[{quoted}](name=Pi Xel Moloto V,realm=NA,application-id=3ErqAdtq,discussion-id=Aj3AeyuJ,comment-id=00130001,timestamp=2019-03-17T05:16:13.786+0000)
That thread seems unrelated. Talking about vertical changes on a 2D plane, not hitboxes or anything. EG abilities going up the stairs of base or out of river.
And your response doesn't fully explain it.
Hooks and abilities that extend from a character while remaining attached to the champion throwing (eg, amumu q, sylas e, naut q, tahm q) actually seek out the nearest target at max range. They will create a small circle and attach to it. It's basically 2D aim assist.
Here is a picture I drew in 60 seconds showing what a Tahm Q hitbox actually looks like (same applies to other abilities):
https://i.gyazo.com/82d6acc3d7e734da03d669b33fd9b69a.png
The arrows represent where the detection will start to seek out the priority target. It's slightly exaggerated because the picture I took from google was a tad small and hard to draw on.
Edit: I'm not actually sure it applies to Tahm Q, but 100% applies to Thresh Q and Blitz Q I know for a fact.
Vandiril made a video on it, I just can't find it.
Well I was mainly looking for a different comment that best explained the 2D nature of the game and that 3D is just an illusion which is more difficult than I expected with the crap boards search function, other people had explained the "blooming effect" of hooks but they hadn't mentioned that hitbox don't match the model as every champ is a circle.
The thread (and comment) were the best I could find after a few attempts but did mention the 2D limitation of the game, but not as well as the one I was looking for.