I think they already applied that change^^
Patch 6.2 notes:
Wall Collision Detection
Flashing over walls or placing wards over walls is now more logical and understandable. If you're reading this far, you might as well read the context because this thing's confusing, man.
This is a change that has some implications (most good) in terms of how you flash over walls or place wards over walls, so we're going to be transparent about what happened. Before this change: when someone tries to flash over or place a ward over a wall, the game tries to place you at the spot you want to go. If it can't, it starts spiraling out (don't ask why it was a spiral) before arriving at a concrete location. It then plops you at that location. Technically this is consistent, because the spiral is always the same so if you know the right spots you'll always end up where you want - it's just a matter of memorizing where. After this change: same thing, except if you can't find a home in the wall, the system checks for the closest available spot and puts you there. Period.
What this means: flashing over and placing wards over walls should be far more intuitive as to what will 'work' or not work. If something used to work and it no longer works, that's because it wasn't supposed to in the first place (insufficient range) but the system was cheating it. For those situations, you'll need to re-learn certain 'ways' of warding over walls to get consistency, but it should make a lot more sense.
YOU'RE WELCOME SCARRA Placing wards over walls or flashing over walls is now more logical and precisely calculated. Read the context, this patch note isn't going to make sense.
Patch 6.13 notes:
Terrain Abilities
Dynamically created terrain attempts to preserve your pathing commands.
The ability to create terrain has always come with its own set of challenges. At the forefront of these is the interactions between walls and pathing. For those who’ve luckily dodged this interaction, we’ll break it down: 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.
Taliyah’s wall, however, is different. Aware of this long-standing complication with created terrain, you can imagine everyone’s concern when they heard she was going to make a wall half the size of the map itself. New tech was implemented for Weaver’s Wall to help retain your pathing, and now that Taliyah’s been out for a bit (and nothing’s caught on fire), we’re comfortable applying it to existing walls. In short: if you wanted to move towards a wall to flash over it or snipe someone, your character won’t get really confused and try to walk back to base just to get to the other side.
PATH TO VICTORY Now path straight towards the dynamically created terrain, instead of trying to go long ways around it. This mimics Taliyah's Weaver's Wall (R) functionality, and now impacts Anivia Crystallize (W), Trundle's Pillar of Ice (E), Zz'rot Portal, Jarvan's Cataclsym (R), and Azir's Emperor's Divide (R).