PBE Bugs & Feedback Thread: VFX and SFX Updates for Mundo, Teemo, Anivia, Gragas and Renekton

Hello everyone! Similar to the recent [Jarvan, Lee Sin, Veigar, and Vi updates](https://boards.pbe.leagueoflegends.com/en/c/client-new-features-feedback/J8p5dlpl-visual-effect-and-sound-effect-updates-to-jarvan-lee-sin-veigar-and-vi), we're working on VFX and SFX updates to more champions whose spell effects are in need of some love to get to current League standards and improve gameplay clarity. Anivia, Dr. Mundo, Gragas and Renekton are next in line to receive VFX and SFX updates, and and Teemo is getting VFX-only updates. We recently put out videos showing the updates to all of these characters, as well as forum posts detailing the goals and changes for each character. Based on the feedback we received from players we have already made some edits to the effects and they are **now available on PBE** for you to test. **Please note that the changes listed in this post are only updates to address initial player feedback, and not a complete list of updates for each character. Please read the links to earlier posts below if you haven't already, as they contain the complete updates to the effects as well as any context on the changes.** Here are _some_ of the changes we made after hearing your feedback: ------------------- #Mundo {{champion:36}} **Initial changes and goals: https://boards.na.leagueoflegends.com/en/c/developer-corner/7cFYsLUT-visual-and-sound-effect-updates-anivia-dr-mundo-renekton-gragas-teemo** **Additional changes for 8.24:** _All skins:_ - Q: Removed the cleaver that stays in the body of the victim, and improved the impact. Also a _bit_ more bloody! - W: Refined the ability visuals. Now feels more like Mundo, while being much clearer. Also made it easier to see in colorblind mode. - R: Better colorblind mode visibility. _Corporate Mundo:_ - New idle sounds. - Added buy/sell arrow and paper VFXs in his W/R. - Added paper/briefcase SFX to AA's and Q, and digital SFX added to W/R. ----------------------- #Teemo {{champion:17}} **Initial changes and goals: https://boards.na.leagueoflegends.com/en/c/developer-corner/UfFT2huQ-visual-effects-update-teemo** **Additional changes for 8.24:** - BA: Non-empowered basic attacks should now be more different than empowered ones (E). - R: Adjusted explosion clouds to avoid some possible range confusion. - Astronaut Teemo's W's asteroids are now a bit more visible. ----------------------- #Anivia {{champion:34}} **Initial changes and goals: https://boards.na.leagueoflegends.com/en/c/developer-corner/c4vYafPh-visual-and-sound-effects-update-anivia** **Additional changes for 8.24:** - Overall: Colors a bit more blue. - Q: Put more emphasis on the center. - E: Missile is back to being a single icicle. - R: Slight clean up. ----------------------- #Gragas {{champion:79}} **Initial changes and goals: https://boards.na.leagueoflegends.com/en/c/developer-corner/pjKXqRsl-visual-and-sound-effect-updates-gragas** **Additional changes for 8.24:** _All skins:_ - Reduced brightness of Q AoE ring indicator. - Increased brightness of ult explosion to differentiate it from Q explosion more. - Added a unique sound to the R cast effect so that players can tell which spell Gragas is casting. - Added a brighter trail to the R barrel when in flight. _Oktoberfest Gragas:_ - Restored missing Pretzels to E dash _(missing since 2014)_. - Changed brightness of W damage reduction effect to make it more visible. _Arctic Ops Gragas:_ - R Trail is a bit more readable. ----------------------- #Renekton {{champion:58}} **Initial changes and goals: https://boards.na.leagueoflegends.com/en/c/developer-corner/qIvkQl9a-visual-effects-update-renekton** **Additional changes for 8.24:** - Changed Bloodfury Renekton's ult to have a red decal in addition to red VFX. - Increased size on Renekton's passive eye glow. - Changed Renektoy's Ult VFX to be green with a new, unique decal. ----------------------- Once again, since these are smaller updates geared toward sprucing up some of the oldest members of the roster, they aren't really in the same prioritization conversation as how we decide who gets a VGU (where we take model, gameplay, and thematic into account too!). Please leave any further feedback you may have here!
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