almost 3 years ago - /u/RiotSirhaian - Direct link

Hello everyone!

Similar to the previous VFX updates we’ve made in the past (Syndra, Zilean, Malzahar, etc), we're working on updates to the Visual Effects (VFX) of champions whose spell effects are in need of some love. Our aim is to get their VFXs to current League standards and improve gameplay clarity. This time, it's Vel'Koz's turn, for 12.3's PBE Patch!

This VFX Update was mainly focused on making Vel'Koz a bit more in-line with the rest of the Void champions VFX-wise, and (especially) adjust some of his less accurate hitbox indicators.

Just like all the previous ones, and 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.

Here's a video preview of the changes for his new VFXs. Infernal and Blackfrost only received minor tweaks since they are more modern.

All affected skins: https://www.youtube.com/watch?v=aR-Ejndx0hc

Thumbnail for those interested: https://imgur.com/YXPNT8k

------------------------

We're looking for feedback on his changes, which should be up on the PBE now. Please try him out there —especially if you're a main— and leave us your feedback!

------------------------

EDIT 1: Made the E projectile a little more visible, and tweaked the respawn portal on base to be a bit more modern-void.

EDIT 2: Adjusted both Infernal and Blackfrost E AOE indicators to make them a little more interesting, and adjusted Q missile width a little bit.

EDIT 3: Adjusted Base's R beam to have a more intense center and lower intensity edges, to reduce that feeling of a solid rectangle and bring back some of the original feel. Also made the hit point at the end of the beam a bit more intense.

External link →
almost 3 years ago - /u/RiotSirhaian - Direct link

Hello everyone!

Similar to the previous VFX updates we’ve made in the past (Syndra, Zilean, Malzahar, etc), we're working on updates to the Visual Effects (VFX) of champions whose spell effects are in need of some love. Our aim is to get their VFXs to current League standards and improve gameplay clarity. This time, it's Vel'Koz's turn, for 12.3's PBE Patch!

This VFX Update was mainly focused on making Vel'Koz a bit more in-line with the rest of the Void champions VFX-wise, and (especially) adjust some of his less accurate hitbox indicators.

Just like all the previous ones, and 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.

Here's a video preview of the changes for his new VFXs. Infernal and Blackfrost only received minor tweaks since they are more modern.

All affected skins: https://www.youtube.com/watch?v=aR-Ejndx0hc

Thumbnail for those interested: https://imgur.com/YXPNT8k

------------------------

We're looking for feedback on his changes, which should be up on the PBE now. Please try him out there —especially if you're a main— and leave us your feedback!

------------------------

EDIT 1: Made the E projectile a little more visible, and tweaked the respawn portal on base to be a bit more modern-void.

EDIT 2: Adjusted both Infernal and Blackfrost E AOE indicators to make them a little more interesting, and adjusted Q missile width a little bit.

EDIT 3: Adjusted Base's R beam to have a more intense center and lower intensity edges, to reduce that feeling of a solid rectangle and bring back some of the original feel. Also made the hit point at the end of the beam a bit more intense.

External link →
almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by HakujaMyojin

Omg man thank you so much for taking your precious time to work on Vel’Koz! He’s the champion that got me to start playing league all those years ago. The changes are looking super clean I love it soooo much!

I wanted to ask you if it’s alright. All of his skins are really good, but I have noticed that out of all of them his release skin Battlecast has a very aged looking, glossy look on the metal. Is there a way that someone is willing to take a look and just reduce the glossiness of his metal body so that it doesn’t look so dated? (Kind of like when you vfx updated Kog’Maw and they spruced up his textures on his base model). I completely understand this is a passion project but I would really appreciate it if someone would be willing to consider it. It’s the reason why I’ve had issues using the skin after all these years.

Hi! Unfortunately, that falls outside the scope of this update. Sorry. :(

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by CarrotvsBrocclee

I didn't think Vel'koz needed one. But these are still greatly appreciated

I didn't either, until I noticed his hitbox indicators were sliiiiiiiiiiightly inaccurate. :')

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by HakujaMyojin

Thanks man. I appreciate your reply. Hope you’ve been well! :)

Thanks! I've been doing a lot better these last few months. <3

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by GaT0M

Im just here to say I love how the ult looks on all skins now, feels a lot bigger and more powerful

Glad you like it!

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Nagashoes

I'm here just to ask why are comments turned off on your yt channel.

Cause it's my personal YT channel and I enjoy peace outside of work. :p

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by feluciaa

This is absolutely BEAUTIFUL, I love all your updates so much you never disappoint!

Sending love - Thorny

Thank you Thorny!

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Rooxstart

So good!! I love playing Velkoz and this has made me very happy!

Feedback:

  • Main issue is that the ult feels too blocky. I think that the actual laser should be thicker to reflect the hitbox instead of focusing on a rectangle underneath it.
  • In base Velkoz, the projectile part of the E ability is barely visible compared to other skins.
  • The Q hitbox indicator (or whatever you call the light blue thing that appears when you're aiming Q -before using it- ) could be updated to show the hitbox of the ability.
  • Also, it was not shown here, but when Velkoz spawns after death, there's a void-y portal thing that looks pretty crusty. Was that updated too?

That's all! Thanks for doing all these VFX updates for older champs <3

Hi! Thanks for the detailed feedback!

- I did try to have the ult laser be thicker and encompass the whole area, but it ended up obscuring the area way too much for way too long, so I opted for this solution here.
- Yes, that's something I'm having a look at!
- Sadly that's no longer something I can affect. :(
- Oh I'll have a look at that too, good catch!

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Wolvenheart

I'm loving the update, the Q looks so pretty, but I am a little unsure on the W update.

In the current iteration, Velkoz rips a rift into the void, which shows this massive void energy on the ground in said rift, while the update does indeed still keep a rift, on the base and battlecast skin, I'm really missing that massive glowy rift.

for example: https://i.imgur.com/p5CyBlx.png

This is personal ofc but I'd rather just have the old effect and make the colours pop a bit more, but that might be visual clutter in team fights so maybe that was a design goal.

It was intentionally toned down because of the very low impact that spell has - the damage is always really low and mostly only serves in proc'ing his passive. It was updated to reflect that. :)

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by HRCK0

I'm loving it! However the E projectile animation feels a bit weak. What I mean by that is that I can barely see it (even in the old VFX). I remember the first time I picked up Vel'koz, I was surprised that Yasuo was able to stop my E with his windwall, as I didn't expect nor felt that it is a projectile due to the lack of VFX.

It would be amazing if that could be addressed as it feels like its Brand's W, ie not a projectile at the moment. Thank you for all the work regardless and have a good one!

Hiyo! Yea, I'm looking at the E right now. :)

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Better_feed_Malphite

First of all, I love your work! I've been following your stuff since before your time at riot, when you made the darkstar ori fan VFX. I feel so honoured that you now get to touch my boi <3

I absolutely love the update and the w in particular looks amazing I think. However I have a few nitpicks:

  • the e of infernal and blackfrost now look really out of place, with all the other, older skins now having way nicer indicators. The blue circles just don't fit. For reference, arclights e works amazingly!
  • the ult honestly looks kinda... flat? Idk what it is but it just looks kinda weird, like it is in a plane on the ground. Maybe it's the ending part? I get that it's for visual clarity but without a massive glowing impact ball of destruction it just doesn't feel as powerful? Is there maybe some way to include that again without it overwhelming the line of the actual ult stop?
  • also I am kinda sad that people will now be less likely to underestimate my ult length :(

Keep it up!

Thanks for the feedback! <3

I'm looking at updating Infernal and Blackfrost's E indicators, as they are definitely out of place now. :)

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Fabiocean

Pretty sure Vel is like 8 years old at this point lol

time flies

*Feb. 27, 2014*

I can't believe Vel is already that old, I feel like he just came out...

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by SmolAkita

Everything looks so beautiful now, Im SO satisfied.

Only complaints would be to make his W feel more impactful perhaps, and E in Infernal and Blackfrost to have a bit more visuals? Thats all really!

I just updated his Infernal and Blackfrost E indicators! As for the W, we'd like to keep it lower in intensity, as its damage output is much lower than the rest of his kit.

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by LampiShu

Looks really solid, love the new Q! Only thing that is bugging me is the E in his base skin. I feel like it is fading away too fast, especially this part

Yup, I agree! I updated it slightly to be a bit more visible throughout its duration.

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by ILoveWesternBlot

love the q and autos. The w looks a lil underwhelming, looks more like a sidewalk crack than a void rift u know?

Intended! The W has a very low power overall, so we toned it down.

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by THESuperStuntMan

Looks great! Except for the ult. The actual laser is too thin and I don't like the bright light showing the end of the the laser. Makes it look like a tube. Really the effects that are there JUST to show the hitbox should not be as defined as they are. Show the hitbox with the ability itself, not with a flashing hitbox rectange.

Do you think reducing the intensity of the outside edges of the ult help? I'm currently bringing back some intensity in the main beam while toning down the edges a little bit.

EDIT: This is what it looks like now. Do you feel this is better? https://imgur.com/L2V8sl7

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by snowypanda90

even tho you're just one person, you can't imagine how much i appreciate seeing old champions getting modernized, it feels like we're being starved for content for our old faithful champions from the early seasons but you're like the light at the end of the tunnel. really, thank you.

Thanks, glad I can help! <3

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Soulsek

can you also buff him? giving his Q 50 more speed and 5 more movement speed would fix a lot of his weakness a the moment. I have over 3000 velkoz games and play him since release and this season he feels more shit than ever.

Sadly as much as I'd love to, that's not something I'm allowed to do. :')

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by synthwavevisuals

They're pumping these out pretty frequently that's cool

We have a couple more people helping out, now. <3

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Scrambled1432

Yeahhhh! That looks a lot better. I really like the burnt grass too.

Aah nice, glad to hear it!

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by THESuperStuntMan

Was the width of current Vel'Koz's ult deemed to thick and one of the goals of the VFX to change that? I've never seen any complaints about it previously and I would think "big area effect damage that hurts a lot and slows" is as good a reason as any to have a lot of visual noise for. And especially since the ability is THE HIGH POINT of this champion it should have a big visual effect.

There's a difference between having something noisy and important-looking on a large area, and having something completely obscure said area, especially over such a long duration.

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Darkslayer_

as a big Vel'Koz enjoyer, I quite like the changes. My only complaint would've been the base skin's ultimate looking funky, but the adjustments that were made look perfect! Amazing work, greatly appreciated!

Thank you so much! Glad to read that. :)

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Drakkros

This looks so much better

Amazing, thanks!

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by FirstSparkle

Hi Sir

there's also a HUD screen on his joke emote, could you update it? the colors don't match his color palette, and look like he's playing on a screen, but it would be amazing if that actually looks like it is Vel's telepathy, maybe making the words floathing, adding more particles and turning it into purple with some little thunder, I love the effect you guys used on DJ sona making little dots.

maybe making it looking like that, since vel talk a lot about biology, or even adding Watchers some kind of comunication and lettering

https://as1.ftcdn.net/v2/jpg/03/35/97/34/1000\_F\_335973423\_PbRr19CoT1PSQl4EZnT8SxW6mz4U7TtN.jpg

Hey there! Yes, I can have a quick look at his joke HUD and make it match his color scheme a bit more!

Sadly the link you sent doesn't work. :(

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by ihave4sight

Looks great! I'm having a slight struggle seeing the missile from his E before it impacts the zone. Would you be able to make it a little clearer for dodging/outplay potential?

Yes! I made it a little clearer based on feedback, and it should be closer to his more recent skins. https://imgur.com/qRFliuZ

Hope this helps!

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Kabdiue

The only thing I'd address is how Blackfrost and Infernal E ability explosion VFX feel a bit weaker than the others, as if in need of a bit more "oomph". Base skin E is stunning to look at.

It's a magnificent job, thank you so much.

Yeah I've been keeping that on my radar. Thanks for the feedback!

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by SauronGortaur01

The power of the spell comes with the repeated damage ticks/stored casts and the ability to proc the passive on multiple enemies. Each instance of damage by itself is not that powerful.

So it makes sense to tone down the visual power levels as well since this is really not a 'boom tons of damage at once' skill.

Yup, basically that ^

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by NightmareT12

Thanks for adjusting R following other users feedback, it looks great now! :D

Thanks! :D

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by TheeOmegaPi

SIRHAIAN DID IT AGAIN!

as someone who recently picked up infernal vel for the rainbow chroma, I appreciate your work! 💙

Amazing taste 👌

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by iDobleC

In case that you take suggestions, could Leona be considered for a future one?

We have a large list of champions we still want to update, don't worry. :)

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by spazzxxcc12

i understand you might not be the main person to ask, but do you guys have criteria for who gets VFX updates? like you have a list that goes okay this champ needs work, or is it a sort of passion project where one person looks at it and goes “yeah this needs work” then goes at it. id be very interested to hear as im curious why some champions like nidalee haven’t ever had a vfx update even though they have an ability that is frustrating (q in nidalees case).

It's a bit of a mix of the two, I'd say. Sometimes one of us sees something egregious in a game and decides to fix its champion's VFXs. Or sometimes we become passionate about a champion and see what opportunities they have for an update. Or sometimes we just go down our list. Really depends. :)

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Sejjy

i hate to ask off topic but is the q the same width in terms of the spell or is it just indicators that changed to reflect the spell.

Only indicators! I can't touch anything purely gameplay-related. :)

I adjusted the post to better reflect that, sorry for the confusion!

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Starfiredemon

Base version, Battlecast and Arclight E now have same VFX and just color change. Both these skins are 1350 RP, they should have some differentiable effects right?

Infernal E feels lackluster with such minimal VFX effect

Blackfrost is hit hardest with the impactful ice type shards reduced in size and quantity in his E now.

Kindly rework this E to feel more impactful in all his 1350 RP skins.

They have different VFXs.

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by puberty1

this looks so good thanks for the update and all of your work king

Thank you!

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by DragonfruitNo4853

How come Battlecast Vel'Koz no longer has a glowing effect on his model when he ults?

Working on it!

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by MrButternuss

Before the Update, the Battlecast Velkoz ultimate used to give him a red glowing effect on his model, as if his tentacles started glowing from the heat.

This is now gone, and it really detracts from the power/heat the ult used to portay.

Comparison: https://prnt.sc/26k8v0x

Woudl be really neat to add that one back in ;:D

Thanks a lot for the screenshot! I'm working on this right now. :)

almost 3 years ago - /u/RiotSirhaian - Direct link

Originally posted by Corkey

A couple of things I would like to add would be the lighting effect for his ultimate on the Battlecast skin. See here for an example of where you can see the light from the laser reflect on the metal.

The second would be to add a little more "depth" to his W, like in his Infernal skin. Example of Infernal, and example of default / Battlecast.

Yup, the lighting effect on Battlecast was re-added! It'll be there in 12.4. :)