In your post on GD you mentioned that voice effects were becoming harder to produce since they have to line up with animations now.
I would just like to say that I totally disagree and overall hate the direction you've taken with voice effects coinciding with animations.
Now hear me out.
What I've noticed is that champions no longer have all-purpose taunts. They have specific taunts that go with their animations. This causes the taunts to sound weird in (aural) isolation. Essentially it boils down to this: the actor tends to stress words that coincide with the visual action, or in some cases add in a grunt. It sounds horrible out of context, which is how you'll hear it a lot of the time since in game people are focused on playing and not watching your character's animations.
Also, it limits the possibility of a "funny" taunt. For example, take Kha Zix.
"If I eat you, will I learn to dieYAH!?"
"Hahahaha, you're barely worth eatingHYEECHA!"
"Do not fear death. The best part of you will live onRCHHYA!"
He's got a completely sinister taunting thing going on that was ruined because of the disconnect between animator and scriptwriter. His model does that arm slash thing and the actors had to play around that and it made the v/o suffer.
Similarly, when you listen to Zed's taunts without looking at him, it's totally disjointed. You can't even tell what he's talking about because of the giant pause.
Idunno. Just something I was picking up on for a while. Every taunt of a character having the same vocal "cadence," in order to fit an animation, bugs the CRAP out of me and makes it feel very artificial. It's okay to have a taunt where there's a different animation, or even no animation.