A suggestion to improve Graves
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.