User blog comment:YourPrivateNightmare/Unnecessary custom Graves changes 2.0/@comment-1330314-20141118232324

Thoughts on this:
 * Graves should definitely have a lower autoattack range in exchange for more power elsewhere. In fact, he could probably even have it decrease to an even lower range, 450-475 for example. Unlike most other marksmen, Graves is really strong at close ranges, and his Q and E encourage him to jump into fights. He could be the tanky marksman could never hope to be, provided that in exchange for his super-short range he gets massive rewards for getting up close, as well as the tools to survive fights at that distance (more movement speed, better defenses, a stronger passive, etc.).
 * True Grit definitely needs to be more consistent in fights, and a change like this would help with that. I also think the resistances need to scale better into the late game, and could probably scale faster. Putting the limit at 5 and doubling the value of every stack would work, for example (the value of each stack could also get increased even further). I also think it needs to be restricted to combat with champions: Graves should be about jumping into the fray and quickly getting tougher and tougher as the fight progresses. Right now, however, he's more about hanging back, building up True Grit on minions, and becoming a bit more resistant to poke. Most fights don't last 10 seconds, and I think Graves should start out squishy in any fight and then quickly become tanky.
 * I don't fully agree with the change to Buckshot, because it makes Graves, a fairly binary champion, even more binary: with your change, Graves would have always-available harass once he gets lane dominance, but would also have fewer options when zoned out. I don't think Buckshot really needs cooldown reduction, though if Graves gets his range reduced he could also afford to have lower mana costs on all of his spells.
 * Smoke Screen is meant to be a CC/utility ability, not a nuke. In combat, you're going to want to place this strategically so that key targets get their vision obscured, so turning this into a linear collision skillshot really wouldn't help. Increasing the slow and further decreasing the vision range would be a good buff, though.
 * I don't see why you want Quickdraw's attack speed buff to increase non-linearly (increasing the rank 1 slow to 40% and then increasing it 10% per rank would work better), and I don't think the ability really needs to copy that much in terms of range and decreasing cost. Currently, both are used in more or less the same way, but  uses his dash to keep his distance from his opponents, whereas Graves should be using it aggressively to dash to his target. Going with the aggressive tanky marksman route, you could make Graves immune to crowd control while dashing, which would help him dive without being reactively locked down by the enemy team.
 * I'm not entirely sure about the new passive component to Collateral Damage. I also don't think the active needs to reduce the target's armor: Collateral Damage serves mainly as a nuke, so most of the time you're going to be using it either when you have enough targets lined up, or when you want to finish someone off from a distance. It's not really an enabler to more damage. If you really want Graves to reduce armor, perhaps you should move the armor reduction to the passive component.