Other than a few number tweaks, the abilities are done. So here is a video explaining how they work
As explained in the video, Graves needed to be played many different ways. I wanted the Champ to be played As AP or AD. So his 'Q' and 'E' scale with AD and his 'W' and 'R' scale with AP.
I wanted the abilities to have equal weight, but with varying utility. I didn't want the player to think "well Q is the obvious choice so I'll max that first". With "Q=more dmg, W=CC, E=mobility" this provides different ways to play the game, each with their own strengths and weaknesses.
I also wanted the skills to evolve as they are leveled. More so than the usual dmg/cooldown/mana mods.The one thing holding this back is the fact that I cant change the distance that you can dash with Quick shot. I can change the distance in the server no problem, but the in-game ability cursor doesn't seem to be modified 'per level'; So do I do the distance mod without cursor mod, or just keep it static??? Ill play around with it.
Keeping with the idea of multiple play styles, item builds need to follow this. I wanted your build to favor what ever stats you want. In testing this works fairly well so far. This is mostly due to Riots own balancing. So its a matter of getting the gameplay to fit the item stats, making no stat OP but rather just changing the way you will need to play to win.
I'm starting to narrow down the map layout I want for the mod. So when I nail that down I will release a video explaining the gameplay.
Thanks for watching the video, look forward to hearing your feed back.