Can we fix Malzahar's Voidling pathing so they don't run around the tower to attack it?
Possibly one of the most annoying bugs when playing Malzahar is when his Voidling gets stuck in and on minions, especially when you are trying to push tower and they path around the minions, even when there is an open spot next to them, to the other side of the tower to begin attacking it.
An easy fix is to have level 2 or 3 Voidlings ignore unit collision, but that may be a bit over the top for when he is dueling. I really hope Riot can figure out how to make a good path network that updates enough to move though minions before the season ends.
Edit: Possible pathing idea fix - Currently pathing is done in an instant basis, that is to say, the pathing program tries to determine a path at the instant it is assigned. If it finds that path is block which it reaches that node, it tries to path around it. The problem arises when it tires to instant path again, only for there to be another block, which can cause a loop, bouncing back and forth.
One possible fix is expand the pathing program out slightly to near future. In this, the pathing program will try and guess the best path based on your movement speed and the movement speed and paths of other units and run again if it sees a collision. The problem with this will cause a jitter effect for the unit and more processing power.
Another possible fix is negotiation pathing. In this, minions with tell/broadcast nearby units their path and location. This way the pet and Champion pathing programs have an accurate and up to date location of the minions and where they will be in the near future so that can be taken into account. This should be more stable than near pathing, but will take more power.
Or you could separate the minion's path nodes to a different layer from the path nodes for the other units in the game and make sure they don't completely overlap so Champions and minions never travel on the exact same path nodes and have less chance to collide.