Graves needs us!
We can all agree Graves is a very rare sight as of this moment, and those who do play him either completely dominate the game or (the more likely) have no impact whatsoever, resulting in a one sided win. Of course, these are just my observations and opinions, but I feel it is greatly needed that these things are brought to everyone's attention as to understand why he is such a low teir champion.
AA Range: 425. Now, the aa range isn't of much issue, and I do love the fact that it supports his "up in your face" type gameplay, along with his cone-autoattacks. But, the real issue comes to poking. Something to understand is Graves' auto-attacks hit the first target that it reaches when exiting the gun. This is a HUGE ISSUE because, unlike other adc's, which can just harrass from afar, Graves must be clear of ANY MINIONS in order to poke. This makes laning phase even more of a difficulty, and can quickly cause him to decline in a game as he loses lane, cs, and the potential to do an adc'a role.
I thought we just had fixed Quinn for this. As we all disliked her for, Quinn's ultimate created huge controversy as it required you to dive into the enemy team, which would continue to horrid positioning, and a feathered suicide. Graves, with his short range and RELOADS WHICH RESTRICT HIM FROM PROVIDING CONTINUOUS DPS makes him just as unstable as the old Quinn, except this time, it's not just an ultimate; it's the entire game.
Back to the shotgun shells; Riot, I understand that you're trying to create this badass shotgun weilding hypercarry, but having him reload every 2 auto-attacks is amazingly inefficient. We can all agree his kit one of the most realistic, which I believe is the downfall of this champion. When he utters "Dead man walkin'.", it feels as if he is talking more about himself, rather than the unfortunate enemies.
A few things that might be able to be able to be tweaked: -Increased movement speed -a sort of "phage" passive, granting him ms when he attacks something, similar to sivir -A toggle to allow his cone to either pass through minions or to hit the closest -Increased range; similar to the "more of the cone hitting a target = more damage", the closer he is to the target, the more damage it does (although this change would only make sense if the cone was gotten rid of all together) Please leave feeback and constructive criticism below, and fill out the poll. I hope this conversation will get us close (but no cigar) to the high-burst gruff we're used to.