answers the issue with high mobility players or those with a dash. This gives her the ability to jump on her enemy with E, pop W and keep them with her. Conveniently this can be used very offensively as well as defensively. It's a much needed mechanic in the league of mobility. Additionally, the added resistances passive on her W also replaces the "spirit" of her old passive. "tougher at lower health", as if she's hanging on for dear life! (meshes well with her lore)
E: Classic E, I'm happy they kept it. Use it as a knock back, use it to knock them into your team, use it to stun, use it as an escape on a minion. It's a very effective skill.
R: Of course this is what everyone will be talking about. It is pretty hilarious after all. But I think this is a great answer to the "spirit" behind her original ult. "Dive the enemy team and remove someone from the fight". This effectively maintains that feel but in a way that is more fun, less toxic for the enemy team, and has a huge potential to creates massive plays... Much better for the ecosystem than just "watch me dive your adc, you can't do anything about it". I think its a great answer to balancing her ult while keeping the spirit behind it.
Poppy was always envisioned as a relatively tanky champ (focused, resolute, determined). One of the issues is that her passive mechanics made building tanky negatively impact her passives effectiveness and her damage potential (scaling) was so good that most people just played her as a hyper carry. I think this re-aligns her as potential front-line tank choice, but still gives people the ability to play dive and smash like she always has.
Overall i absolutely love the changes.