Ability hit-boxes (Suggested modifications)
Some of the hit-boxes should be modified to make them more reasonable.
For example:
Morgana Q - Adjust the scale of the animation to match the hit-box, or vice versa.
Blitz Q - Make the hand the hit-box, more so a dynamic one, so as it is extending the hit-box is moving with and checking for collisions with entities.
Nautilus Q - Similar to Blitz's hook, collision detection as usual with the hit-box the around the size of the anchor. Terrain collision seems in most cases correct.
Thresh Q - Again, see above.
Thresh E - Match the hit-box to the animation size, (might make it more challenging to land due to the smaller size, +/- 5% width).
Nidalee's Q - Seems fine currently.
Jinx W - Zap seems to hit just a bit shorter than the animation (might be my imagination though, a few units further that is, TBH not needed change)
Lux's Q - Hit-box is quite a bit bigger than the animation (>25% total oversized)
Varus Q - On point.
Vayne E - Tumble might extend the hit-box for some of the duration (Needs to be tested, might have been fixed.)
These are just a few of the ones I started listing... There are plenty more examples of hit-boxes that are not scaled correctly.
Another interaction that is quite interesting. On champions that have jump or airborne abilities, I.E., Tristana's rocket jump, Kha'Zix's jump etc, Skill-shots can land on them while they're in the air, which means that their hit-boxes are extended for the animation... Could modify the champions hit-box to stay the same size and move with them while airborne.
Any suggestions to this?