Original Post — Direct link

Hello Everyone!

Riot Beardilocks here to bring you another round of visual effect updates. Similar to the previous VFX updates we’ve made in the past (Ziggs, Thresh, Lux, etc), we're working on updates to the Visual Effects (VFX) of more champions whose spell effects are in need of some love. In Patch 10.18, we'll be releasing a VFX Update for Malzahar, Nocturne, Viktor and Ignite!

Our goals for these sorts of smaller scope updates is to improve the overall gameplay clarity of vfx whilst bringing them up to modern League of Legends standards. This means that our efforts are primarily aimed at spells which do not clearly communicate the hitbox. Our goals are not to change the art direction for these skins or champions - those kinds of changes are reserved for full Visual + Gameplay updates (VGUs).

Just like the previous ones, since these are smaller updates geared toward sprucing up some of the oldest members of the roster, they aren't in the same prioritization conversation as to how we decide who gets a VGU (where we take model, gameplay, and thematic into account too!): they do not affect any other timeline, and are simply dev passion projects.

We're looking for feedback on their VFX changes, which should be up on the PBE soon-ish. Please try them out there —especially if you're a main— and leave us your feedback once the changes are up!


MALZAHAR

VFX Update aimed at modernizing this old champion's feel while improving his gameplay readability. We also took this opportunity to get a better look at the Void thematic's VFXs to better illustrate its modern representation in the Lore.

https://www.youtube.com/watch?v=H_cCTAkNvNQ

Base Kit:

P - Reduced some of the noise from the shield. Made it a bit brighter to match other spell shields (this one also negates 99% of damage, so yeah it needs to be visible).

BA - New missiles and hit effects.

Q - New quickcast indicator to better represent its actual hitbox (yes, it's always been that large). Completely revamped the whole effect. Void spikes grow from the ground, revealing Void portals in their heart. These then dissolve into missiles towards each other, damaging enemies. Also new hit effect. Fixed a bug where the hit effect would proc once per missile, even though the damage only applied once.

W - New spawn effects. Voidlings now follow the natural Void evolution, going from white/bone color to their usual appearance, as they spawn in. Also added an idle glow on their eyes. They also have new basic attack impacts.

E - Added a beam from Malzahar to his target on cast. Completely new debuff effect, much less noisy, but still chaotic. When it propagates, a beam links the dead target to the new one. It also now spawns a little hit effect on each damage proc. Also fixed a bug where his E would go on cooldown when Malzahar's target would die during the cast time.

R - New beam, hit and AOE effects. The pool should feel more appropriate to the current Void aesthetic in the lore, rather than just "space stuff".


SKINS:

Our approach when updating skins is to respect skin pricing tiers. Unless a skin is a 1350, we will not add any custom VFX. The exception to this is for older skins who already had unique visual effects. In this case, we allow these unique VFX to be updated to modern standard, regardless of tier.

Overlord Malzahar: Overall recolored effects, since this is a 975. Went for a shadow-y feel.


Snow Day Malzahar:

P - Cleaned up and glowier.

Q - Completely revamped, with different ground indicators. Big snowballs!

W - New voidling impacts. Summon effects were good, so we left them alone.

E - Recolored beams from base, and new snowy E debuff.

R - Some more snow, and new edge on the pool. Overall cleaned up.


Battle Boss Malzahar:

Q - New ground indicator. Ships and their shot have been turned horizontally, so they match the actual hitbox.


Hextech Malzahar:

P - Cleaned up and glowier.

Q - New ground indicators. Gems are slightly bigger. Cleaned up the missiles. Added some more animation to the whole spell.

W - New voidling impacts. Summon effects were good, so we left them alone.

E - New hextech-y beams, with cleaned up debuff effect.

R - Slight cleanup and timing adjustment on the pool. Added some more hextech-y waves.


Worldbreaker Malzahar:

P - A bit glowier.

Q - New ground indicators. Made the wave shot horizontal to match the hitbox.

(Malzahar updates by RiotSirhaian)



NOCTURNE

https://imgur.com/EqGFcHQ

*VFX Update aimed at modernizing this old champion's feel while improving his gameplay readability. The primary improvements were around making sure his Q is visible and that the passive clearly communicates the area of effect. Nocturne had too many colours on his kit previously, so we made the decision to unify to just two colours - red and blue.

https://youtu.be/8c3G_-pU94U

Base Kit:

P - Added a circular effect that communicates the area that Nocturne slashes targets. The passive ready effect has been moved from Nocturne's hands to be a glow on his blades. This way it is clearer when the effect is ready, and it does not compete with the attack speed buff for space.

BA - New swipes and target effects

Q - New animated claw that should be easier to see in a busy teamfight. The darkness trail has been balanced so it isn't so overwhelming for its low gameplay impact.

W - New shield effect, with thematic darkness elements.

E - New beam and shadow effects. The timing better illustrates when the target will be feared.

R - New dash and trail VFX. The hit effect on the target does not look like it should do area of effect damage anymore.


SKINS


Our approach when updating skins is to respect skin pricing tiers. Unless a skin is a 1350, we will not add any custom VFX. The exception to this is for older skins who already had unique visual effects. In this case, we allow these unique VFX to be updated to modern standard, regardless of tier.


All skins had updates to move the Passive glow from Nocturne's hands to his blades.


Frozen Terror Nocturne:

All of Frozen Terror Nocturne's VFX were updated with the same approach as base, but keeping their winter theme.


Haunting Nocturne:

All of Haunting Nocturne's VFX were updated with the same approach as base, but keeping their spooky theme.


Eternum Nocturne:

P - Changed the glow to the blades, and gave it some high-tech lens flare effects

BA - New swipes and target effects

Q - Updated to include a shadowy claw in the centre of the ball, to help improve recognisability. Reduced overall noise

W - Reduced noise with a high tech galaxy effect.

E - Unchanged

R - New dash, trail and hit VFX. Nocturne gets an upgraded shadow tornado effect on his body when he activates his ultimate.



VIKTOR

https://imgur.com/eY4ZaRS

*VFX Update aimed at clarifying this champion's gameplay, whilst also updating visual fidelity. The primary improvements were around making sure his E clearly communicated the width of the affected area. The other changes on Viktor were kept very small scope in order to deliver this in time for Worlds.

https://youtu.be/u7NKdjTxGIg

Base Kit:

BA - New trails and target effects

Q - Updated shield and beam VFX to feel more Hextech

W - Made the edges of the gravity zone slightly clearer, and unified the colour palette.

E - New VFX to clarify the hitbox, and better communicate the damage zone when Viktor has upgraded his E. Yes, it really has always been that wide.

R - Added an initial impact effect to communicate the burst of damage on initial cast.


Creator Viktor:

W - Made the edges of the gravity zone slightly clearer, and unified the colour palette.

E - New VFX to clarify the hitbox, and better communicate the damage zone when Viktor has upgraded his E. Yes, it really has always been that wide.

R - Added an initial impact effect to communicate the burst of damage on initial cast.


Deathsworn Viktor:

E - Made effect wider to clarify the damage zone



IGNITE

Updated the visuals for ignite to reduce the overall noise whilst making it clearer when targets were affected by this powerful debuff, as well as more clearly communicate when the individual ticks of damage occur.

https://www.youtube.com/watch?v=AeiLzNQxYp8


These changes should go to the PBE over the next few days, please test them out and leave your feedback here!

Many thanks

External link →
over 4 years ago - /u/RiotSirhaian - Direct link

Originally posted by Caenen_

The video link for Ignite's update is missing.

over 4 years ago - /u/RiotSirhaian - Direct link

Originally posted by MaleQueef

Maybe you can also update the ignite icon in the future? Feels off that the icon is still old but the effects are updated.

You mean the Grievous Wounds effect, with the heart and swords? That's definitely on our radar, but it's a completely different effect from Ignite. :)

over 4 years ago - /u/RiotSirhaian - Direct link

Originally posted by FrizkyBizness

Can Shadow Prince Malzahar finally have yellow/gold colored magic like he does in the splash art? Still feel screwed over for when I bought the skin for that reason all those years go :/

Sadly he's a 520 skin, so we can't add new VFXs to him. :C