Pantheon rework idea.

no idea for nick··1 votes·376 views

I came up with this idea when I was in a job. Sometimes the time goes there so slow, that I have to raise up my mind and turn on a imagination. Today it was a Pantheon. Sorry for no concept graphics, exact values, costs, ranges etc.

P: Heroism - When Pantheon's HP will drop to 30%, he gains immunity so slows and get additional HP (increased with a lvl, up to 400HP at 18lvl) Q: Great throw - Pantheon throw his spear into any direction. Range and speed of spear depends on how long Pantheon was casting this ability. Spear gains maximum range and speed at 3 seconds of casting. Spear can fly through a units, but deals less damage to every next enemy hit. Damage decreased by 20% for every enemy hit (it does not decrease if we will ht a minions). If spear will fly through a multiple champions or a monsters, its cooldown is decreased by 50%. Deals physical damage (+additional AD) W: Aegis stance / Aegis rage - Upon cast, Pantheon can block 1 auto attack within 4 seconds. If he will block AA in this time, he can recast this ability. If not, ability starts to recast. After a succesful auto attack block, Pantheon can recast Aegis stance. Then, he can block another 2 auto attacks within 10 seconds. For every auto attack blocked, he gains a stack of Herosim (up to max 3 stacks), which gives him additional HP equal to a % of total HP. After 3 stacks, Aegis stance transforms into Aegis Rage for 20 seconds. Pantheon can leap to enemy and hit him with a shield and stunning him for a 0.75 sec dealing magic damage (+his total AP in scale of 0.5). When we will use Aegis Rage, this abilitiy returns to its normal state, and Pantheon loses his stacks of Heroism. Stacks lasts before we will not use Aegis Rage.

**E: Three Agoges **- Pantheon makes an attack with his spear that deals a physical damage in a cone. If he will hit a enemy champion or a monster, he can recast this ability 2 times. Second cast deals 70% of dmg from first cast. At third cast, he deals magic damage that depends on % of enemy missing HP. If he will kill an champion or a monster with this ability (3th cast) he heals for <any value> +% of his missing HP. Heal doesn't stack if he will kill multiple champions/monsters with this ability _R: Gift of a Gods _- Pantheon makes himself immobile (can't move and use any ability) and summons a lot of shields that gives him 40/55/70% damage reduction and slow near enemies for 0.5 second.After 1 second, he throw a spears into all directions , dealing magic damag and slowing enemies again (he still is immobile and has damage reduction). He can immediately recast ability which will end a effect of Gift of a Gods and give him a shield based on how much enemies he hit with a spears, or, he can wait another 2 seconds to recast ability (aaaaagaaaainnnn), and summon a "rain" of a spears from the sky and knockup all enemies in area (doesn't deal damage). This also end a effect of Gift of a Gods, but he doesn't get a shield.

**** And with this rework he is more anti-engage champion, not engaging one. Need more attention and more clicking than before(recasting abilities). So from now he needs a bit more skill (no more point clicks (only his W, its still point click), more aiming, and good positioning with a ult. So basically, Panth would be no longer an full ad fighter or even assasin (as u can see I did remove his crits). I wanted to make him more like a brusier or a tank. Like a Spartan that u can't deal with. Pantheon tricks, don't eat me plez. It's just my imagination. Blame my imagination!

5 Comments

HalcyonDweller2 votes

Conceptually this is pretty cool, but you've got a lot of things going on on each ability, and having that many different mechanics can be confusing to deal with.

no idea for nick1 votes

{quoted}

Conceptually this is pretty cool, but you've got a lot of things going on on each ability, and having that many different mechanics can be confusing to deal with.

I know, I've noticed this. But this post is more about concept than a mechanics so I didn't care too much about this :P

HalcyonDweller1 votes

Aight. Then here's my feedback:

Passive

The passive is cool, I like the idea of getting a "second wind" of sorts. Straight up gaining HP though isn't exactly a fitting thematic, it would be much better to grant him a shield of some sort instead. Also tying the slow immunity to the shield would be a good idea as well. OR if you want to try something different you could make it so that his passive grants him a smaller shield every time he gets cc'd. That way any slow, snare, stun etc. would give him a shield to survive the oncoming burst.

Q

I like the Q becoming a skillshot, but I don't like the way in which it can pass through enemies. It should not be allowed to pass through more than one champion, and it should only pass through minions if it gets charged up enough. Also the damage should fall off as it passes through minions, but maybe not as at high of a % as when passing through a champion.

W

The W is too complicated. Here's what is good about it (IMO): Blocking an incoming attack in order to be able to use the second effect is good, this offers opponents the opportunity to try to bait it out or avoid fighting him if he activates it. tldr; this rewards smart play.

Here's what I dislike about it: The various effects tagged on feel way too wordy, gaining extra attack blocks and getting additional casts (up to 3 casts in all) just makes it way too complicated. Additionally this grants him HP again, which is not a temporary stat, so it's basically like giving him a heal. It would be more appropriate to either make it a self-heal, or make it a shield, rather than have it be something that grants him flat health.

You should try to condense the effects and make it more cohesive overall. He shouldn't need 2 conditional casts after the first cast, because being completely honest, if the opponent knows what to do they will just run away rather than fight whenever he casts it. It's going to discourage interaction rather than encourage it. Locking a targeted dash stun behind multiple conditions that the opponent can see coming just won't create compelling gameplay.

E

Another thing with multiple casts, might be okay, but also might be unnecessarily complicated. Is this so that he can move and cast in-between each movement? If so then there are other ways to accomplish this. Additionally, I don't think it is a good idea to base it off of when he hits enemies, because he could use it on one enemy, then use it on another enemy, and then just run up and use the 3rd cast on a 3rd enemy.

My recommendation here is to just make it have a low-ish cooldown, and have it apply a mark to enemies hit. Hitting enemies a second time with it (or even with other abilities) could proc the mark to deal the bonus damage you have on your 3rd cast.

R

This seems cool, but being an ability that requires him to be in the midst of the enemy team to get the most out of it, he lacks mobility to actually get himself there. You might want to consider throwing some movement speed onto one of his other abilities, or making one of his abilities apply a slow to enemies. Otherwise he's never going to be able to get into position to use this ultimate effectively.

Having a trade-off for shield or for knocking enemies up is a cool idea, but spears raining from the sky to knock people up doesn't make any sense even thematically. A slow or a snare might be more appropriate. Knockups are just way too powerful though (being irreducible by tenacity) so I would recommend removing or replacing the knockup effect anyways simply on the basis of game balance.

no idea for nick1 votes

{quoted}

Aight. Then here's my feedback:

Passive

The passive is cool, I like the idea of getting a "second wind" of sorts. Straight up gaining HP though isn't exactly a fitting thematic, it would be much better to grant him a shield of some sort instead. Also tying the slow immunity to the shield would be a good idea as well. OR if you want to try something different you could make it so that his passive grants him a smaller shield every time he gets cc'd. That way any slow, snare, stun etc. would give him a shield to survive the oncoming burst.

Q

I like the Q becoming a skillshot, but I don't like the way in which it can pass through enemies. It should not be allowed to pass through more than one champion, and it should only pass through minions if it gets charged up enough. Also the damage should fall off as it passes through minions, but maybe not as at high of a % as when passing through a champion.

W

The W is too complicated. Here's what is good about it (IMO): Blocking an incoming attack in order to be able to use the second effect is good, this offers opponents the opportunity to try to bait it out or avoid fighting him if he activates it. tldr; this rewards smart play.

Here's what I dislike about it: The various effects tagged on feel way too wordy, gaining extra attack blocks and getting additional casts (up to 3 casts in all) just makes it way too complicated. Additionally this grants him HP again, which is not a temporary stat, so it's basically like giving him a heal. It would be more appropriate to either make it a self-heal, or make it a shield, rather than have it be something that grants him flat health.

You should try to condense the effects and make it more cohesive overall. He shouldn't need 2 conditional casts after the first cast, because being completely honest, if the opponent knows what to do they will just run away rather than fight whenever he casts it. It's going to discourage interaction rather than encourage it. Locking a targeted dash stun behind multiple conditions that the opponent can see coming just won't create compelling gameplay.

E

Another thing with multiple casts, might be okay, but also might be unnecessarily complicated. Is this so that he can move and cast in-between each movement? If so then there are other ways to accomplish this. Additionally, I don't think it is a good idea to base it off of when he hits enemies, because he could use it on one enemy, then use it on another enemy, and then just run up and use the 3rd cast on a 3rd enemy.

My recommendation here is to just make it have a low-ish cooldown, and have it apply a mark to enemies hit. Hitting enemies a second time with it (or even with other abilities) could proc the mark to deal the bonus damage you have on your 3rd cast.

R

This seems cool, but being an ability that requires him to be in the midst of the enemy team to get the most out of it, he lacks mobility to actually get himself there. You might want to consider throwing some movement speed onto one of his other abilities, or making one of his abilities apply a slow to enemies. Otherwise he's never going to be able to get into position to use this ultimate effectively.

Having a trade-off for shield or for knocking enemies up is a cool idea, but spears raining from the sky to knock people up doesn't make any sense even thematically. A slow or a snare might be more appropriate. Knockups are just way too powerful though (being irreducible by tenacity) so I would recommend removing or replacing the knockup effect anyways simply on the basis of game balance.

Thanks for such detailts bro. U made it more "normal". And like I said, it was just a concept :P If I would, Im sure I could do this better and more accurate. Tbh, the idea of R is from God of War III (I changed this a bit ofc) and I liked the knockup effect in this ability. It's like this https://vignette.wikia.nocookie.net/godofwar/images/b/b1/Aos2.png/revision/latest/scale-to-width-down/300?cb=20110424235623 https://vignette.wikia.nocookie.net/godofwar/images/e/e8/Aos_1.png/revision/latest/scale-to-width-down/300?cb=20110424235815 After the spears, there was a rain of arrows instead of spears.

HalcyonDweller1 votes

I see, okay. You might like the idea of giving him a mechanic where he can shield allies from attacks somehow then, or even grant him a benefit for using abilities near allies. It would fit that phalanx theme.

I'm sorry but I just don't think a knockup is a viable ability on such an effect, you're going to wind up with situations like Nunu ultimate all over again where he hides in a bush to use it for the second effect without enemies being able to react. That gameplay pattern is very un-spartan-like.

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