User blog comment:Care Level/League of Reworks!/@comment-1330314-20140905003926

Thoughts on this:
 * Double Barrels looks like a very convoluted way of giving Graves a double shot every few seconds. The issue I take with this is that it gives Graves super-strong early burst but does nothing while he's in the middle of a fight unless supplemented by his abilities, which is the complete opposite of his current gameplay: Graves is meant to become tougher as a fight goes on, thanks to True Grit. I think the latter passive is both iconic on him and pretty healthy, so you should probably switch back the resists/AS between his passive and E.
 * Solid Slugs also sort of goes against Graves's current playstyle: it's a buff to his range, one he doesn't need at all, and gives him autoattack-based poke, which is the opposite of his all-in gameplay. Buckshot looks alright, except the double-armor calculation looks atrocious. I understand you want this to be less effective against tanks, but that already applies to any kind of flat damage, so you might as well just reduce the damage a little.
 * Smoke Grenade is a straight buff to everything about Graves's current Smoke Grenade, and adds a lot of stuff he doesn't need at all (magic damage over time, an additional charge). I'm not quite sure what the intent here is: one Smoke Grenade already provides powerful area control, and Graves isn't meant to be a marksman particularly focused on area control.
 * The active on Brawl looks awesome. I'd definitely keep that. However, the passive component looks like a much more complicated True Grit, which you might as well switch out with the attack speed on his passive. I think Graves getting better repositioning the more he blasts is a good gameplay theme, so perhaps you could have Brawl's cooldown reduce with every enemy Graves damages? That way, it'd also synergize with Buckshot.
 * You've added a few effects onto Collateral Damage that I don't think are necessary. The self-knockback and bonus armor reduction aren't really needed, as Collateral Damage is used as a finisher and not an initiator (which is why it's the only long-ranged ability in his kit). Again, I'm not quite sure what your intent is here.

Overall, you have a few nice ideas (Brawl's active mainly), but also a lot of buffs and additional features thrown into Graves's kit that overload him without really contributing to his theme or gameplay. It would be useful if you were to list what makes current Graves fall short of his theme or gameplay fantasy, and the though process behind your changes (i.e. what you want Graves to be and how you want him to achieve that).