: Little disappointed seeing chromas for PROJECT, the consistency of the theme is gone now. With that I know Star Guardians will get chromas too, which is sad since the colors had such meaning, even Zeronis said so...and all the meaning will be lost with chromas. (https://i.imgur.com/JLUF4eF.png)
This is an experiment we're running, giving chromas for skins with strong VFX colours. I too was skeptical at first, but playing with them in game I think they actually work well. We're prepared to iterate based on how they're received though :)
: Akali's chromas have a bug in the chroma preview it shows that her dragon hologram changes color but on all chromas it's yellow. If you guys plan on keeping it the same color on all skins please make it the same color as her particles. Especially for the base skin make it the same color or blue. The yellow doesn't work too well.
Thank you, I will make sure that gets addressed before launch
: Can you please add LeBlanc's signature Eye Teardrops to distinguish her from the other ladies of the group. She has a bit of 'same face syndrome' with the other ladies in the splash art, but other than that SHE LOOKS FABULOUS AND I AM QUAKING. Additionally, I saw someone else suggest **adding wings** to her dash like all the other girls have (Camille, Irelia, Fiora ETC.) It would be epic to see her spread her wings as she dashes at you!' **EDIT:** Saw Fairy Flan commented why the wings aren't on the dash, understandable that it would look funny since you can change how long/short the dash is depending on how far you decide to dash - instead we were given wing particles radiating off the cape at all times, which I think looks elegant af so I'll take it! <3 My only suggestion for the wings is to allow them to pop-out during her dance, taunt and joke? I'm thinking American Horror Story, Angel of Death vibes - pretty stiff wings that move only subtly when she dances, jokes or taunts. it would be awesome for her to use her wings in some way if she doesn't have them in her recall! Link to AHS Image for inspiration! <3 https://akns-images.eonline.com/eol_images/Entire_Site/20151114/rs_1024x759-151214135134-1024.Frances-Conroy-AHS-Asylum-Shachath.ms.121415.jpg
Hi, We decided to emphasize Leblanc's eye makeup more with darker teardrops. https://imgur.com/EEWLtzu Thanks for you feedback.
: Hello Riot team, I try to recall for her skin four times. however, the second recall is not consistent(link below for more details :D) details: System: MacOS - First time: she builds Deer (it is so cute :D) - Second time: she builds the snowman?? - Third time: she builds Deer. link video: [ PBE_V8.24_Winter Wonder Soraka_recall animation_Bug](https://youtu.be/jRwPr2iRFBQ) Is that bug or normal? Expected: It should be same Deer or snowman :D. Thanks,
That's expected, we put some random variation in there to spice it up. There's a small chance it'll also spawn a frozen banana ;)
: Not sure if this is the right place for feedbak on this but the splash is kinda creepy and I loved it. I miss the creepy things in league, now everyone are friends and laugh and have beautiful memories from childhood.
: Any chance you could change the cleavers Mr. Mundoverse throws? the cleavers don't fit him being a gym fitness leader.
Sadly he's holding a cleaver in the character model for the skin, so we can't change the thrown item because otherwise it wouldn't match :(
: Hey there! A while back, [I gave my feedback on Renekton's visual update](https://boards.na.leagueoflegends.com/en/c/developer-corner/qIvkQl9a-visual-effects-update-renekton?sort_type=recent&comment=0033), but since my post didn't receive a response, I wasn't sure if it caught anyone's attention on the art team. Just to be safe, I'm reposting it here now in hopes that my concerns will be answered. To start off, I want to say that I'm liking the VFX changes so far, but I have some feedback to give since I'm a Renekton main. Firstly, at the forefront of my mind are the visual effects tied to his fury bar. I agree that there needed to be some change to the way his rage was visually represented, because for anyone who plays against Renekton, sometimes it isn't clear when he reaches 50+ fury. While this isn't a significant change for Renekton players (who have already developed a good sense for fury management and thus can easily keep track of it), I do think it is important for other players and for the sake of overall clarity. However, to be blunt, I believe that the visual indicators attached to his fury mechanic are straight up poor, for a couple of reasons. Like others have pointed out [[1](https://i.imgur.com/foNgQ66.png), [2](https://i.imgur.com/aCdOUCG.png), [3](https://www.reddit.com/r/leagueoflegends/comments/9uifhd/visual_effects_update_renekton/e94m95k/), [4](https://www.reddit.com/r/leagueoflegends/comments/9uifhd/visual_effects_update_renekton/e94rf94/)], the 'glowing hands' theme is overused because of items such as Duskblade and Sheen, and my personal belief is that, in the first place, 'glowing hands' is an unfit indicator for the mechanic that it tries to represent. Unlike auto-attack modifiers, Renekton's fury mechanic is more akin to a state of mind, similar to Rumble's overheat, where both champions have access to empowered abilities once they reach a resource threshold. This is much different from just having another effect added onto your next auto-attack. Not to mention, it will look _and_ feel awkward walking around in lane with all these bright visuals attached to your character and nothing to expend your fury on. It looks silly and feels bad. Imagine missing a Q stack on Nasus and waiting for the glow on your cane to expire while the next minion wave hits. That's how I see it playing out with Renekton, except it'll feel worse when his visual effects are much more pronounced. With all that being said, other posters that I've quoted have suggested that, alternatively, Renekton could instead have fury indicators moved to his weapon, or that he could grow more red with more fury he has built up. I like the latter idea a lot more and I support it. Aside from the glowing hands, I'm a big fan of the red eyes as a fury indicator. The idea is fucking cool and I love it, but I feel like the execution was lackluster, because it looks like [someone slapped two red light bulbs on both halves of his head and called it a day](https://i.imgur.com/NkSOzsC.png). There is [another post](https://i.imgur.com/jW1f6UM.png) that reflects my thoughts on this, but in any case, I definitely think it would be an improvement to change the effects on his eyes from a glow to a glint, similar to [Renekton's old splash](http://lolwp.com/wp-content/uploads/Renekton-Classic-Skin.jpg) or the [icon on Renekton's passive](https://vignette.wikia.nocookie.net/leagueoflegends/images/f/fa/Reign_of_Anger.png/revision/latest?cb=20180301214818). Personally, I would love to see a darker shade of red used for the glint in his eyes, and I think it would be an even better idea to attach a lingering trail to it, similar to the effects on Deadman's Plate or Xin Zhao's spear when he activates Q. Imagine what it would look like when Renekton dashes or spins with 50+ fury. The last comment I want to make on the fury visuals is that, in the video preview, it was difficult to see the glow on his eyes for the duration of his ult. The intensity of his new sandstorm contributed to the lack of clarity, but I also think the size on his visual effects should match the size increase he gets from his ult. Moving on from his passive, the next thing I want to talk about are his basic attacks, and by extension, his W. A _lot_ of people [[1](https://i.imgur.com/NnuzYSd.png), [2](https://i.imgur.com/23gRzNk.png), [3](https://i.imgur.com/pdRqZwE.png), [4](https://i.imgur.com/sN5yYFT.png), [5](https://i.imgur.com/3Tq0oRJ.png), [6](https://i.imgur.com/5FMf3x2.png), [7](https://i.imgur.com/Dnu0xRD.png)] don't think that the mini-explosions fit Renekton's auto-attacks. Many of them, like myself, believe that Renekton should have a slicing visual effect to complement his auto-attacks instead. My personal justification for this is that, for one, Renekton uses a bladed weapon, which would only make this intuitive, and secondly, it complements his identity as a butcher. A couple of posters have also mentioned that Renekton's W should have multiple auto-attack visuals instead of 1 when he stuns a target, which would make sense to change because his W is followed by multiple instances of damage. That's all I have to say on his auto-attacks and his W. I'm really excited about Renekton's new Q and I think you guys did a phenomenal job on it. I'm loving the colors on the empowered version and I didn't expect to see it leave marks on the ground like how God-King Darius does. New trend? In any case, I like it a lot. The only thing I would suggest is to make the impressions left on the ground exclusive to the empowered Q. With how relatively spammable Renekton's Q is, I think it would carry more weight this way if only the empowered version came with that special effect. The idea that he can disfigure terrain if he's angry enough is something I can definitely get behind. As far as Renekton's new E goes, I like the idea. The only minor gripe I have with it is that, because the sand follows him slowly, it also makes Renekton seem slow during his dash. The motion of the sand doesn't make complete sense either, because he moves like a drill and you would expect the sand to spray outward as a result. Other than that, I think it's a cool concept. Last but not least is his ultimate. I have a couple of things I dislike about the new ult, but I'll start by saying that the visuals look way nicer than before, which is a plus. It's fitting and it actually looks like a sandstorm. But otherwise, to explain my issues with the changes, I've always thought of Renekton's ultimate as this big power-up that you give yourself to become a raid boss, which in concept, is exactly the same as Nasus' ult. Both of their ultimates are supposed to make them appear more menacing, but with these new visuals, I feel that this aspect of Renekton's ult has been taken away from him. In my opinion, the issue boils down to two things: the new visuals on his ultimate draw too much attention away from Renekton himself, and the other is that you barely notice his size increase anymore. To start off, here is a visual comparison of [Renekton's current ultimate](https://i.imgur.com/BRt2gf9.jpg) vs. [Renekton's updated ultimate](https://i.imgur.com/k1tYWAU.jpg) (as shown in the video). Because there is more action packed into his new ultimate, and lot more space on the screen is taken up by the sandstorm and not by Renekton, there will naturally be a shift in visual weight. More people will focus on what's around him than focus on Renekton himself, which is not the point of a power-up. Even if the numbers behind his size increase are untouched, it doesn't _feel_ like he's towering above other champions. Other people have noticed this [[1](https://i.imgur.com/EYq42YH.png), [2](https://www.reddit.com/r/leagueoflegends/comments/9uifhd/visual_effects_update_renekton/e94icwj/)], and while I'm not trying to make Beardilocks look like a bad guy or anything, it is upsetting to me, given the context of my post, to basically be told to ["look harder"](https://i.imgur.com/gs9Efsn.png) for a visual effect that is supposed to be obvious at glance. Once again, I'm sorry, I don't mean to antagonize anyone. But in any case, when it comes to restoring the menacing aspect of Renekton's ult, my suggestion would be to either make the sandstorm more transparent and/or to have it animate slower, similar to the speed at which his current ult moves. In addition, on the topic of the AOE indicator on Renekton's ult, I agree with [Rydon's point](https://boards.na.leagueoflegends.com/en/c/developer-corner/qIvkQl9a-visual-effects-update-renekton?show=nested&comment=002f) about why the indicator is unnecessary. This goes back to my previous point about visual weight, but I also feel that the AOE indicator also detracts from Renekton's size increase. Aside from visual weight however, putting an indicator around Renekton's ult would be like putting an indicator around Tibbers, ASol's stars, Shyvana's W, or Amumu's W when their visual effects are enough to not warrant a clear circle. There is also an argument to be made that an indicator isn't necessary for Renekton because his ultimate is not intended to be used like a zoning tool. If you've gotten to this point, thanks for reading everything I wrote. I know it may have sounded like I was mostly unsatisfied with the VFX update, but I _am_ happy that you guys are taking the time and effort to touch on these older champions, so this is very refreshing. One last minor thing that I forgot to add: currently when Renekton ults, he flashes his symbol at both the start and end of his ult. But in the video, the end symbol isn't there anymore :( Will it be coming back? I thought it was really cool because it felt like another way to say 'this is the end result' or 'this is what remains.'
Hi, I appreciate how passionate you are about Renekton. Let me address some of your feedback > other posters that I've quoted have suggested that, alternatively, Renekton could instead have fury indicators moved to his weapon, or that he could grow more red with more fury he has built up So as stated in the original post, the aim of these VFX updates is an incremental improvement to the visuals to add clarity, and not a complete rework of how an ability functions. Since Renekton's hands have always glowed red when he has more than 50% fury, so we are keeping that mechanic. The visual language of Renekton's hands glowing red = his next ability will be empowered is pretty clear. With regards to making his weapon glow when he has 50 fury, Renekton's weapon already changes colour when his W is activated, so making it glow red might get confused with his W activation. Also, different skins change the colour of his weapon to other colours (such as blue for galactic renekton), having a red glow on top of that would clash. I feel that between his red hand glow, the red eye glow that I have added, and more importantly Renekton's fury bar, it should be clear to his opponents when he can use an empowered attack. In addition, other Renekton players have expressed concern that making it more obvious when he can do an empowered attack might be a nerf to Renekton, so I don't want to add too many extra effects. >Aside from the glowing hands, I'm a big fan of the red eyes as a fury indicator. The idea is fucking cool and I love it, but I feel like the execution was lackluster That screenshot was taken from a zoomed in viewpoint, and I used our internal tools to change the camera angle from the ordinary game one just to show clearly that the eyes were glowing, because it's hard to see them in the youtube video because of the compression. I also added trails to the eyes based on The Djinn's feedback. At game height, the effect looks more like this: https://imgur.com/a/24mNuy6 I agree that they're slightly hard to see during Renekton's ult. Unfortuantely as an older champion, he is not set up in a way that allows me to scale the effects up for when he ults. If we were doing a full rework we would be able to change how this was implemented, but with these faster VFX updates it is unfortunately not possible. With regards to adding a cross to his eyes like in his old splash, I think to make it big enough to see at game height it would be a bit over the top. I've done a test though so you can judge for yourself. Personally I feel like is too extreme for an effect that you can have on for a long time in lane: https://imgur.com/7VSqz97 >A lot of people [1, 2, 3, 4, 5, 6, 7] don't think that the mini-explosions fit Renekton's auto-attacks. I read all that feedback in the other thread, and already added swipe effects to Renekton's slashes for his basic attacks and his W. His empowered W has a third, red swipe. If you try him out on the PBE you can see these for yourself: https://imgur.com/a/hWH17aI With regards to him not feeling like he gets bigger, I think part of this is that I put a cool effect at the start of the animation, which covers up his model changing size. From a gameplay perspective, his increased size is not the most important thing as it only affects his range. the fact that he gains a large bunch of health at the start (represented by the starting effect), and the range at which you would be damaged is important, even though his ult would never be a zoning tool. > putting an indicator around Renekton's ult would be like putting an indicator around Tibbers, ASol's stars, Shyvana's W, or Amumu's W when their visual effects are enough to not warrant a clear circle Three of the examples you list here have a clear circle - Amumu and shyvana have very clear edges to their VFX. I would very much like to put a clearer range indicator on Annie, she is on the list for updates, though not a very high priority as most of her FX are pretty clear. Amumu's E really needs a range indicator too. https://imgur.com/a/B5GMu5W
: As someone who owns every other Mundo skin: It doesn't really feel like a 1350 skin. It feels more like it should be 975. Also: What's with the ice spike on his back? Only for the backing animation? I know it's kinda a replacement for the syringe, but it looks really wimpy and doesn't fit with the rest of the design.
As this skin has all new VFX, SFX and a recall it falls into the tier for 1350 skins, a 975 skin would only be a model swap. The story behind the Ice shard in his back is that he was a prince who was shot by a shard of cursed ice by Ice King twitch, which is what caused him to transform into a horrible monster. Though this isn't clear in game, you can see Twitch in the back of his splash, which should hopefully help to convey this narrative. In his recall he pulls the shard out, starts to transform back, but then is shot again, causing him to remain in his monstrous form.
: It’s a really great skin however in my opinion the vfx for her w, r, and rejuvenation are bland and too similar to her other skins. I’m pretty sure the particles are supposed to represent Northern Lights so I think that adding some blue and purple to those vfx would make them much more unique and satisfying to look at.
Hi, I originally had a bunch of purple in the northern lights rejuvenation VFX, but in playtest people felt that it didn't look like a heal, and looked like it could be a kind of poison (a lot of our poison FX are purple/green). For that reason, I chose to restrict it to a glowy green look.
: Hi ! Actually I feel like this skin is absolutely gorgeous ! However, I find that the auto attack animation is definitely not enough... I think there must be more like a blue trail or something... It would be hardly better cause this is quite disapointing at the moment... Please try to fix it if you can ! Thanks ;)
Hi, Ori's VFX artist here. Thanks for you feedback. I went back and compared Victorious Ori's BA to her base and other skins. You are correct that it look a little smaller and weaker. I have increased the brightness of the blue trail that follows the projectile to compensate. It should go live on the PBE tomorrow. Please try it out and let me know if you still feel it's too weak. https://imgur.com/a/Mv6GnQT
: Great Skin, Well done! Here's some suggestions: Color/Model - Add a little bit but just a little bit orange in the gold color part, i think that could give more "gold feeling" instead of full yellow-ish gold. If you are happy with the gold color, tweak the gold of her lower body (skirt and shoes), it seems "dirty"/ tarnish (doesn't have the shine that the upper body has). - Other than that, adding a bit of details on the blue gem on her weapon (ball), could give more life to it, in my opinion it is to bland (and maybe in the "eye too, so it doesn't feel off) VFX/SFX Pretty happy overall Only have 1 suggestion here. - Make the projectile bigger, and add a blue glow trail to it, it would make it perfect! One alternative is the blue glow trail could be added to her passive (1 stack and 2 stacks) making it glow a bit more the more stacks you have (for clarity), so without the passive it is the same as now (only with the bigger projectile), with 1 stack it has a little glow trail to it, and then with 2 stacks it has a extended glow to it.
Hey, Ori's VFX artist here, thanks for your feedback. I went back and compared Victorious Ori's BA to her base and other skins. You are correct that it look a little smaller and weaker. I'd really like to do what you mention, and increase the brightness of the VFX based on the stacks, but since this is behaviour that isn't present on her base or other skins it would give this skin a gameplay advantage. Updating the base skin's VFX is not within scope of this skin, but if we end up updating Orianna's base VFX (like we did recently with Jarvan, Vi, Veigar and Lee Sin), I will be sure that the artist working on her does this. I have increased the brightness of the blue trail that was behind the projectile though, so hopefully it should look a bit stronger, and convey that her passive adds magic damage to her auto attacks. Thanks again! https://imgur.com/a/Mv6GnQT
: make the gold colors shinier and less yellow/dull spikes on ball smaller and more leaf-life? like the laurel wreath under (which looks like corn now)? needs individual leaves? https://imgur.com/BJodkiz W could be more, could enlarge/reuse the laurel wreath from the ball or even just golden outlines will do
Hi, Thanks for your feedback, Ori's VFX artist here. I originally tried making individual leaves in the laurel under the ball, but at game height it became quite noisy, as each line around the leaves was less than a pixel. With regards to the W; there are laurel leaves in design on the floor spinning around, and previously they were brighter but it made people in the playtest think they would do extra damage if they stood on it. As such I toned them down to the level they are presently at.
: What about restoring missing animations? Jarvan's ult dash is supposed to have a unique animation, but it's been missing for as long as I can remember. Instead of actually leaping and slamming the ground he uses his default run animation and just wags his feet. Compare [this](https://youtu.be/RgOdf3x24qA?t=1m33s) (kinda hard to tell with the zoom but you can clearly see the landing animation) to [this](https://youtu.be/3ljdizfupYo) (just plays run animation instead).
: Are you planning to modify the visibility of some spells effect ? I'm particularly thinking about Lee Sin's Q1 Mark on target, it seems less flashy than the current one (which is good, don't get me wrong), but for us folks who need visual clarity it seems to lack some contrast/luminosity. Can't check PBE directly so maybe it's just the screenshots that makes it look like this, but great work otherwise. Also last question, is only the base skin affected, or will older skins also receive this FX update ? Thanks a lot !
Hey, you can't tell from the screenshot but there's some glowy movement on the Lee mark. If you could play it in game and let me know if you still feel the same that would be awesome :D With regards to the skins getting updates - it depends. For the Lee Sin skins, most received these updates, since they are inherited from his base VFX. Any unique elements (Pool party's coconut drink on Q, Knockout Lee Sin's bell on his W) were kept as they were, but certain elements of those spells were updated to match base. I'll add more detail and screenshots in the post to clarify :)
: Looks very cool; I’m excited to test them and give some feedback. Are you updating abilities only or actions (ie walking, running, etc.)? Veigar’s walky/hoppy movement is one of the weirdest around and thought it would be a prime candidate for updating. Cheers, JB
Running and walking animations are not in the scope of these updates - these are specifically only spell/ability updates. Doing animation updates would require a lot more work, so we tend to only do that when we're doing full VGUs. Also I love that Veigar hop ;)
: These descriptions of the changes sound awesome, I just wish this post included a few clips to get a...view on stuff. Guess I'll wait for PBE to update/FF@20 to provide footage, then check out this feedback thread again! Thank you for working on these types of older champion vfx/sfx outside of VU/VGU's!
Hey, I've added some screenshots to the post so you can get a preview, though I really want people to play it themselves to give feedback so they get a better feel for it :)
  Rioter Comments
: Hi I just have some feedback based on how I feel about this skin. I also main {{champion:412}} -I love how the Q animation is, but I feel like it'll be hard to react to due to how fluid it is. In the rest of his skins, his hook shows a straight chain with a static scythe blade at the end. In the High Noon one, you can see that the rope curves and the loop begins at it's side; where the edge hitbox is, then as the Q animation keeps going, momentum is brought to the tip of the loop and the loop expands. I feel that concerns may rise where players may have a hard time watching High Noon Thresh's Q and knowing whether it's going to hit them or miss and vice versa for Thresh. This is a thing I wouldn't mind not being changed as I leave it up to the community to judge whether or not this would affect them. -I agree with Baiat Lung with how out of place his ult looks. Compared with the rest of the skins in this set, his ult looks like a western themed office party. I feel like darkening the wooden posts and maybe the walls may help with this. I feel like barbed wire would also be fantastic as also stated by Baiat Lung.
Hi PakOfGum, Thresh's VFX artist here! Readability on Thresh's Q was definitely a very important consideration for this skin, as we knew we wanted to push the boundaries of what the Q could be. We went through a bunch of different tests and iterations before we ended up on this one, ranging from a very animated rope, down to a fixed size loop that flew in a straight line. We made sure to get input from game-play designers and eSports during the development process, as well as thorough playtesting from several teams to make sure it was readable in game. I feel like the place the Q ended up is in a good position with respect to cool visuals and good game-play readability. There is a bright orange highlight at the front of the missile at all times, and the shape of the lasso at the start of the animation is very similar to other Thresh skins' hooks, so players can react to it as soon as Thresh throws it out. Please let me know if you playtest it and struggle however. With regards to the Ult, I made some changes to the posts after it was recorded for the reveal video. The wood has been darkened slightly, I've added a dark skull to the top of some of the posts, and a crater to the bottom. I hope this helps to sell the Daemonic aesthetic. https://imgur.com/cCZnEvH Thanks for all your feedback!
: It seems like Urgot is getting Chroma Skins alongside his High Noon Skin. I wonder why Thresh doesn't get the same treatment.
I can confirm Thresh will also be getting chromas
: Hi! I just want to start saying these skins are very well done and I like them a lot, the color scheme and korean-style art really fit together. I have 2 thoughts. 1)Since all skins except for Taliyah have the SSG logo, why not add the SSG logo on her worked ground since it no taliyah abilities have the SSG logo like the other skins. 2)Also I think Jarvan’s Ult can have like a more stage-like ult since it already have the walls with the SSG logo as the floor tile.
Hi, Thanks for you feedback. We wanted to make sure that we didn't overuse the SSG logo everywhere on their kits, but now that you mention it, it does seem a shame that Taliyah is missing a logo from all her VFX when all the other champs have it at least somewhere. I'm going to try and add a logo to her worked ground and review with the team whether we want to proceed down this route.
: We really need the hug that Ruler and Core did in the video, without the back feels so empty.
Hi, Thanks for the feedback. Xayah and Rakan's dual recall is actually has some strict animation requirements. The animation is divided into three sections, an Intro, a middle section, and then an Outro. On base the Intro is Rakan dipping xayah into a hold, the middle section is the hold in her arms, and then the outro is him lifting her into the sky. In the SSG skins, the intro is the high-five, the middle section is where they stand next to eachother, and the outro is where they lift the cup. This whole sequence would take 8 seconds if Xayah and Rakan recalled at the exact same time. The intro and outro are both super short however (<2 seconds). What complicates matters is that Rakan could be 7 seconds into the recall animation when Xayah joins the recall. The way the system deals with this, is to always play the intro, then it will always play the outro when there is 2 seconds left in the animation, regardless of how long the middle section has played for. This means the characters will blend from whatever position they are in, to the first pose of the outro part of the sequence. This means that the characters can't do animations that are too crazy in the middle section. The intro is too short for a hug in it, so we chose to just do a high-five instead, and in the outro they need to hoist the cup. Though it might have been great for Xayah and Rakan to have a super-awkward hug in their recall, we feel like what we've made still has the celebratory spirit they acted out in the reference, whilst still fulfulling the strict animation requirements :)
: I'd like to start off by saying that I absolutely LOVE these skins! There is, however, one skin that looks lacking from the rest in my opinion, and that's **Ezreal**. It's clear that his design is clearly based off of a traditional Korean warrior (specifically reminds me of a Korean drama called Hwarang, which casts a ton of pretty boy warriors/soldiers). So I think it works from a design/ reference standpoint. What **really** bogs me down is that he doesn't read as Ezreal in-game. I love the black hair and all the references to Korean traditions (I'm Korean myself, so I appreciate the representation, 파이팅!!), but I just have a difficult time seeing the skin as "Ezreal". I remember that back when Star Guardian Ez was released on the PBE, many requested him to have his hair changed to be ALL blue. The idea was turned down because without the blonde hair, it would be difficult for players to read him as Ezreal (which I agree with.) The blonde hair in the concept art worked too in my opinion. Or possibly white/platinum blonde hair could work to fit in with the color theme. I was originally going to suggest white with a blue strand similar to Xayah, but that would clash with the idea of Rakan being her partner. Don't get me wrong, I LOVE the black hair and it looks exactly what I think the designers were going for, but it's just hard to see him as Ezreal now, which might confuse players in-game. Aside from the hair too, he looks like he's lacking something. Everyone next to him looks COOL. Like BAM, Gnar got a visually outstanding overhaul with blue fantastical aura emitting from his armor, Jarvan has his crown and shoulder armor that stand out, Taliyah has her glowing tassels/scarf, Xayah has badass hair which pops out extremely well, and Rakan's got a beautiful set of feathers that glow as well. Ezreal's gauntlet glows too, but it looks very small and inferior to the rest. Because of this, overall he looks a bit dull, to be honest. If I am right, and he really IS based on traditional Korean Hwarang, may I suggest giving him a bright blue headband underneath his bangs? It could possibly work and give him a greater POP factor. What's more is that theoretically if he did have a paler hair color, the headband would still reference Korean traditions since Hwarang wore them. Even keeping the black hair, I think it could still make him look a bit cooler and less plain compared to the rest of his crew. I apologize for the essay, but those are my thoughts on SSG Ezreal! Thank you to the team who put a ton of work into making these amazing skins and I can't wait to see the splash art in the next coming days.
Hi, Thanks for your feedback. I'm really glad you noticed the reference to Hwarang, that is indeed what we were trying to go for! With regards to Ezreal's hair colour, there were a few factors that went into making his hair black. A major factor in this was that Ezreal already has a blue skin with light coloured hair - his Frosted skin. Additionally, his Pulsefire skin and one of his chromas are blue with blonde hair, and we wanted to make this skin unique. I know it might be difficult to read as Ezreal in a glance at a screenshot, but I feel like once you see him in game running around and doing his animations, you won't be confused by it. Also you'll see how awesome his effects are ;) Additionally, I can understand that Ezreal isn't as immediately flashy in this screenshot too, because his gloves' glow is very subtle. However, you have to remember that Ezreal's glove glows brighter and brighter when he gets stacks on his passive. When he has five stacks up it glows very brightly, and players need to be able to tell at a glance whether he has a 50% bonus attack speed or not, so the idle level of glow needs to be very subtle. This is the same reason that Xayah's cloak only glows when her passive is up, so players can read the gameplay at a glance. For reference, here is what his glow looks like with 5 stacks up: https://i.imgur.com/0L7rMl7.png I like your suggestion for a headband, and it was something we considered when we were designing the champion, but at game height and speed it would be very small, and difficult to read clearly, so it was something we decided not to do. Thank you for your feedback though, I am glad you appreciate the Korean references :)
: Definitely loving the skins! I'm going to be just a little bit picky with Xayah though. 1. In the concept her ears were black, and I thought that looked really nice! Making them a dark blue to match with the rest of the skin would tie them in better than just plain white, or a gradient like the fix with Sweetheart (Similar to Gnar's ears right now). It's the only fix I'd REALLY love to see. 2. On the subject of blues, in the concept her hair streak was darker than it is on her model atm. I'm assuming it's because the glow on her passive/w makes her feathers lighter overall and ties it in, but on its own it looks really unnecessarily bright as compared to the rest of her skin. 3. ~~As for her wing, I'm not really feeling the contrast between her feathers. It looks GREAT with the glow of her passive/w, but... that's really the only time it looks good. Again, adding a gradient to her texture would probably be a quick fix to that so she matches with the other skins. (She's the only one without a glowing effect without casting anything, which I assume was moved to her hair streak? It'd just look better on her actual cape like Rakan &amp; Taliyah).~~ 4. Finally I'd increase the contrast between her dress and the front/top part of her cape, because it all kinda blends in. Unless that was the intention! That being said she does look gorgeous when you're using spells! Which is what I'm sure the skin team had in mind. The VFX are beautiful and while the SFX can be adjusted just a little, I love how the skin feels overall. And I also have absolutely no problems with the model itself! You guys got it pretty much on point. Just a few small suggestions to make her textures even better and fit her in with the rest of them! (Also, you know. The hugging in the joint recall.) **EDIT**: Now that the skins are finally enabled on the pbe, the cape looks fine when you actually move around and get her feather shine!
Hi, VFX artist for SSG Skins here. Thanks so much for your feedback. Firstly i'd like to say that the early exploration that we showed in the video was very much an early Work-in-Progress concept, and as such was subject to change. When we developed the Xayah and Rakan skins, we kept testing them together in lane during playtests. One of the pieces of feedback we kept receiving was that Xayah and Rakan looked too similar, and people would get confused which was which in the heat of battle. Since changing their colour palette was not an option, we needed a different way to differentiate them, which is why Xayah's hair is bright and desaturated, whilst Rakan's is dark and his blue streak saturated. With regards to her wing, I think it's tough to judge from just the screenshot, as if you actually play it in game it has the awesome shiny-feather green sheen on it when viewed from certain angles that really helps to make it look more interesting, and hit the reference of a magpie we were going for. I think if you played around as her, you wouldn't feel it's as dull :) And i'm really glad you like all the VFX :)
: * This is a comparison i made, showcasing everything i'm going to say https://www.youtube.com/watch?v=E_N7iuvEFHE * There's a vfx bug when tentacles start to dance. They're not moving smoothly but like, they do a momevent and in an istant they appear standing up. Always happens at the start of the dance. * The Resistance avatar is missing. * Tentacles/wires that come out of the idol don't look as in this video https://www.youtube.com/watch?v=WSrjqARLuTs. They're just some glowing red lights. * Tentacle roots are always present, unlike the base skin, and they look very strange... * Any reason why the red hitbox area was removed? https://www.youtube.com/watch?v=53jT_3Nw4cg I read the nexus post and the only thing that was said is that "it was much more opaque". Was that the reason to completely remove it? I mean there's even some blue steam coming out of it when a tentacle attacks... * The audio when it attacks. It doesn't feel as powerful as the base one. There's a big SPLASH with the base skin. The sfx on the Resistance one don't make the same effect. PS: yea, i have settings on ultra low, but even if i change it to ultra high, it's the same thing. And i know stuff shown in the nexus videos were experimental, but still. It can't be that the base skin is better. EDIT: Some other stuff * The tip of the tentacles is not uniform at all with the rest of the tentacle https://www.youtube.com/watch?v=rToFWVicIxY&feature=youtu.be Those wires leaving the tentacle look so strange. * Same thing with her taunt. https://www.youtube.com/watch?v=1TlcObKnGhQ The little tentacle coming out with the base skin looks so cute and yet so powerful. The one from Resistance, eh...
Hi, The VFX artist from Illaoi here! I'm sorry in how slow my response to your post has been, I had difficulty setting up my PBE boards account. However, thanks very much for your thorough videos and feedback. _ Tentacle Dance Bug_ Thank you for reporting this bug! We had our animator look at it, and it should now be fixed :) _ The Resistance avatar is missing_ I'm not quite sure what you mean by this, could you please explain it to me? _Tentacles/wires that come out of the idol don't look as in this video_ As we stated on the first article, the video of those wires showed Work in Progress. Although they looked okay from above, Illaoi holds her idol above her head, and swings it around in many of her animations. That early WiP wire didn't hold up very well from that angle, so i replaced it with something that looks like a number of smaller wires that twist and turn around eachother. _Tentacle roots are always present, unlike the base skin, and they look very strange..._ This was an aesthetic choice from the concepts. Since these are more mechanical rather than ethereal, we gave them a solid base. You can read more about the design choices for the tentacle design in this article: https://nexus.leagueoflegends.com/en-us/2017/12/battlecast-illaoi-concepting/ _The audio when it attacks. It doesn't feel as powerful as the base one._ Thanks for the feedback, I can't talk about this specifically (I only do visuals), but we'll pass it along to the audio team. _Any reason why the red hitbox area was removed?_ The tentacle hitbox area is colour coded based on your team - it's blue for a allied effect, and red for an enemy effect, which is standard across most VFX in League. Although it might look cooler if the effect was red for a friendly Illaoi, it would be confusing for other players, especially in an Illaoi - Illaoi mirror matchup, so in this case, the gameplay clarity is more important than the aesthetics, and it needs to be colour coded based on team colours. _The tip of the tentacles is not uniform at all with the rest of the tentacle_ Again, this was more of a design choice for these tentacles. In the original design that people voted on, the tentacle was a big robot hand. Although we couldn't keep the hand on the end of the tentacle that existed in the original concept that people voted on, we wanted to maintain some of the mechanical feeling from that design, which is why the tentacle is made up of many wires. Again, thanks very much for all your feedback and testing, we really appreciate your passion :)

Riot Beardilocks

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