: 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
Hey, Beardilocks! Thank you so much for taking the time to reply to my feedback. I really appreciate it. Ystarial here made their reply before me, and even though I agree with their post, I would like to give you my own response to the points you've made. But before that, I wanted to let you know that I went on the PBE to check out the changes you made, and holy shit they look so sick! I'm in love with the swipes you added to his basic attacks and the new trails on his eyes. Before, I had an issue with his eye glow because it looked a bit awkward when he was in idle animation, but now it looks so much more natural because the trails follow his movements. It almost looks like his eyes are burning, which I think is great. Thank you so much! To discuss your reply, I'll start off with the glowy hands topic. >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 remember that I put forth this suggestion in my old post, but for the same reasons you mentioned, I agree it wouldn't be a very good idea to move the effects to his weapon. But on top of that, >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. Until you mentioned this, I had actually forgotten that Renekton always had effects on his hands to indicate he had 50+ fury. I'm sure that I'm not the only person. The effect itself has always been subtle, but is also harder to notice when most people decide instead to pay attention to his fury bar or listen for his growl. [Here is a comparison of his hands on live vs. on PBE](https://imgur.com/a/VDIlhXU). Therefore, for the sake of clarity, I can see why you decided to make it more visible. But even so, for the same reasons that Ystarial mentioned, I'm still iffy on his new glowy hands. Even if we ignored the point about how the glowy hands take up a visual slot reserved for Sheen/Duskblade/AA modifiers, one could also argue that the effects on his hands currently look too extreme on the PBE (which goes back to my original point about it looking silly). As you can see in the pictures I linked, the PBE version looks very conspicuous in comparison. Instead of being a flicker like he has on live servers, his PBE effects now envelop his hands like a sphere. I personally think that, now that a trail effect has been added to his eyes, it may be less necessary for him to have a big glow on his hands, because the effects on his eyes make his fury gain more obvious. There were a couple of alternative suggestions I made in my previous thread (such as having Renekton himself grow red), but if those ideas are off the table, and you guys are firm on the decision to keep his glowy hands, then could I suggest keeping the live version of his hand glow instead? Better yet, maybe improve on the appearance of his live version? Because when it comes to clarity, the one advantage that the live flicker has over the PBE glow is that it does a better job of distinguishing itself from auto attack enhancers (like Duskblade/Sheen/etc.). Usually, those items will add a spherical glow to your character, but Renekton's hand flicker is shaped much more similarly to a star or a firework. If you could pull that off, I feel like it would be incredibly successful because it fulfills the goal of being clear while staying true to his original design. >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: Thank you so much for taking the time to test out my idea! I agree that the cross eyes look too extreme at game height. But luckily I'm not worried about it anymore because you did an awesome job on the eye trails!
: PBE Bugs & Feedback Thread: VFX and SFX Updates for Mundo, Teemo, Anivia, Gragas and Renekton
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.'

ShirosakiJC

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