In WC3 there were two methods in which AoE skills used ranges, one based on the distance from the centre to the unit's centre, and one to the unit's collision circle. This caused a bit of confusion and as far as I know in Dota 2 they've standardised it to being based on a collision circle system.
My problems with this are that it grants lower collision units a bit more of a buffer against all AoE skills now, not just some of them - which is why I think they should adopt the radius to the units' centre. This is more logical and doesn't differ from hero to hero, making it easier to understand and also makes radii easier to gauge, not having to adjust for a Naga or PL (or shapeshifted lycan).
This change would just mean adding 24 radius to each AoE skill and setting it to trigger based on the unit's centre instead of its collision circle (which I am pretty sure it does at the moment anyway, due to the casting range bug.).
And this is almost definitely the cause of this bug.
tl;dr change AoE from using collision to just using unit centre
My problems with this are that it grants lower collision units a bit more of a buffer against all AoE skills now, not just some of them - which is why I think they should adopt the radius to the units' centre. This is more logical and doesn't differ from hero to hero, making it easier to understand and also makes radii easier to gauge, not having to adjust for a Naga or PL (or shapeshifted lycan).
This change would just mean adding 24 radius to each AoE skill and setting it to trigger based on the unit's centre instead of its collision circle (which I am pretty sure it does at the moment anyway, due to the casting range bug.).
And this is almost definitely the cause of this bug.
tl;dr change AoE from using collision to just using unit centre