User blog comment:Care Level/League of Reworks!/@comment-1330314-20140905003926/@comment-9593635-20140905015836


 * Double Barrels is wordy, but it should feel very fluid in application. Most of the wording doesn't need to be in a tooltip; it could very well be stated simply as "Graves gets an extra attack", but I detailed its nature, here, to give an idea of how it actually functions.  The immediate burst potential replicates his current auto -> Q fight-opening burst; the threat should feel similar.  Also, due to its nature, it discourages building attack speed on Graves similar to the way Jayce's Hyper Charge discourages building attack speed on him.


 * Though not explicitly stated, Graves' default range takes a hit. With Slugs, his effective poke range should feel like his current Buckshot range.  The reason for Buckshot's damage taking a double hit from armor is to make it clear that the counter to Graves, despite all of his shred, is to build armor: close-range Buckshot is his bread-and-butter damage, and every Slug he has to fire to soften up a target before he can melt them with Buckshot is a small win for his enemy.  Graves should be constantly deciding which ammo is ideal for the current situation: the point at which he can switch to Buckshot and wreck face should be a feel-good turning point.


 * Smoke Grenade is a straight-up buff on all but one front: reliability. Due to its added delay before detonation, it stops being a "mediocre direct-impact tool and decent zoning tool" and becomes instead an unreliable-but-potentially-strong direct-impact tool and very strong zoning tool.  Because Graves' most effective range changes from 575 to basically-melee, the zoning potential actually becomes a huge consideration in his teamfight approach.  Creating pseudo-distance via Smoke zones while minimizing actual distance for Buckshot application will make or break Graves' effectiveness in teamfights.


 * Brawl is basically a cut and paste of Body Slam (Gragas) and Battle Roar (Rengar), with its current cooldown reduction mechanic and another downscaling when Graves takes damage, since that becomes a much-more-integral part of his nature. If Graves isn't constantly fighting as hard as possible, it should be realistic for him to drop Brawl's defenses in a fight, which is suicide in melee range.  Graves currently has a very all-in nature; this reinforces that: he has to go full-manmode to be at his most effective, as opposed to just staying alive as long as possible.  Every part of this kit revolves around Graves being able to get comfortable at point-blank range.


 * The self-"peel" isn't a desired effect unless Graves is behind; when he's ahead, he shouldn't want gaps opened because, again, his most effective range is deep in the enemy's shit. While Collateral Damage is currently used as a finisher, its use would change to a well-defined turning point: when Graves has sufficiently weakened a hard enemy with Slugs, he should pop Collateral Damage for the last bit of shred (and its maximum damage), go into the thick of things, and execute his target with a faceful of close-range Buckshot, using a couple more Slugs if necessary for the last bits of damage as his target moves out of range.  Against soft targets, Graves' use of Collateral Damage doesn't change much: it remains a finisher.  As such, though, he's punished significantly harder for misjudging it, because the gap opener could very-well save an enemy if it doesn't kill them.  All of this reflects the fact that this Graves is an anti-fighter Marksman: his ability to pop squishies takes a hit so that he can gain increased ability to pop non-squishies.

While it's true that this kit "does a lot of things", it's all very much centered on one central idea: Graves getting up close and personal and shooting things with a shotgun.