To Riot, Fizz and the Assassin Update
I ask that you take a look under the hood of Fizz's Q and how it interacts with other players and the collision detection. Right now, it has no actual detection, when the spell ends, it checks if your primary target is within 550 units of your starting location (plus a little cushion), if yes, it does the damage. Q was changed under the reason of clarity: if it visually hit the target it would do damage, if not, then it would do no damage.
However, Riot, when you changed Q from being automatic hit, you may have overlooked the fact that it has no actual detection. The spell doesn't KNOW if it hit the target or not, only that it is within range. This leads to horrible gameplay and visual circumstances where you near point blank Q a champion but they dash or flash outside the radius AFTER Q visually hits and strikes the target but BEFORE the spell ends. This results in zero damage to the target from Q. This is especially true against champions like Zed, Leblanc and others with an instant blink where having Q bug out is a multiple times a game occurrence. This also happens when you Q through a target but then get knocked back before the end of the ability. Every other spell or ability in the game does damage or interacts with the target when it visually hits the target unless it is bugged. It is very frustrating, costs a lot of games (one Q late game that doesn't hit because of bug has carry escape) and quite frankly, needs to live up to your idea of clarity. You made it so that if it doesn't hit the target it doesn't do damage, now please make it so that if it HITS the target, it does. I and other Fizz players would greatly appreciate it.