147418-whats-up-with-reflect-and-a-possiblity-of-how-to-fix-it

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Right now as a stat, reflect is very underwhelming, however, giving it too many buffs would make it rediculous, with that said, I think there are some reasonable changes that can be made that can fix it as a stat.
 
Right now how reflect works:
-Reflect Damage is locked at 5%
-Reflect does not reduce damage taken
-Damage returned is calculated post mitigation
-Damage returned is also mitigated by your opponent's mitigation
-Catch-22 rune does activate when used on players (regardless of what many people may say, I have tested it, and it works... just not well)
-There are 0 rune sets that include reflect runes
 
What this translates to:
(all testing was done through duels and usage of Catch-22)
-At most, you will reflect a couple hundred damage per person, single digits if it's a tank.
-A charge shot will reflect about 400 damage when fully geared
-Reflect does apply to DOTs
-In order to get any meaningful damage out of the stat, you have to go naked
 
With that said, here are the changes i'm proposing:
-Add a i50/i80 Rune set for reflect
     -Slots
          -Fire (reflect chance)
          -Air (deflect chance)
          -Life (health)
     -Bonuses
          -2: .56% reflect damage
          -3: .3% reflect chance
          -4: .25% deflect chance
          -5: .5% reflect chance
          -6: .84% reflect damage
 
-Have Reflect apply before your own mitigation
     -Not effected by your own armor
     -Not effected if you glance
     -Not negated if deflected
     -Not effected by damage reduction from skills
     -Still effected by all of the above for the person you are reflecting to
     -Still does not reduce damage you take on your own.
 
Theoretically if someone runed 6/6 on all pieces, they would have about 15% reflect damage (including the 5% base) and a good amount of reflect chance (depending whether or not they go 2-1 on their pieces). The only stats they have to actually make the player tanky is a few health and deflect runes with some from the set bonus, meaning they will be very squishy for a tank. They would also have little to no extra healing or offensive stats.
 
Overall, these changes would be a step to make it a viable stat, but it is still rather under-powered overall compared to other options. I want to see thorn tank builds viable and this could be a step in the right direction to do that, but as it is now, reflect is just something you as a player forget about altogether. We shouldn't move anywhere too quickly with it as it could also lead to a situation where thorn builds become overbearing.	
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			I am 100% fine with reflect being useless. Personally I think it's a ridiculous stat that really shouldn't exist - especially in PvP. There's no skill in fighting someone who has geared for reflect so that you're punished for attacking them. Bad memories of being one-shot in TERA by reflect-rolled priests... @_@	
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I am 100% fine with reflect being useless. Personally I think it's a ridiculous stat that really shouldn't exist - especially in PvP. There's no skill in fighting someone who has geared for reflect so that you're punished for attacking them. Bad memories of being one-shot in TERA by reflect-rolled priests... @_@
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			Dear God I remember when people were rolling 30% reflect on their PvP gear in tera... I remember people using a level 20 white chest with double reflect on it in Bee Gees... they would run in front of you while you were killing someone and if you accidentally hit them it would 1 shot you... I think the idea of using reflect in PvP is absolutely repulsive unless it's some sort of skill, Lake negates next attack within one second and reflects 100% of the damage to the attacker... So it would work kind of like a Dodge if timed properly could be extremely useful for tanks in PvE... but still be a hefty amp investment if you wanted to use it in PvP. Maybe give it to stalker, warrior and Angie don't need any help at the moment hahaha	
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I hate reflect in any MMO PVP games ive played because it is a stat that if not tuned correctly can completely break the game. So im happy for it to be on the low side here and if Carbine does add better reflect have it be an amp which displays a buff icon or something easily distinguishable so you are able to tell when reflect is up rather than a base increase on armor where you cannot tell who has it on them plus has a decent ICD on it. 
 
But the problem being is that if you take worse case scenario in a group setting where you do an area attack that hits 5 people. If all 5 of them are tanks and have 15% percent reflect then you literally have just done yourself alot of damage as a result of people not doing anything other than just standing in your area attacks. To me that just seems wrong and that's what you need to be careful of as a small tweak can be easily abused in a PvP setting and there is nothing worse than being killed due to a broken stat that you can do nothing about. 
			
				
	Edited November 28, 2015 by Scarran	
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