User blog comment:YourPrivateNightmare/Unnecessary custom Graves changes/@comment-24073465-20141109074815/@comment-5077844-20141109091059

Yeah, I may or may not have gone over the top on his W...I jsut thought he could use more burst, but now that it's more reliable that was a little too much.

For the E, keep in mind, that his aa range would now be 500, which means that going in is commitment, and since you can't get it off CD without getting a kill, it means you have no way to get out. Sure it's gonna be strong early game, but then again, your main concern there should be not to let graves get in range. Kite and poke him around and it'S fine.

The ult:...well..I always thought that, while it's not bad, it really didn't add much to his gameplay...it was jsut damage..damage that sort of fell off if you don#t snowball ahead. So I thought making it a steroid would make graves feel more consistent and not just. "EQR, oh you're not dead? well shit.". I definitely went too far on the execution part. I just thought that graves players would be really pissed if his ult got cut out of his kit in favor of a steroid, so I thought I'd add it in some way that it doesn't make him completely broken (which is ending his steroid before time).

I actually had a nother idea for the ult itself. Same as now, but the first target it hits will have it's armor reduced by 15/20/30%

So you could use it as an engage on the enemy frontline, effectively softening them up for the fight, while still dealing some damage to their backline.

Also i would give it a passive, that makes the splash damage thingy occur on every 5th/4th/3rd aa (or mabye more for balancing. That way he would still keep the burst character, but with less overkill.