Riot, Can you look into Fizz's Q
Fizz's Q has never had unit collision on the spell. You finish the dash/animation and it hits whomever/wherever they were. Now you have changed the spell to only hit champions within the 550 radius from Fizz's start to end point. The point of the change was to not have it hit targets it doesn't actually hit. Except without unit collision, you have made some very frustrating scenarios. Scenarios where a lucian or an Ahri or Leblanc dash THROUGH FIZZ and take no damage despite being the target and Q'ing right through them. Let me repeat, they dash through Fizz's body and take no damage because the end point of their much faster dash takes them out of fizz's Q detection radius, which only hits at the END OF THE DASH. I've Q'd an ahri, passed 100% through her body, died to damage right before the animation ends and it did NO DAMAGE. The Q would have killed her as she had been low enough. I've had Q hit the target only for them to flash away and it do no damage. There needs to be unit collision on fizz's Q. He is leading with his trident. If his hit box clashes with the targets hitbox, then they need to register as being hit and apply right away, not at the end of the animation. Champions should not be dashing THROUGH HIS SPELL and not take damage. Can you please look into adding collision hitboxes now that you've changed fizz's Q. Without it, you have done the opposite of create clarity by having the spell not do damage sometimes when it completely hits a target. I've never been so frustrated with an ability in my entire life of this game. Having it completely hit, not be stopped from CC and still not do damage. Please look into this.