For what it's worth, I'd like to point out to those bitching at August that this is just a classic case of Game Designers fudging exact numbers to match human perception.
This happens in nearly every single game, and despite what all of you who are convinced you're special and unique want to believe, everyone wants it this way.
What you want to happen is rarely what actually happens, so designers frequently tweak things like this to match expectations
The most classic example of this usually presented is the Mario jump, where there's actually a small, typically unnoticeable delay after walking off an edge where pressing the jump button will still result in a jump.
The Human brain does not like reality, to be perfectly clear. COUNTLESS games have done the whole "perfect accuracy" thing and discovered in playtesting that players whine and say either it doesn't "feel right" or that it "didn't respond how it's supposed to", insistent that they're somehow a more objective view of the situation than the literal computer doing the perfect mathematical calculations.
Game Designers need to balance accuracy against human expectation, because decades of game design have shown very clearly that players refuse to accept their own shortcomings.
In short: Stop bitching, they're doing this for you because you'd whine about PERFECTLY ACCURATE, 100% CORRECT THINGS for "not feeling right" if they actually matched things exactly. There's literally hundreds, maybe thousands, of articles, essays, video analysis, and so on regarding the topic of managing human expectation in game design
Pretty much this. I ran into this problem with Jinx W. When the indicator was exactly accurate people were more likely to tell me it “missed more than expected.” This is because, while the missile is very fast, it still has travel time so shooting at someone who is max range away will almost never hit them. A shorter indicator was more representative of the “effective max range.”
People are rarely going to be upset if their skill shot hits something that they thought was slightly out of range. In that case, expectations are broken in a positive way, “Oh nice I didn’t expect that root to hit!” They WILL be upset if their spell misses something they expected to hit, “WTF they were in range but the spell didn’t reach them. This indicator lies!”
This is further confounded by the fact that most players’ default assumption is that skillshots “cheat” the indicator a bit. An indicator that is perfectly accurate can often feel as though it’s lying about the true range of the spell, because of EXPECTATIONS.