[{quoted}](name=I NEED HEALlNG,realm=NA,application-id=3ErqAdtq,discussion-id=tgE3U8wN,comment-id=,timestamp=2019-12-06T18:39:52.470+0000)
It's supposedly intended. Why? Why would you want this in your game? What's the point in even trying to side step it if it's going to balloon to you? Add an animation at least so we can get used to this f*ckery without feeling like uninstalling the game.
Bear in mind that hitboxes are circular. They aren't the outline of the character model.
https://i.imgur.com/4aRgCGZ.png[]
I don't know the exact radius of the hitboxes, so this is just an approximation based on what looks reasonable. Even without lollipopping (the ballooning you mentioned as Rioters have referred to it before), Thresh's scythe crosses Twitch's hitbox. Part of the problem (and this has been pointed out by others in the past, not my original analysis) is that the tech cost to animate a separate hook anchor for every possible overlap is too high. To save on development time and game performance, once the hook has been confirmed, the visual display snaps the hitbox centers to each other. When a hook brushes the outside of a character hitbox, the jump to the center looks like the game is forcing a hook that should've missed (despite it being valid).
Lollipopping just makes this look even worse when the skillshot is just outside the hitbox, because there's a more pronounced gap between target and projectile. However, the hitbox's radius still is larger than the character model, so it's hard to say exactly how much of a difference the lollipop actually makes.
Should Riot review how forgiving lollipops are? Sure. If people are consistently confused, something could be done better. However, I do think a lot of the outrage over "missed skillshots that force themselves to connect" is due to a misunderstanding of hitbox coverage and animation economy.