
BIG Rework
I'm thinking of changing the 3 passive to be a passive and active to give Shay a way to activate stacks without just Heavy Melees, and without needing to upgrading Flesh Tax to max.
So now its a thrust which allow better poking and killing enemies running away. The passive and marking system still exists. However I buffed the HP restored from it. Why? I removed lifesteal from the Tax. The ultimate already gives lifesteal and there's items that give it. I want to make each ability do its own effect without overlap. This makes him less of a front-liner but with now how easier it is to proc stacks to get healing, he still can tank more than someone without it.
I also removed the life'bank' part of the passive as it might be too much and complicated to have. The ability is already stacked.
With the upgrades, I really like the idea of each upgrade granting more maximum stacks and getting more effects the higher they are. However, you also want upgrades to the thrust. So I put them both in the image. Having both might be too overkill, and so think of the lines as possible upgrades to put into the kit rather than final.
Justification for certain upgrade ideas:
First Upgrade - Restoring stamina allows you to maintain movement but only if you are relatively close enough to deal Heavy Melee damage. So he's a melee fighter but not like Abrams or Billy who can just tank. He dodges attacks but only if he is able to proc stacks. However restoring 2 stamina can be too much, so it can be reduced to 1 regained or moved to a higher tier of upgrade.
I like to note with these changes and removal of lifesteal, he doesn't have Wolverine type healing in his lore. He has regeneration but he can't just regen everything quickly. He endures and can be 'killed' (He just wakes up later), but not enough to be super obvious to everyone.
The idea of a thrust range upgrade is to better poke in the early game and allow you to possibly skewer multiple at once.
Second Upgrade - I still want an element of tankbusting with the kit and so the mark upgrade would still reduce resistances. I do like the idea of them taking more melee damage but spirit damage is more common, and so it reducing spirit resist is helpful for your team.
The thrust upgrade would be a reduction to cooldown on hit. Simple but if done well (I imagine the thrust doesn't have a wide hitbox) it allows you to keep up the heals and damage better.
Third Upgrade - I like the idea of a shockwave. That's it.
The thrust upgrade is the more interesting option of the two but may not justify being the last upgrade. The idea is to force enemies who are in the air to be put down. You trying to double jump and escape? Get down and be meleed. Oh hello Vindicta. Let me put you into a better position to be janked by the team.
It doesn't seem huge at first but the ability to force anyone in the air to return to the ground can be very powerful in the right hands. And if we have the mark upgrades alongside the thrust upgrades, you could have the shockwave happen when they land.
Again, big changes but overall makes the kit simpler and comes together quicker as you are less reliant on having to do Heavy Melees.