Have the Pantheon changes panned out?

After the global ult nerf patch, Morello put out a call for Pantheon suggestions, hoping to bring him back up to some sort of viability. With the Skarner patch, he got some significant buffs – lower cooldowns on his stun and Heartseeker, a much faster ult, an execute on his Spear Shot – to the point that I’ve been seeing him much more often. I haven’t had a lot of time to spend on him, but when has that ever stopped me from sharing my impressions?

I’ll start by saying that the changes are mostly a good thing. That short-cd stun can be brutal in combination with teammate CC, making Pantheon a very difficult champion to escape. The ranged execute is also a nice buff. I didn’t have much trouble finishing off a target with the old Pantheon but since the change I can’t say that I’ve narrowly missed a kill. I also played against a Pantheon today who was last-hitting teammates I thought for sure I had saved with a well-placed Dragon’s Rage.

It’s Heartseeker Strike that still bugs me. It’s in a much better place now that it can be used more often, but the animation feels a little too long. There also remains the simple fact that it’s a self-stun, which really hurts. He can cast more often, but that also means he’s locking himself up more often. I would really like to see Riot either dramatically shorten the animation time and reconsider the damage or just find a new ability to add in this one’s place.

So, serious Pantheon players, what do you think? Are his new cooldowns helping out? Does he feel more viable? Still just a pubstomp toon? Drop your impressions in the comments.

  

Champ of the Week: Blitzcrank extension

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I’m finally back in North Carolina and, armed with a freshly cleaned apartment and a beautiful laptop HP was kind enough to lend me while I was in Ohio, I’m ready to dive back into the happy little world of Valoran. Unfortunately I didn’t have nearly enough time to spend with Blitzcrank this past week, so I’ll be extending his Champ of the Week feature so that the robot gets what he’s due.

In other news, I just attempted to log in, hoping to snag a quick Skarner game before succumbing to the inevitable result of an 11-hour car ride, but alas, a twenty minute queue timer is standing in the way. I think I’m going to let it win, too.

So how has Skarner been? The spotlight looked like a much more accurate representation of a given champion’s skills and abilities. Phreak actually died! OMGOMGOMG! Seriously, though, I don’t consider it a good thing that Skarner is relegated to jungle duty. It seems to me there are much more reliable junglers in the game and Wriggle’s feels like a total waste. Unfortunately, he has no dash, which means he’ll also get outperformed pretty badly in lane without a decent bit of burst damage. This is all conjecture, of course. If you’re finding that his heal allows for excellent lane sustain, let me know in the comments.

Also, how’s the Pantheon buff? I miss the days when I played him, which were basically just after he released. I haven’t messed with him much since.

With that, I’m going to call it a night. Look for me later in the week – I should be around quite a bit.

  

This week’s patch to bring global changes

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The Monkey King isn’t the only thing coming with this week’s patch (assuming it happens on schedule). As Morello has it, the changes to global ults will be coming with this patch as well, and the changes are making him think about Pantheon.

In case you’ve forgotten, the global ults in the game are getting nerfed to function a bit more like Nocturne’s Paranoia. They will still allow the champion to cross large distances, but it will no longer allow for a truly global ultimate. The change affects Twisted Fate, Shen, and Pantheon at the very least (EDIT: Looks like Shen might not be getting the nerf – hard to say based on patch preview). I couldn’t find any information about Gangplank’s ult. Players will now be able to see the range of the ultimate on the minimap in order to gauge distance.

The impending change prompted Morello to ask for community opinion on Pantheon, hoping players will play with the change and consider some other ways to make Pantheon fun again. I personally hope it means a rework to Heartseeker Strike. I wrote some time ago that the skill doesn’t really have a functional balance point. The skill is either too good because it can be used with a targeted stun, or it’s too weak because the damage isn’t worth a self-stun in order to land it.

I would like to see them give Pantheon something interesting. I think he has one of the best looking skins and for the most part his skills fit really well with the spear-wielding classical soldier myth.

  

Heartseeker Strike may not have a balance point

Bondage Pantheon

One of the most fervently discussed issues for Pantheon players is the damage of Heartseeker Strike. When he launched it seemed to deal very respectable damage, then there was the period in which it could hit people for three quarters of their health at any point in the game. That was soon nerfed, to the point that most players didn’t bother ranking the skill past rank one, and then only to get the critical strike bonus. Well, it has been buffed again, this time at the cost of some Spear Shot base damage.

While it is nice for Pantheon to have the skill back to a level of usefulness, it’s also back to being extremely unfun to play against. The problem, in my mind, is that he has a targeted stun, which allows him to always land Heartseeker. With the new damage buff, he hits incredibly hard. As Shaco, I was getting hit yesterday for 700+ at level 15. With Aegis and Spear Shot in one rotation, that’s more than 900 completely unavoidable damage that comes, as is usually my problem, at very low skill cost. In my current game, I’m level 11 with nothing more than a BF Sword and Heartseeker hits for 700 damage on heroes. His ultimate does the same damage at that level and is infinitely more difficult to land.

I think Heartseeker is hard to balance for a couple reasons. One is that it basically stuns Pantheon, and during that time he can’t deal any auto attacks, so it has to feel ‘worth it’ to use the skill. Second, there’s the fact that it deals double damage to champions. I’m not sure why that has to be a part of the skill. Is Riot worried he’ll farm to well? That wouldn’t be as big an issue if Heartseeker didn’t hit so damn hard. Reduce the damage and remove the double damage component. Then he gets the gear to make the skill hit hard. The real problem to me, though, is that he can use it in conjunction with his stun. That’s why I don’t think there’s a point that it will feel okay to play against.

I think the guaranteed crit is kind of a cool mechanic, though, so I’d propose remaking the skill into more of a skill shot. What if Pantheon had a hook that was shorter range than Blitzcrank’s? The text might read as follows:

Pantheon attempts to impale an opponent on the tip of his spear, dealing attack damage and pulling the target back to his location. Pantheon’s next attack is guaranteed to be a critical strike and cannot be dodged.

I think you could even leave the current passive component in tact. It would definitely add some more flavor to his character and reduce the feeling that his damage is completely unavoidable. It would also give him some more tools to maximize his auto attacks, rather than encouraging a damage-only build.

  

LoL: Where do you stand on Pantheon?

Pantheon concept art.There’s a nice discussion happening on the forums about Pantheon’s position in the game. I’ve included my response below, but be sure to check out the entire post. After a few weeks, what do you think? Does he need some buffs? Some nerfs? Is melee DPS just not fun enough?

I think he’s in a great spot – definitely some of the highest utility of any melee DPS champ while churning out solid damage. Unfortunately, a lot of people try to build attack speed and don’t scale like they think they should. An early bloodthirster is easily the best thing you can do for yourself. The damage puts Heartseeker through the roof, making attack speed practically unnecessary (everything dies in 3 hits). Once you have that you can pick up some survivability and a little attack speed for later in the game.

I will say, I don’t care for his passive. Yes, it’s a nice laning tool and the only passive counter to Deceive and Parrrley (it’s also saved me from a few Blitz crits), but I feel like I get very little use out of it once you get past level 13 or so. From there on that shield just doesn’t save me often enough to care about it. I have not played many high survivability builds with him, so it’s hard for me to say if it’s better when you have some more health. I’ll give it some serious testing and post some thoughts if I remember.

He definitely struggles late game as most melee DPS does. Again, I have to test some survivability builds to see what I can make work.

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