Adjusted Title: How to fix the Fissure abilities' interaction with projectile blockers
Shortened, more concise version of my earlier thread, minus the confusing wording that made some people think I meant it was a bug and plus an explanation for why this change would be good for the game.
Basically, the abilities that are visually and thematically expanding cracks in the earth (Braum's R and Vel'koz's W, though the falling rockets of Rumble's R should also be included) were coded to be projectiles that leave behind a trail, like Nocturne's Q. Which is why Yasuo's and Braum's walls block them.
But that's not what they are, so that's not what they should be treated as in interactions. Problem being that we didn't have any kind of expanding hitbox to model them after until years after Braum's release, when the mechanic was added to Anivia's R. That means, though, that Riot now has the means to make those abilities act like what they are visually and thematically, in regards to their interactions with projectile-blocking abilities.
And it'd be perfectly fair to do so. For Vel'koz, as it stands he only has one ability that can get through the walls. Giving him the W would only give him a way to stack his passive through, while he'd still have to wait out the wall for his other abilities. It wouldn't stop Yasuo from being a hard counter to him, but it would alleviate the unfair feeling of watching a crack in the ground completely disappear. Likewise for Braum, whose only other offensive ability is also blocked.