Smarter Pathing
Patch 6.13 is rolling out an interesting change (that was apparently already partially in effect). When there is dynamically created terrain (e.g., Taliyah wall, Anivia wall, Trundle pillar, etc.), clicking on the terrain (or on the other side of it) moves you toward that spot in a direct line, even if you can't reach the destination currently. This prevents the standard auto-pathing from occurring, which Riot explains as follows:
"attempting to path through a wall (or accidentally clicking on it) will instead force your champion to look for the easiest path around that wall. While it sounds all good and logical when explained like that, it creates more frustrations than you’d expect - failing flashes, buying the enemy that extra second to escape - the list continues."
The thing is, this frustration has happened to me ALL the time, but with actual terrain, not merely dynamically created terrain. So why only improve auto-pathing with respect to dynamically created terrain? Why not improve it with respect to ALL terrain? Especially when: (1) Riot has admitted the frustrations with the current pathing; and (2) Riot apparently has a way to fix it.
I have two clear suggestions but there are other, slightly more complicated ways it could also be improved. I'll simply highlight the "low hanging fruit."
Clicking ON a Wall: If a person clicks on a wall, more often than not they wish to move directly towards that point in a straight line as opposed to wanting to autopath all the way around the wall. For me, this often occurs in the Dragon Pit where I am trying to get right next to the wall to attack or skill targeting enemies/allies on the other side.
Targeting a Character Over a Wall: The situation is this: You try to attack an enemy who is on the other side of the wall. They are ever so slightly out of range (say, 30 units). However, your character is 50 unit away from the edge of the wall, so if you moved those 50 units you would be in range. The auto-pathing, however, instead of walking you those 50 units instead starts to path you all the way around the wall. The concept here is that if you target an enemy over a wall, the game will check to see if by moving up to edge of the wall that target would be in range. If so, the auto-pathing will walk you towards the wall instead of pathing you all the way around.