User blog comment:YourPrivateNightmare/Unnecessary custom Graves changes/@comment-24073465-20141109074815

looking at the moves put, it really sounds kinda nice....mechanically, I feel it's pretty solid; however, like most of the others have said, it needs some numbers tweaks or Graves'll be the new OP kid on the block...

In my opinion, the True Grit passive makes complete sense, since it really sucks how if I just linger back for 2 seconds to avoid a jungler or what not, my passive suddenly goes from 10 to 0. This should allow Graves some actual good defense, instead of the "keep shooting or be weak" mentality...

The Q bonus seems alright....however, I feel it'll make for monstrous damage if/when chasing...can't really comment so much on it, though

Love the W....current W is meh at best....while it does block line of sight, and hence can prevent mages or anyone from point-and-click spell use, it's highly short range and small radius usually means that anyone getting hit by it is iffy, and if they do, it might not really help as needed....however, I feel that damage buff is unnecessary, since the skill is usually all about utility and less about damage...besides, looking at damage stats, th bonus AD ratio would make W the premier poking tool instead of Q (at least for early game)....Given how mana costs are almost equivalent, that hitting more than 1 shell puts your self to danger (you need to be almost point blank, and that's dangerous for an adc), and that smoke screen gives added utility at the end of it's shot, it might be worth more than buckshot in some scenarios....

To be a bit frank, I kinda wish Grave's W would be kinda like shown in the cinematic...use like a Fiora parry, or a wall to block ONE AND ONLY ONE projectile....that would've been pretty cool...then again, probably hard to pull off, but oh well....

Not much to say on E other than directly giving passive whenever you go in seems a bit much...it makes going in a bit more forgiving, rather than having him wait and use at a perfect opportunity...

As for collateral damage...you've made it highly overloaded...

1) Splash damage shots: Idea is fine enough (Hell, the name is collateral damage, it SHOULD make s*** around the target also get hurt)....but how would it interact with lifesteal? Like Hydra (where all damage is counted for LS) or like tiamat (Where only damage to main target is counted for LS)? How would crit chance work? Again, would all targets get crit or would it be like static shiv where others would crit ONLY for 50% OR would it again be like no one other than initial target gets crited? Lot's of scenarios here for potential abuse in the right circumstances, so you'd have to define some parameters over here.

2) End of the line: This is just current Ult, but different damage. Also it seems to follow the Garen/Riven ult style of more damage the lesser health the opponent has. Plus, if your splash damage from earlier is able to proc on someone, it's a sure sign that your EoTL explosion will also probably hit them. The problem I have is with the %HP modifier. Given the high damage already on the ult, calculating, at lvl 3, an enemy would just need 1100HP for the ult to at least match it's old damage(10% of 1100 is 110, which when added to initial gives the current ult power). To balance it out or something, you'd probably need to hit the current AD ratio on ult, else this ult will make the current ult look like a warning shot.

Overall, kinda looks a bit like you've made Graves into a ranged version of Riven. Kinda like how Lucian was compared to a ranged Riven on changes to his kit. Why does everyone like Riven so much?