Currently, and in many iterations of private servers over the years Damage Reflect works mechanically differently than in GMS. In GMS you don't take your full reflected damage and there are indicators from bosses before they reflect typically, allowing players to stop attacking after a hit or two or dodge the reflect altogether. In Aries a single hit on a reflecting target kills (at least on every character I've played, feel free to correct me) and since in a lot of situations there's little to no warning of reflect coming up, it makes DR an extremely punishing mechanic with no real "skill" to managing it.
Although I know we have access to revives aplenty and buff freezes are cheap but dying to unmanageable mechanics makes bossing far less fun. I'd suggest either lowering the damage from a reflect to a portion of our max hp ~5-10% or making it so damage reflects attack/magic cancel shows a few seconds before the actual reflect, so we would see hits of 1's and know to stop attacking.
Either of the changes would make damage reflect fill its original purpose, forcing people to pay attention while they boss instead of the current iteration of the mechanic which just randomly kills you.
Although I know we have access to revives aplenty and buff freezes are cheap but dying to unmanageable mechanics makes bossing far less fun. I'd suggest either lowering the damage from a reflect to a portion of our max hp ~5-10% or making it so damage reflects attack/magic cancel shows a few seconds before the actual reflect, so we would see hits of 1's and know to stop attacking.
Either of the changes would make damage reflect fill its original purpose, forcing people to pay attention while they boss instead of the current iteration of the mechanic which just randomly kills you.