(all) Blood Cooldown - Upon taking damage, advance cooldowns by (damage / 100) seconds, 2.5 second cooldown
Shredder - decreases your Basic Attack's (M1) range by 40%, but increases attack speed by 175% and increases scaling by 0.2
Seismic Vortex - Your Ultimate Ability (E) deals +100% damage but loses 15% damage per tick
Unstoppable Force - Your Special Ability (Q) now deals knockback
Cranium Crusher - Your Special Ability (Q) now stuns for twice as long and makes your next Basic Attack (M1) deal moderate knockback
Bludgeon Roll - Your Tactical Ability (Space) now pushes targets along its path
Crater Creator Your Ultimate Ability's (E) cast time is longer but its radius is 75% larger and deals 25% extra damage
Incinerate Dash - Your Tactical Ability (Space) now goes twice as far but has a 1.5 second cooldown between recasts
Bloodlust - Hitting your Ultimate Ability (E) gives you a stack back, but missing it deals 18% of your max hp as damage to you
Spicy Counter - Your Special Ability (Q) now unleashes a fiery explosion around you upon an opponent hitting it, dealing (100 base damage + .5 scaling) but now ends immediately upon activation
Long Shot - Your Basic Attack (M1) now deals half damage but gains 15% damage every 200MS the projectile is alive
Skyshot - Your Special Ability (Q) only hits once but deals 600% damage, increases damage scaling by .2
Constellation Creator - You can now charge your Ultimate Ability (E) for up to 5 seconds, dealing up to an increased 200% damage
#Butt ton of augment concepts
86 messages · Page 1 of 1 (latest)
Yeah any buff to Anna ult is a horrid idea but other than that I likey
Cranium crasher prob wouldn’t need the extra 100 dmg tbh to be really good
@ developers plz nerf anna ult damag so my awesome augment suggestion could be viable to add
Sky shot doing 800% is too much IMO. That’s like 1k dmg but I love the idea.
Personally kitsu ult moving faster sounds like a bad idea. It gets laggy at its speed now
i think i mightve phrased it weird its like one shot (60 damage) x 800% for 480 i think
Tbh it never does 60. The scaling of her Q is insane
It has 1.4 dmg scaling iirc
So with double sharp it’s 168 or a 1344 in dodgeable blast (this assumes it doesn’t buff the scaling like you said)
i think it has .35 scaling if i didnt mess up the math i just did horribly
Ill check
no shot it has 1.4 scaling thats actually so insane lmao 😭
I forgot my numbers man
We both brain farted there
But still it basically quadruple Q dmg with no downside cause as kitsu your first hit almost always hits but thr 3rd and 4th rarely do.
edit : nerfed skyshot damage and scaling, removed constellation creator speed bonus and removed cranium crusher auto damage bonus
ok i named all the other augments
Hunter's Virtue - Gain a meter (named PATIENCE), patience fills up by 30 per second (max 250) and is set to -50 upon striking a target, your Basic Attack (M1) and all other abilities deal an additional (PATIENCE%) damage
Mega Mine - Your Ultimate Ability (E) is now one giant mine that deals 600% damage, this mine goes invisible a second after landing (still has audio) and has a one second detonation time after being stepped on. (INCOMPATIBLE with Central Turret augment)
Explosive Jump - Your Tactical Ability (Space) AOE is 75% larger, deals double damage, and now deals moderate knockback
Rocket Jumping - Your Tactical Ability (Space) can be re-casted twice, but its jump distance is 50% shorter
Mine Jump - Your Tactical Ability (Space) now leaves behind a mine
Reverberation - Your Special Ability (Q), a second after detonation, deals an additional AOE that deals 75 damage and moderate knockback
Static Discharge - Upon recasting your Tactical Ability (Space) or Ultimate Ability (E), create a line between you and the clone that deals 125 damage
CTRL ALT DELETE - Your Special Ability (Q) can be charged for up to 2 seconds for up to 150% extra damage, but increases the windup time after release
COMPILE ERROR - Deal 30% increased damage but lose 20% damage for every clone active
CONCATENATE - Shooting an auto to a clone increases its damage by 25% and causes the projectile to be shot towards either another clone or a target, doesn't work with autos initially shot from a clone
more
why 18% lol
funny
They had an augment like the kitsu lmb one where it gains damage with distance and it was the most unfun broken thing ever.
i have a hard time believing it was any worse than the current bouncy augments and ult trail + the scatter shots
and if it was overtuned i dont see why they couldnt have just tweaked the numbers a bit
(and at least the gain damage with distance aug actually fits kitsus playstyle, like 75% of her current augments just feel random, spammy, unfun, or all three)
👅
no?
You could get hit by a stray kitsu arrow for 3k damage.
It was much worse. It got removed for a reason
The issue is for any linear scalar it would be a dumb augment. max kitsu auto range vs extra mileage + bounce is an insane difference. a linear scalar would break her regular augments to balance the ranged ones
Excellent topic, I can only throw in an idea for Sofia on Aug, the idea has been hanging around for a long time
Augment reduces the duration of the parry, but the damage dealt is increased or the Parry is instantly restored
Aug will make you press buttons much more thoughtfully, and it's very impactful if you parry a bunch of fast attacks in a row
Me when I take combustion, x2 ult damage and this one and I'm suddenly throwing 3 ults every 3s for 700 dmg each.
gulp...
honestly if it was between this and scatter shot + bouncy autos id take this anyday
at least i have a good chance of dodging one kitsu arrow
- kiddo and bishop batch
Afterburner - Your Basic Attack (M1) now deals 140 damage 3 times over 1.5 seconds, but attack speed now has half effect
Sliding Flame - Your Special Ability (Q) now continuously moves forward
Charge Flame - Your Special Ability (Q) can now be charged for 3 seconds, increasing the radius and dps by up to 150%
Prohet's Tradeoff - Your Basic Attack (M1) no longer slows but deals 15 additional damage per hit when tethered to a target
Life Leach - Whenever anyone heals within your Ultimate Ability's (E) radius, reduce their healing by 50% and heal yourself for 25% of that reduced value
Sin Overload - if your counter is hit 3 times or more during its duration, once it ends, heal for an additional 25% of your current health and create an AOE around you that deals (20 x number of times counter was hit) dps and slow
{the extra heal might be unnecessary so if its too op or too many words it can be scrapped}
Gnash - Upon hitting your Special Ability (Q), deal 6 additional chomps that deal 50 damage each and have .25 damage scaling (doesnt root)
Exponential Drain - tethers now deal damage 25% faster each time they hit a target {maybe has a cap to how much faster they can hit}, but the initial projectile now deals no damage
- will do an eve + rocky batch later and will do one last big batch for all the characters who already have a lot of augs
jiro in the middle of those two as well
may also do some general / semi general augs
may also make some concept art for some of these later down the line 
life leach…. life leech…
Aftershock - Decreases Basic Attack (M1) damage by 40%, after hitting a target with your Basic Attack (M1), create a delayed shockwave that deals 160 damage and minor slow
Rock's Best Friend - Your Special Ability (Q) now gives an additional 600 shield on pickup but no longer reduces its cooldown on pickup
Undying Chutzpah - When under 50% max HP, gain 15% defense and hasten cooldowns by 25% while under 50% max HP
Sharp Wall - Your Tactical Ability (Space) now deals an additional 150 damage and now deals 100 damage and knockback whenever someone runs into it
(INCOMPATIBLE with Bouncy Wall augment)
Bouncy Wall - Your wall now bounces away anyone who comes into contact with it
(INCOMPATIBLE with Sharp Wall Augment)
Permafrost - Your Basic Attack (M1) range is increased by 35%, but deals 25% less damage
Hailstorm - Your Ultimate Ability (E) now hits twice as fast
Deep Freeze - freezing targets now deals 10% of the targets max HP in damage to them
Rime Strike - Your Special Ability (Q) now leaves behind ice as it travels and a large puddle of ice upon hitting a target
Focus Blast - Your Ultimate Ability's (E) radius is now 65% smaller but deals 75% more damage
It was both.
Hisss
Best Served Hot - Your Ultimate Ability (E) now deals double knockback and an additional 100 damage
-25 movement speed
No Refunds - Your Special Ability (Q) now refreshes its cooldown by 90% on hit but deals 20% less damage and stuns for half as long
Throat Kick - The first kick of your Basic Attack (M1) now pushes enemies back and deals an additional 40% damage, 5 second cooldown
-250 health
Widespread - Your Ultimate Ability's (E) range is 55% bigger
Broth Wave - Your Special Ability (Q) now creates a medium sized AOE that deals moderate knockback
-150 health
Knee Surgery - Your Tactical Ability (Space) now stops upon colliding with a target, stunning them and knocking you back slightly
+35 damage
(INCOMPATIBLE with Door Dash augment) {maybe}
skinny batch, even though he has a lot of augs already
Stealth Slash - Your Basic Attack (M1) now deals +120% damage when used in stealth
Life Reap - Your Special Ability (Q) no longer inflicts exposed and has its cooldown increased by 3 seconds, but now heals for twice the amount when used in stealth
Fatal Tear - Your Ultimate Ability (E), when used in stealth, now deals an additional 250 damage when hitting a target near the end of its arc
Long Claw - Your Special Ability (Q)'s range is extended by 60% and deals additional damage the further away the target is (up to +70%)
Reaper's Gambit - Your Ultimate Ability (E) now inflicts exposed for 5 seconds
-35 damage
for froggy i think im gonna just outright rework most of his augments because i think a lot of people will agree when i say hes really opressive and unfun as of now
So for froggy I wanted to take a bit of a different direction, i believe his augments as of right now do not fit him as a character himself or as a character in the game, few of them in particular being outright oppressive to other players and sometimes uncounterable; While I know that the idea of the game is now to acquire insane builds, i feel as though froggy is really just a sort of unfun stain on bapbap's name.
I have rebalanced Licky Wicky, it now serves as a sort of "rising action" in a fight against this character, its damage now starting off slow but gaining a significant amount of damage the longer the fight goes on as long as the froggy hits his tongues. I never enjoyed Licky Wicky as a concept so thats why its sort of unrecognizable
Youll find Licky Wicky's missing damage shifted towards Healthy Tongue, which has been rebranded into Heavy Tongue. A little context, I have sorta always hated the froggy health tank concept, especially the way it is executed in game, being incredibly unfun to fight against as his health also scales his damage, so all of the health damage scaling augments have been replaced in this rework. Heavy tongue trades tongue range for damage, offering an alternative way to use tongue
The other health scaling augment, Healthy Leap, is now Broad Leap, which increases the scaling and hit range of the damaging part of froggy's tactical ability, in exchange for some cooldown refund froggy is known for. This augment offers a more offensive and less punishing way to use froggy's hop.
Thats about it, all of the other augments ive decided to keep because I felt they were fun, i was on the fence about Healing Hop but it is very unique and gives an insentive to change up your movement and how you approach fights, so it is staying.
I have also supplied rough concept artwork this time around, and i shall continue to do so in future installments of these concepts.
I think a chuck augment rework will be next
Goodbye for now!
Licky Wicky - Revise -
Damage : 250 -> 85
Cooldown is now reduced by 90% per hit
Each lick now deals an additional 35 damage when hitting a player, this damage bonus is reset upon missing
Movement speed : +25 -> -25
Long Swamp - Your Ultimate Ability (E) now reaches 55% further
Healthy Tongue -> Heavy Tongue -
Tongue range reduced by 50%
Deals 200 (.5 scaling) damage + moderate knockback and stun, no longer slows
gives 2 second speed boost on hit
-25 movement speed
Healthy Leap -> Broad Leap -
Now hits in a larger area
Cooldown reduce on hit : 3.5 -> 1
increases damage scaling by .2 and deals an additional 55 damage
Flurry Of Blows - Your Ultimate Ability (E) now repeats 3 times but deals 60% damage
Precise Strikes - Your Basic Attack (M1) is now unaffected by attack speed and is 60% slower, but deals 80% more damage and increases scaling by .25
Finisher - The final hit of your Basic Attack (M1) now deals an additional 150 damage
-200 health
Hippity Hop -> Leap Frog - Can recast (3 seconds) this ability upon hitting a target, cannot hit the same target twice in a row
deals 25% more damage for each target hit in this chain
-35 damage
Vault - Increases jump range by 75%
-250 health
quite a long one this time around but it was a lot more fun and Ill definitely be continuing this series!
yellow text = new
pink text = replacement
licky wicky doesnt get a new icon because it was replaced
also hippity hop doesnt get a new icon because its about the same concept as the new aug and thus the art isnt out of place
Licky Wicky - Revise -
Damage : 250 -> 85
Cooldown is now reduced by 90% per hit
Each lick now deals an additional 35 damage when hitting a player, this damage bonus is reset upon missing
Movement speed : +25 -> -25
i think cd reduced by 90% is arguably worse then it is right now
if i had a 5s cd on tongue, then reducing it by 90% would be 5 * (1-.9) -> 5 * (.1) = .5
this .5 is already covered by the healthy tongue stun
currently the build requires 4s cd (accounting for stun, though would need to be a bit less if accounting for time it takes for the tongue to reach the target)
Healthy Tongue -> Heavy Tongue -
Tongue range reduced by 50%
Deals 200 (.5 scaling) damage + moderate knockback and stun, no longer slows
gives 2 second speed boost on hit
Cooldown reduce : 3.5 -> 0
-25 movement speed
the cooldown reduce is actually from licky wicky, not healthy tongue
healthy tongue deals 15% max hp (iirc) and stuns for .5s
Flurry Of Blows - Your Ultimate Ability (E) now repeats 3 times but deals 60% damage
how would this work?
would it go back and forth 3 times automatically or can you recast it at will like sofia dash?
Precise Strikes - Your Basic Attack (M1) is now unaffected by attack speed and is 60% slower, but deals 80% more damage and increases scaling by .25
seems like this is more targeted towards a 1 shot build?
augments that modify auto damage also apply to firewave as well, so this could effectively be firelord chuck (maybe even better?)
seeing as there is
precise strikes +80%
-scaling goes from .4 -> .65
damaging blow +90%
blood rune of damage +50%
assuming just 200 base damage for the firewave, then 200 * 180/100 * 190/100 * 150/100 = 1026
these 3 augments effectively multiply the damage by 5
with this much scaling it would be even more unbalanced
amazing art btw
for licky wicky its supposed to be watered down a bit, its currently sort of oppressive once your cooldown gets low enough, so the cooldown reduction being changed from a flat amount to a percentage also prevents it from ever being instantly refreshed. Its meant to be a bit of a nerf
for healthy tongue, i completely forgot its a tongue augment and not a jump augment, the jump normally has a 3.5 cooldown refund if you hit it, which is where that number comes from
Flurry Of blows would do its repititions automatically, no recasting involved
and the precise strikes one i think is fine to a degree, the number of augments needed to get that damage in the first place is just enough to where i think that amount of tradeoff is mostly warranted.
thx for feedback 
while reducing the cd by 90% does help prevent .5 sec insta kills in isolated situations i still think it wouldnt help much
i would say debuffing licky wicky involves making it harder to obtain, but reducing it by 90% makes it easier to obtain.
decreasing it by a bit easily helps with that
if it were 88% then given a 4s cd on MLEM then it would be
.13 * 4 = .52
if it were 87% then it would be .12 * 4 = .48
-# i do admit that 88 and 87 do look kinda weird, but 85 makes it too hard to obtain
this makes it still obtainable, just harder to obtain then it currently is
making it reduce by a percentage to prevent an instant .5s kill can help in teams tho if given enough time you can have a teammate cc the froggy
tbh i still think precise strikes is too op
given 4 (6?) augs needed to make it good
precise strikes
blood rune of damage
damaging blow
fire wave
(fire wave duration?)
(fire wave cooldown?)
this is the just 1 more required than firelord chuck, yet deals 1.8x more damage than chuck
on top of that, it technically doesnt even require firewave because of froggy's mobility
you can just hop/ult/tongue in, swing, then they are dead
this requires just 3 augments
precise strikes
blood rune of damage
damaging blow
and this stacks with damage augs very well
60 * .65 = 39
39 * 1.8 * 1.9 * 1.5 = 200.07
a single damage aug can add 200 damage
thx for feedback
np
its definitely pretty tough to balance due to the fact i want to keep precise strike's identity without watering it down too much, nerfing its damage because its super good with one build does seem a bit silly to me, but if you have any suggestions on how to nerf this particular build without messing up its concept of trading all attack speed for a butt ton of damage then lmk ⭐
thinking about removing the stun on the healthy tongue replacement to avoid the problem entirely but im hesitant to do so because i dont want the tongue augments to feel the same. I could also make it so you can only get licky wicky or heavy tongue which is probably a better idea but also lowers build potential a little so its a little hard to choose what to do
imo just not adding precise strike would be better since its just too op
maybe reducing it to 50% and scaling to +.1 would be better? still op build, maybe just not as much
i think making it so that you can only get licky wicky or heavy tongue is prob good, both are s tier augments by themselves
licky wicky bc it still has high dps without stun locking
heavy tongue because you can almost instantly cancel any opponent's ability within the tongue's range
not allowing licky wicky to stun lock and giving the opponent a chance to counter attack is prob good
ive played a game with just licky wicky and without healthy tongue, its still pretty good when combined with lightning abilities
Extendo Tongue - Extends tongue range by 50%
-200 health
Extra frog augment because i want to add/replace 8 augs for each char and i only had 7
okay the chuck one is utterly massive so im gonna wait like a minute or two in between sending these to avoid any spam protection this server may or may not have
For chuck, the main idea of his augments is size gain, being a key part of almost all of his augs incorporate size into them. Though one problem ive always found in chucks current size changing augs is the lack of clarity in their descriptions; specifically, vitality growth doesnt actually tell you how much your size changes depending on your health, muddying the readability and conciseness of this augment and the other augments that rely on size. titans tradeoff and gravitational orbit dont have much or any clarity either.
I have also found the "raidboss" aspect of chucks design to be very, very, boring and unfun, both to play and play against, being slowed to a halt and be virtually unkillable in melee to melee combat. But something about the design philosophy of titans tradeoff that i do really enjoy is the thought of balancing your size to a degree that is manageable, finding a balance between the damage buff and speed loss is really fun to play around with, instead of just min-maxing damage and becoming literally immobile except for your jump
I feel like the idea of designing a character to be a sort of boss is actually amazing, a character that you can choose to build to be a controllable boss entity is an incredibly unique and fun idea, and if executed right can be a fun thing to play as and against. I have attempted to execute it in these upcoming aug concepts
Some things i wanted to keep in mind is the fact that not everyone should be forced to go the boss route on this character, whenever i see a chuck in game they are almost ALWAYS using a titans tradeoff build and it is genuinely saddening to see this compared to the other characters having at least a couple diverse builds, so I designed these in order to be unique and offer multiple possible combos
Starting us off, I have introduced SIZE STAGES to this character to give much clearer information, other than this they serve no other purpose. Your ultimate ability naturally gives 1 size stage. (1/3)
Vitality Growth (revise) now has clear information due to size stages, as well as showing the current size stage bonus you are receiving from it. It also now offers sizeable regeneration when outside of combat, but it caps off as to not be too annoying against chucks with higher health pools. This is meant to stimulate this boss regenerating health when not being pressured for long enough, encouraging aggressiveness and risk taking when against it
Gravitational Orbit (revise) is about unchanged, just being more concise and also allows the orbit to grow in size along with the chuck. This augment is not meant to simulate a boss mechanic
Titan's Tradeoff (revise) is very different, having its numbers tweaked but, mainly, having extra downsides if the chuck decides to go for a raidboss build, nerfing its speed significantly and also taking damage over time, this is meant to encourage a decision in the player, to either balance their size or go all in and try to either ignore the downsides or balance them out. This augment is not meant to simulate a boss mechanic
Raidboss (revise) now gains more clarity, and an incentive to go for higher size stages, giving more max health upon ulting depending on your size stage. This augment makes one of the bosses moves, while already dangerous, even more dangerous and encourages players to try and wait out the ult duration or take a risk to deal more damage and keep the bosses health in check before it heals too much (2/3)
now for the new augments!!!
Heavy Jump Gives chuck a more dangerous way to use his space, making it deal more damage depending on his size, but also requiring chuck to recharge in place after landing, which ive called end lag. This gives the boss an incredibly dangerous but rewarding attack to dodge, giving ample time to deal damage to it as its recharging from its jump
Power Up Punches gives chuck scaling damage for his auto, making prolonged fights dangerous. This augment is not explicitly meant to simulate a boss mechanic, but sorta works as one
Energy Burst simply blasts foes away if their close enough to chucks initial ultimate cast. This augment simulates a boss mechanic via adding an extra danger to being too close to the boss, and also gives the boss more of a presence on the battlefield
Dual Beat is a simple augment with no real notes to add
Stack Jump gives chuck another use for his stacks, empowering his jump if at full stacks.
Precise Jump gives chuck more of an incentive to aim his jump more carefully, dealing more damage the closer any targets are to the center
Big Punch should really be a thing chuck has to start out with, his special punch growing in size alongside chucks size. The amount of times i though i was gonna hit a q and then i miss because im so large are kinda embarassing
Ducky Rage is meant to be a compensation for how long chuck ult time was increased recently in this party game update; Shortening it but also making its damage scale upon taking large damage. This augment adds yet another risk to the boss's ultimate ability, being dangerous to attack the boss during, risking taking a massive hit for it, offering a risk reward to
This one took quite a lot longer than the froggy one soley because im a procrastinator, no other reason if im being honest.
This is all i have for today, I was also working on and finished a couple other characters augs, might do a poll to decide who i post next (3/3)
Heavy Jump - Your Tactical Ability (Space) now deals 125 (.35 scaling) damage and knock at the start of the jump around chuck. The landing deals 55 additional damage per size stage you have but also has end lag depending on your size stage
[Display : Additional landing damage]
Power Up Punches - Your Basic Attack (M1) now gains 25 points of damage each time it hits a target up to a max of 150, loses 25 points of damage upon missing a target, cannot go into the negatives and this bonus resets after 3 seconds of no autos being landed
-200 health
Energy Burst - Your Ultimate Ability (E), on cast, now deals knockback and stun to all surrounding targets depending on your size stage
+200 health
Dual Beat - Your Special Ability (Q) now casts twice but deals 40% less damage
only the second punch consumes stacks
Stack Jump - Your Tactical Ability (Space) now consumes stacks, dealing massive stun and increasing the impact radius by 35% if used with 3 stacks
-35 damage
Precise Jump - Your Tactical Ability (Space) now deals up to 50% extra damage depending on how close the target is to the middle of the impact
-250 health
Big Punch - Your Special Ability (Q) now grows in size depending on your size stage
+25 damage
-35 cooldown reduction
Ducky Rage - Your Ultimate Ability’s (E) duration is reduced by 35% and no longer gives you damage reduction, but you now gain 25 damage and 2 second sprint each time you are hit by an attack that deals more than 200 damage
Damage bonus is reset upon your Ultimate Ability’s (E) duration ending
Vitality Growth - Revise - For every 350 additional max health, gain one size stage
Regenerate 8% of your max hp every second (up to 200) when out of combat for 6 seconds
+350 health
[Display : Size stage bonus]
Gravitational Orbit - Revise - Gain a gravitational orbit around you that grows in size and strength depending on your size stage
Gain 2 size stages
[Display : Orbit Size + Orbit Strength]
Titan’s Tradeoff Revise - gain 40 damage and lose 22 speed for every size stage you have
When above 7 size stages, increase speed loss to 30 and take (size stage - 7) * 2% of your max hp in damage every 2 seconds
[Display : Damage bonus + Speed loss]
Raidboss - Revise - When using your Ultimate Ability (E), Gain 2 size stages instead of 1 and gain 150 Max HP for each size stage you have
+150 hp -> +200 hp
-35 cooldown reduction
[Display : Max HP buff during ult]
Power Up Punches - Your Basic Attack (M1) now gains 25 points of damage each time it hits a target up to a max of 150, loses 25 points of damage upon missing a target
-200 health
chuck is now a healer
😝
if chuck just purposefully hits nothing then chuck constantly loses damage, leading to a negative damage dealt, meaning chuck is a healer
i have unintentionally tested this with other people when trolling with chuck
we had reduced damage -99%
then selecting life for power gives -33%
so then its 100-99-33 = -32%
so then if my atk had base dmg 100
it would heal for 32 when hitting others
was pretty funny
just edited it, surprised i didnt catch that and also give it a max duration before the bonus is reset
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Sashimi
945041384891629588
Sashimi
i love democracy

I play Bishop, so i was wanting to put in some input that could be interesting.
Instead of Exponential Drain dealing no initial damage, what if it was more like
Prophets Tradeoff - Your Basic Attack (M1) no longer deals initial damage, splitting the damage into 3 additional Tethers.
Then, you could pair that with
Exponential Drain - Tethers deal damage 25% faster each time they hit, but no longer slow.
That would make Tradeoff be something that makes it more DOT and inflict slow for longer, then Expo Drain could be used in tangent to reduce the DOT at the cost of no longer slowing.
Based on the name, and also how his kit is, the Sin Overload may look too close to his Ultimate Ability. What if it was more of an Explosion, or a defense weakening effect?
Like
Sin Overload - If your counter is hit 3/5/7 times during its duration, once it ends, explode dark energy in an AOE around you, making enemies recieve 10%/20%/30% more damage and slowness.
Another thought is
Open Wide - Your Special Ability (Q) is now 50% larger, but deals 50% less damage {ngl this one is kinda noobish, but could be nice}