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Sad Robot Amew Mew

First Riot Post
 
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Aphet ?? Senior Member
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06-19-2012

Okay, so I just got this skin and have wanted it since it's come out... and it's amazing and AMG!>@>>

But.. but.. his W. I was like, "AMG IT'S OIL." And I was extremely happy, but then I turned it off and it instantly disappeared. Is there some way that a fade could be added to it, because right now I just see 'hurrdurr no more oil.'

Thanks, Aphet.

 
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Bear Garrett ?? Senior Member
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06-19-2012

bump!

 
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Fixitorit ?? Senior Member
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06-19-2012

True.
I own that skin and THATs the only think I dont like about it (his W).
Also I would like if RIOT increases the duration the characters r shown in amumus ult.

 
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Zuva ?? Member
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06-19-2012

Yes.
More op

 
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Bitsplosion Bitsplosion's Avatar ?? Associate VFX Artist
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1 of 1 Riot Posts
06-19-2012

Heya Aphet, the feedback is appreciated, and I agree. :]

When I re-do VFX for skins, I usually make a conscious effort to preserve gameplay as well as possible -- In Amumu's case, even on his base skin the tears don't linger in any way. Obviously a big, dark oil spill is a bit more jarring when it pops out, but here's why I went with it in spite of this:

First, part of making the effect look neat involved the use of some longer-lived particles, like the slowly expanding ripples. There isn't a way to tell newly-spawned particles "Okay, start fading out early, the skill is off" which leads to point 2: The tears can rack up quite a bit of pain over time, so it's important for players to know the skill is off as -soon- as it's off. We're left with an instance where we'd either have to make the particles live too long and create gameplay confusion, or try and get as much fade as possible into about half a second before everything left over just pops out anyway. When I'm faced with this kind of thing, I find it's usually best to play it safe and stick to the way the base effects do things, for better or worse. :]

 
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kamikazplatypus ?? Member
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06-19-2012

Quote:
Originally Posted by Bitsplosion View Post
Heya Aphet, the feedback is appreciated, and I agree. :]

When I re-do VFX for skins, I usually make a conscious effort to preserve gameplay as well as possible -- In Amumu's case, even on his base skin the tears don't linger in any way. Obviously a big, dark oil spill is a bit more jarring when it pops out, but here's why I went with it in spite of this:

First, part of making the effect look neat involved the use of some longer-lived particles, like the slowly expanding ripples. There isn't a way to tell newly-spawned particles "Okay, start fading out early, the skill is off" which leads to point 2: The tears can rack up quite a bit of pain over time, so it's important for players to know the skill is off as -soon- as it's off. We're left with an instance where we'd either have to make the particles live too long and create gameplay confusion, or try and get as much fade as possible into about half a second before everything left over just pops out anyway. When I'm faced with this kind of thing, I find it's usually best to play it safe and stick to the way the base effects do things, for better or worse. :]
thats a good point but maybe something along the lines of the oil extending well beyond the range of the skill as well as stopping any additional oil particles (or tears or whatever) from eminating from amumu that way people can tell that it is off because there is no more particles coming directly from amumu and a fade could be introduced to show that the particles extending outward wouldnt be confused for the active skill particles

 
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Yvo ?? Senior Member
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06-19-2012

Quote:
Originally Posted by Bitsplosion View Post
Heya Aphet, the feedback is appreciated, and I agree. :]

When I re-do VFX for skins, I usually make a conscious effort to preserve gameplay as well as possible -- In Amumu's case, even on his base skin the tears don't linger in any way. Obviously a big, dark oil spill is a bit more jarring when it pops out, but here's why I went with it in spite of this:

First, part of making the effect look neat involved the use of some longer-lived particles, like the slowly expanding ripples. There isn't a way to tell newly-spawned particles "Okay, start fading out early, the skill is off" which leads to point 2: The tears can rack up quite a bit of pain over time, so it's important for players to know the skill is off as -soon- as it's off. We're left with an instance where we'd either have to make the particles live too long and create gameplay confusion, or try and get as much fade as possible into about half a second before everything left over just pops out anyway. When I'm faced with this kind of thing, I find it's usually best to play it safe and stick to the way the base effects do things, for better or worse. :]
Grats on being the first red post in champion feedback in like 2 years!

 
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LaughingWalrus ?? Senior Member
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06-20-2012

Quote:
Originally Posted by Bitsplosion View Post
Heya Aphet, the feedback is appreciated, and I agree. :]

When I re-do VFX for skins, I usually make a conscious effort to preserve gameplay as well as possible -- In Amumu's case, even on his base skin the tears don't linger in any way. Obviously a big, dark oil spill is a bit more jarring when it pops out, but here's why I went with it in spite of this:

First, part of making the effect look neat involved the use of some longer-lived particles, like the slowly expanding ripples. There isn't a way to tell newly-spawned particles "Okay, start fading out early, the skill is off" which leads to point 2: The tears can rack up quite a bit of pain over time, so it's important for players to know the skill is off as -soon- as it's off. We're left with an instance where we'd either have to make the particles live too long and create gameplay confusion, or try and get as much fade as possible into about half a second before everything left over just pops out anyway. When I'm faced with this kind of thing, I find it's usually best to play it safe and stick to the way the base effects do things, for better or worse. :]
could you make this the case for karthus's defile too? It currently leaves lingering defile particles for a short period after bieng turned off.