Talents will be updated in the final version following the rework
Level 1
Swashbuckler
Increase the radius of Sabre Slash and
Main Gauche by
15%.
!Quest: Hitting Heroes with
Main Gauche increases its damage by an additional
1%, up to
40%.
!Reward: After hitting
40 Heroes, Lunge deals
100 damage to enemies in the way.
Deadeye
Increase the duration of Dispatch to
1.75 seconds per Hero affected, and its range bonus by
1.
!Gambit: Increase the damage bonus of
Dispatch by an additional
60%. Every death reduces this bonus by
12%.
Light 'Em Up
Fire in the Hole barrels Slow enemies hit while rolling by
35% for
2 seconds, and deal
50 damage per second to nearby enemies while at their destination. Additionally,
Motherlode refunds a stack of Defias Bounty on the initial target.
Level 4
Broadslide
Increase the range and charge duration of Lunge by
33%, and its maximum number of charges by
1.
Cut to the Chase
Using Rupture on a Stunned Hero Slows them by
40% for
3 seconds. The duration of Cut to the Chase can be increased by
Exsanguinate.
Playing with Fire
Active
Cooldown: 20 seconds
Ignite a powder barrel that Edwin holds for up to
4 seconds, reducing the fuse duration of the next Fire in the Hole used within that time and increasing its range and speed by up to
40%. If the barrel isn't tossed in time, a Fire in the Hole explosion is triggered on Edwin, dealing
85 damage to him and putting Fire in the Hole on cooldown.
Edwin can still perfom other actions while holding the barrel. Usable only while Fire in the Hole is not on cooldown.
Cast time: Instant
Notes:
- The explosion on expiration is effectively the same as a normal barrel explosion, and can benefit from Defias Bounty
- The fuse duration is equal to the time remaining on Playing with Fire when Fire in the Hole is used
- The ignited barrel is visually displayed
- The cooldown starts when the barrel is tossed or explodes
Level 7
Bloodshed
Basic Attacks against Heroes affected by Rupture increase Edwin's Attack Speed by
15% for
2 seconds. Hitting an enemy Hero with
Dispatch doubles the effect until it ends, or triples it if they are unaffected by Rupture.
Bloodbath
Reduce Rupture's cooldown by
2 seconds every time Sabre Slash, Fire in the Hole or
Main Gauche hits a bleeding Hero.
Expose Armor
Motherlode and Rupture reduce the target's Armor by
10. Both effects are independent and stack with each other.
Level 13
Tricks of the Trade
Rupture reduces the target's damage to all allied Heroes and grants Edwin
25 Armor for
3 seconds when it ends. Basic Attacks against the target deal
50 bonus damage, but reduce Rupture's remaining duration by
1 second.
Gouge
Reduce the cast time of Rupture by
75%, and cause it to Blind the target for
3 seconds if they are facing Edwin when they are hit. The duration of Gouge can be increased by
Exsanguinate.
Passive: Rupture deals
40% more damage to Blinded enemies.
Kick
Active
Cooldown: 25 seconds
Cast time: Instant
Range: 3.0
Deal
40 damage to the target, Silence them for
2.5 seconds and reset the cooldown of the last Basic Ability they used to a minimum of
5 seconds.
Level 16
Main Droite
Triggering Defias Bounty on an enemy Hero deals damage equal to
5% of their maximum Health and reduces the cooldown of Sabre Slash by
1.5 second.
Blade Rush
Increase Rupture's range and size by
20%, and it pierces all Heroes hit.
Main Gauche can apply Defias Bounty on enemy Heroes affected by
Exsanguinate.
Packed Tight
Increase the damage of Fire in the Hole by
10% and its radius by
20%, and reduce its cooldown by
2 seconds per Hero hit, up to
10. If
Motherlode is triggered, these bonuses are doubled on the next use of Fire in the Hole.
Level 20
No Quarter
Killing Spree can now trigger Defias Bounty, and it makes Edwin Unstoppable for the first
2.5 seconds.
Defias Bounty : No Quarter: Reduces the cooldown of Killing Spree by
12 seconds and resets its damage penalty on the target.
Make It Personal
Vendetta gains an additional charge, and it now affects all of Edwin's damage against the target until they die. Additionally, Vendetta can be used twice on the same target, increasing the amount of Defias Bounty applied to them by
100%.
Clear the Deck
Increase the maximum number of Lunge charges by
1 and remove the cooldown of Defias Bounty. Using Lunge causes Edwin's next Basic Attack to deal
40% more damage and cleave in an arc or a cone in front of him, depending on its range.
Area of Effect: Circle
Arc (melee): 170 degrees
Arc (ranged): 45 degrees
Notes:
- The damage bonus is multiplicative with other effects that increase Basic Attack damage
Snake Eyes
Active
Cooldown: 30 seconds
Activate to reset all Basic Ability cooldowns. After
5 seconds, disable Defias Bounty for
10 seconds.
It's almost the platonic ideal of how a trait should be designed, and creates an interesting scenario where Defias has to decide whether he wants to be a combo hero or a skirmish/value hero. Is there a critical situation where the Bounty version of an ability needs to be used? Well, pop a basic attack and three abilities to get that Bounty effect off, but at the cost of only getting a fraction of the benefit of the other two abilities. At other times, you'll want to play very safely, and only use abilities for their maximum value.
That said, I do have some suggestions to make, as there are a few places I think it could be improved. I think the number one issue being that it shouldn't be possible to consume the stacks using the basic attack, and that maybe Defias wants to be a ranged assassin throwing knives, as he might be forced into a very "in, all abilities, out" playstyle, which isn't as nuanced as he has the potential to be.
Interestingly enough, your point on basic attacks consuming Defias Bounty is one of the things I was trying to fix before posting my most recent update, I just wasn't exactly sure how to approach it. The main red flag is that it can consume hard earned stacks accidentally, which can ruin Edwin's pacing and combos, and that definitely has the potential to be frustrating.
As for Edwin's attack range, the follow-up ranged basic attack granted by Dispatch (and the lvl 1 talent that empowers the mechanic further) plays into the pirate fantasy of using both swords and guns, which is one of the core design elements I chose for Edwin. I wanted his basic attacks to feel like a more dynamic but less focused version of Greymane, constantly weaving between melee and ranged. Also, with his potential AA build and Lunge, Edwin has access to quite a bit of poke and mobility for a melee assassin, so I'm being careful with balancing those aspects of his kit.
That said, I like where Edwin is at the moment, but I do think I can refine it a bit more. I'm currently cooking up another update that makes Defias Bounty activatable for a more deliberate use of his buffed Basic Attack. I'm also looking at ways to give him more ranged-specific build opportunities that could shift his gameplay to a safer, more poke-oriented approach. Stay tuned for the changes! :)