#Reflex Hit for PvP

3 messages · Page 1 of 1 (latest)

odd path
#

Change to a nontarget ability that stops attacking the selected target while active. Increase cooldown for pvp to compensate. This would work like Counter, albeit differently as you still take the damage with reflex and it doesn't work against a 1-hit KO. It wouldn't be a direct counter for asal like the actual Counter ability, but would at least provide a useful tool against it while still requiring situational awareness to use effectively in siege.

Blades are still very challenging to siege with. Fun but challenging. Making this change would be a huge situational improvement without making the class OP or having any effect on the other challenges associated with the class. Having sieged several weeks in a row on a geared blade, I express this opinion with confidence.

Seems like an easier fix than the myriad suggestions in the old blade pvp post.

brazen flare
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Been wanting a rework for Reflex hit for a while.

My suggestion for this skill was basically have it function similar to how the Counter skill functions on the Acrboat class. A non target skill that puts you in a stalled animation for a few seconds and you reflect the dammage of the first hit done to you. Would be a fun skill to see used in pvp.

cold maple
#

My suggestion for a reworked Reflex Hit would be to make it a non-targeted ability that puts the user in a stalled animation for a few seconds, similar to the Counter skill on the Acrobat class. During this animation, the user reflects a percentage of the damage received back to the attacker. Additionally, upon successfully countering, the user could deal a set amount of damage to the attacker.

Here's an example of how this could look:

Reflex Hit (reworked)
Attack: X
Duration: 3s
Duration PVP: 3s
Cooldown: 18s

Abilities
Effect: Damage Reflection (X%)

Scaling parameters
Parameter   Stat    Scale
attack      STR     3,4(current Counter attack scaling)

This way, the skill would provide a counter to burst damage and add an element of risk to attacking a user with Reflex Hit active, while still requiring situational awareness to use effectively in PvP. The exact damage percentages and values would need to be balanced and adjusted for game balance.