A suggestion to improve Graves

darkdill··1 votes·354 views

Graves has a big problem when it comes to team fights: Waiting 10 seconds for his passive to max out is unrealistic, as most team fights at the pro level will end within less than half that time. This means he'll never get that 30 AR/MR before the fight either ends or someone kills him. The design might have worked in the past, but now that League is pushing for "instant fights", its value has taken a nosedive.

I'd like to suggest a change for it: Change its scale-up duration to 5 seconds from 10 seconds, and adjust its AR/MR bonuses accordingly to 1/2/3/4/5/6 AR/MR per second (at levels 1/4/7/10/13/16, respectively).

This does not change the maximum bonus Graves gets when his passive maxes out. He will still get 30 armor and magic resistance. What this changes is that it scales up twice as fast, making it more reliable in team fights. As a price, however, his first few levels give less maximum AR/MR than what is on live, making him less durable while CSing.

This may or may not affect his laning heavily, but I argue that it's worth the price. Graves needs more than just a buff to his Buckshot and Collateral Damage to get major viability back. This might be one way to do it.

My 2 cents.

3 Comments

anikay1 votes

I think the biggest problem with this is that he gets a huge boost upon entering combat. after csing he can trade and he'll have almost full stacks making him super hard to kill in lane. Plus if he gets caught it'll give him a huge boost to survivability. However, I could do with graves being more tanky.

darkdill1 votes

That survivability is supposed to be Graves' niche among the marksmen Champions. Unfortunately, it doesn't work out very well because fights are always decided in milliseconds, meaning his passive doesn't have time to ramp up in team fights.

Also, Graves would still be countered pretty hard by Caitlyn even with this change. If it still would be problematic, then maybe it could be changed so he gets 1/2/3/4/5/6 AR/MR (at levels 1, 4, 7, 10, 13, and 16 respectively) instead of 2/3/4/5/6. This way, his first few levels actually give him only up to 5 AR/MR instead of 10, giving him some early vulnerability.

EDIT: Altered the numbers in the opening post to the above ones. Now at levels 1-3, Graves gets less maximum AR/MR than on live so he won't be too dominant in super-early game.

Hoi Im Temmo1 votes

I would say, lets give graves the Lucian treatment:

Passive: max at 20 stacks, they decay one at a time, but are generated by attacking. Q: Thinner cone, extra shots only do 50% additional damage each W: Larger, more damage, scales on AD E: No mana cost, higher attack speed buff, longer range R: MOAR DAMAGEZ

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