I think I've finally figured out what bugs me about Pantheon
To start off with an appropriate preface, I fucking LOVE playing Pantheon, dominating the laning phase wherever I decide to curse the enemy team, and using his situational kit to try and stay relevant late game to get the win if I've somehow let the game go on for longer than, say, thirty minutes. To me, his late game reflects what he is: A Spartan, a literal artisan of war that died out in our actual world because of how outdated he became.
However, this isn't to say that I don't feel like he's badly designed. His mechanics are kinda lame. Point-and-click to either throw an undodgeable spear or jump-stun the enemy? Not really my idea of how Spartans kick ass, but I love his HSS. I feel like Pantheon would be more fun to play if his damage output wasn't focused on chucking spears all day.
I want to propose some adjustments to how panth's kit works mechanics-wise. I'm also pretty sure some of these ideas, specifically the Q ideas, were proposed once upon a time by Riot. I also found the basis of my idea for the e change from Reddit. They go as follows
Resource - Mana bar I would consider switching it with an energy bar. Maybe give him 120 max energy , and make his costs 60 for the Q and 40 for the W and E. It would force Pantheon to play around limited resources, the way Spartans did. He either can chuck only two spears in a row, or go close-quarters and give up his range for the time it takes to recharge the twenty energy.
Q - Starstone Spear Either make it a skillshot or increase it's cooldown timer, possibly both. The e passive makes it an awesome execution tool, and I feel it should be used as the final nail in the coffin of an enemy you just outplayed, not your main source of cance--- I mean damage. If an energy mechanic wouldn't work on Pantheon, then i would increase the mana cost for it.
W - Aegis of Zeonia Make it a skillshot aoe ability that either slows or stuns based on where enemies are in the area. Also, it has to stun to charge his passive. If he slows an enemy, I'd make the slow amount 30-40%
E - Heartseeker strike I'd tweak this by giving him slowed movement speed, somewhere between 50-70%, instead of being rooted for the duration. It can still be effective if he only slows an enemy, but the enemy can counterplay it with an escape ability while also providing more interactivity for the Pantheon player.
R - Grand Skyfall Keep it the same. I personally like it just the way it is. It gives him more versatility objective-wise: Pantheon has to know when to use it and where. He can use it as a strong initiate tool, a semi-reliable tp substitute, or a method of contesting drag/baron.
So, what do you guys think? Is Pantheon fine as-is, or is some change necessary?