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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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