Graves could use some work.
Yes this is a long post, but the points in it are IMO valid and should be taken into consideration.
First off, Graves is a bit unique in the fact that he deals short ranged wide spread basic attacks. But each pellet counts as an individual projectile effectively giving him 4+ attacks if each hit a unique target. But on-hits in a tight crowds become ridiculous since every pellet is considered single target. I think though it would make more sense just to make the full basic count as an AOE attack. One auto that manages to hit a few minions should not refund a quarter+ of his health with just
. Alright, a quarter might be a bit extreme, but the sustain and damage is very hard to deal with unless you have very long range.
Since graves is considered a burst Marksmen, he should have less power in his basic attacks to compensate. But at high levels (or 2+ pellet hits on the same target), each auto deals 100% or more of his total AD. Also because of his knock back on his passive, jungling is way too easy since he either never gets hit, or if he does he just replenishes the missing health with one or two basics. His passive's knock back should only apply to lane minions, not jungle camps. his Q and E give him enough burst damage and defense to deal with them already in a timely fashion.
His E's ability to give itself reduced cooldown with each pellet hit (by 0.5s) is not balanced with crits. Bonus Crit add a pellet to his auto up to 12 pellets total. A full crit Graves will be able to remove 6 seconds off of his E each passive which without CDR at max rank is 14 (but items like
who give CDR with damage and Crit or some combination of the two makes this broken). All you need is 2 autos and you can press E again and gain more Ar and Mr up to a ridiculous 120 of each. To put this into prospective, Rammus' W at max is 120 as well and he is forced to be in point black range for his damage or taunt to be effective, where as Graves has range and is a nightmare to fight in close quarters (like the jg).
Ironically, I find that Graves performs better as a solo top or JG than he does in the bot lane (although the difference is not very much) because he has the tank stats of a top lane tank, but the damage/sustain of an ADC. Because of how well
synergies with him to a near broken level, he gets to a point where cant be killed unless your entire team focuses solely on him alone and then he still may survive.
My Ideas on how he could be fixed:
- **Make his full Auto could as one large on-hit or each pellet apply as an AOE **(1/3 reduced effects such as life steal).
- Change the E's CDR passive to only work with pellets that hit champions and neutral jungle camps since you don't need an extra 40-120 Ar and Mr to just push a lane and increase the amount reduced to 1 second each pellet hit to compensate.
- Lower the early game damage his passive deals while keeping the end results the same. Maybe make additional pellet hits apply 25% - 36.6% of bonus AD instead of total AD making getting more AD based items a priority instead of more defensive ones. This would also reduce his ability to tank damage since his E gives him plenty already for a Marksmen and the lower damage would mean
is less effective. - Make his passive shoot 6 pellets always but each pellet can crit for a reduced crit bonus (maybe 150% damage or something).