Pantheon rework suggestion.
Almost every player from bronze to chally can agree that
is in a pretty dumb spot right now, and his point-click kit is way too moldy. He's one of the most frustrating champions to play against, since there's little to no counterplay to his targeted abilities and 90% of the time you just hug your turret, without any interactions, trying to cs and sustain the inevitable spear harrass, unless you pick a hard-counter which is rare (and hardcounter mechanic is kinda lame on its own. We want to win because we are better, not because we COUNTER them).
His lane phase (even with new Q aggroing minions now) is still obnoxious, while his lategame is one of the worst in the League, thus making probably the largest gap between. Although he can crush some games with little to no effort (especially in lower elos, where you get overfed every game), sometimes you just feel helpless, if teammates refuse (or fail) to push objectives, allowing enemies to hit 5-6 item builds and form a 5-man siege deathball, where Pantheon feels miserable. I checked out enough high-elo profiles at OPGG (D1 and higher) and masterful replays, to prove that his winrate drops significantly the longer game goes on. Also to mention, there are almost no one-tricks with this champion at higher elos, because his telegraphed playstyle and uninteractive targeted abilities make him depend more on how bad your enemies are, not on how good you are.
Don't even want to talk about how absent this champion is in competitive play. Pretty shure I'm far from being 1st who mentioned that
should have a major rework.
I love this champion, but his pointclick-crush-or-be-crushed gameplay feels incredibly predetermined (somewhat similar to old Warwick's kit), played enough of games with him all the way from season 3, from Silver (where he's the king) to Diamond 2 (where he's trash, although games are shorter). Thus I see 4 major tasks for his rework:
1) Remove his point-click abilities. (Make room for the plays and counter-plays. Make actual interaction/fencing possible.)
2) Thin the gap between earlygame and lategame viability. (Partially manageable with p1.)
3) Thin the gap between low-elo and high-elo/competitive viability. (Also partially manageable with p1.)
4) The part where he is crush-or-be-crushed champion feels pretty good, so it's better to preserve it.
Text in square brackets contains my commentaries and explanations, which of course should not appear in actual game tooltips. Most of numbers are just my expressions, and of course after a bit of testing they would drastically change, I imagine.
Spear Shot (Q)
ACTIVE: Pantheon hurls his spear forwards, dealing physical damage to the first enemy unit hit.
[Now an actual skillshot, probably the best abilities to compare it with are
Infected Cleaver and
Thundering Shuriken]
TARGET RANGE: 900 [feels like shurikens and cleavers are not as heavy as spears, so it shouldn't fly as far]
COLLISION RADIUS: 30 [feels like it should have the same hitbox as Mundo's Cleaver]
SPEED: 1650 [similar to Thundering Shuriken]
COST: 45 MANA
COOLDOWN: 4 [same as before, same cost, not shure about speed, but it feels like spear should fly pretty darn fast, but not very far]
PHYSICAL DAMAGE: [better if damage remains the same, the speed and range is what should balance out this ability, since you can hide behind minions now. Or maybe the damage can be even buffed, if Panth will lose let's say 50% of his TOTAL AD and 25 attack range when the ability is on cooldown, and he just smacks you down with bare fists instead of the spear for a while.]
75 / 115 / 155 / 195 / 235 (+ 140% bonus AD)
Certain Death causes Spear Shot to deal 100% (+ 50% with Infinity Edge) bonus damage, and refunds 4 / 6 / 8 / 10 / 12 mana on a killing blow (quadrupled against champions). [mana refund progresses with Heartseeker Strike level.] [This should reward us for hitting a spear at the right time. This may be too much, as we don't want to actually give Patheon infinite spears.]
Aegis of Zeonia (W)
ACTIVE: Pantheon dashes to the target location, dealing magic damage to all enemies, stunning them for 1 second, and activating Aegis Protection.
[Not targetable anymore, so the enemy can react and dash/blink/sidestep away (although we can still W+blink for example), also in this case, we can use it as a travel/gapclose/escape ability.]
TARGET RANGE: 600 [same]
COST: 55 MANA [same]
EFFECT RADIUS: 150 [same as our base attack range, and almost 2 times lower than
Searing Charge and
Pulverize. It should be lower, because this ability is already strong, and we're about to give it AoE stun and make it an actual escape, so it should have it's downsides.]
COOLDOWN: 14 / 13 / 12 / 11 / 10 [base nerfed, see explanations above and below]
MAGIC DAMAGE:
50 / 80 / 110 / 140 / 180 (+ 70% AP) (+30% bonus armor) [base damage progression buffed, scaling revamped, feels like the more massive our armor is the more it should hurt, also maybe some scaling in this direction can make Pantheon a viable support with W max or kinda lategame tanky bruiser]
[new effect]: Artisan Blocker
Each time Pantheon blocks an attack with Aegis Protection, this ability cooldown is reduced by 1 second. If Pantheon is turned face to the visible enemy champion in 900 units radius, the cooldown if reduced by 2 seconds instead and Pantheon laughs. Triumphantly.
[every time we block, our jump comes back earlier, so we can jump and block again, this effect additionally rewards us if we're actually fighting, rewarding us even more if we're not running away, or if we're brave enough to turn our face to the danger. Seems fair, fun and interactive]
Heartseeker Strike (E) PASSIVE - CERTAIN DEATH: Pantheon's basic attacks and Spear Shot critically strike all enemies below 15% maximum health and Spear Shot refunds 4 / 6 / 8 / 10 / 12 mana on a killing blow (quadrupled against champions). [mana refund progresses with Heartseeker Strike level.] [This should reward us for hitting a spear at the right time. This may be too much, as we don't want to actually give Patheon infinite spears.]
Active: Heartseeker Strike TOTAL PHYSICAL DAMAGE: [don't really see any need to revamp this ability range or angle] 8% / 11% / 14% / 17% / 20% (+ 5% bonus AD) of target's maximum health. [damage ratio revamped, so we actually do some damage lategame now. We do not one-shot squishies as easily, but maybe we can shred through tanks a little bit better at least on laning phase] MAXIMUM TOTAL DAMAGE TO NON-CHAMPIONS: 60 / 90 / 120 / 150 / 180 (+ 180% bonus AD) [don't see a need to touch Panth's waveclear, although it might be needed at some point, as his kit will revamp his entire lane and gank approach.]
Panth's ult seems absolutely fine at the moment, although it should maybe take less time to land depending on the distance he travels.
P.S. Sorry for my pretty lame English level, this language is not my native, but I'm trying. Report any mistakes.