In the same way Reflex is an upgrade you can get for dashes. Instinct would be an upgrade for parry that could greatly increase your defensive options.
Obtaining Instinct would be similar to obtaining Reflex. At a certain level, you’d meet a teacher and do a quest for them that would give you the option to choose what reflex you want to use. After choosing your Instinct, it’d be a passive buff to your parry that would go on cooldown when used. Below are some examples of potential Instincts.
DISCLAIMER: These are just a few ideas I came up with. Some of these might overtuned or undertuned, but the main idea is still there. Each instinct would have its own cooldown depending on what it does, and while on cooldown, you would have a normal parry.
Route Exclusive Instinct
Flash
The user immediately throws out a cone shaped hitbox that does low damage and applies status effects (if any).
As magic’s exclusive instinct, Flash has multiple potential uses, and it’s effectiveness scales with your intensity and attack size. Sand and snow flashes with high intensity can instantly blind your opponent working as a defacto smoke screen. A lightning flash would instantly paralyze a soaked opponent, and on the opposite end, a water flash would quickly make your opponent vulnerable to being frozen by snow or ice or paralyzed by lightning. Magics without status effects would instead have their damage slightly increased by intensity.
Usable by: (All magics)
Strike
The user throws out a short football shaped hitbox (similar to Shot but with less range) at your cursor, which, if landed, would increase the damage and attack speed of their next FS skill.
As strength’s exclusive instinct, Strike would be a close range counterattack that would make your opponent cautious of getting parried near you. Aiming and actually hitting Strike would be a bit difficult and take some practice to land consistently, and the subsequent FS skill would have to be quickly done within a small time window to receive the damage and attack speed buff. However, eventually it would be a strong tool in a fighting style player’s arsenal. A successful parry followed by a landed Strike could lead into an incredibly high damaging combo and even kill if the opponent isn’t paying attention.
Usable by: (All Fighting Styles)
Falcata
The user can cancel their parry (within a time window) into a weapon skill from the weapon they parried with.
Weapon’s exclusive instinct would be a useful tool who’s mileage would depend on the skill level and creativity of the player. The Falcata weapon skill would considered seperate from a normal weapon skill, meaning two things, 1. It ignores cooldowns and 2. You can cancel the same skill into each other. For example if you were to parry with Kai’s Sabre, you could cancel a Falchata Flying slash into a normal Flying slash. Other potential combos could be Piercing Shot into Piercing Shot or Flash Strike into Flash Strike. Despite it’s apparent strength, you wouldn’t always be able to choose what weapon you get Falchata on, since it would only apply to the weapon you parry with. As more weapon skills get added, Falchata would become increasingly stronger as an option.
Usable by: (All Weapons)
Aegis
The user’s parry grants back a small bit of health from damage parried and greatly increases DR for a short duration.
Vitality’s exclusive instinct would be a straightforward buff to the normal parry that would make the user even more tanky and hard to kill. Since Warden isn’t a complete stat build and Vitality as a route is still underdeveloped I won’t elaborate on Aegis too much, but it would essentially let you tank through attacks. Health healed would scale on vitality
Usable by: (Vitality)
Universal Instincts
These are usable by all routes but are better with certain magics, styles, or weapons (ex recoil being better with wind, explosion, and shields, and blink being better with light, lighting, boxing, etc)
Blink
The user can immediately cancel parry into a reflex. Your blink reflex is considered separate from your normal reflexes and thus can be cancelled into a normal reflex. After a successful parry, you can use two reflexes to quickly close or increase distance from an opponent, depending on the situation. You can also choose to not reflex twice, which opens up even more ambiguity on the opponent’s end. If you haven’t done or completed the reflex quest, this would apply to dodges instead.
Recoil: The user’s parry throws out a medium cone shaped hitbox that pushes enemies back.
Knockback distance scales with intensity and multipliers.
Refund: The user’s parry would reset all cooldowns. This instinct would most likely have the highest cooldown and scale depending on how many skills the user has.
Reflect: The user’s parry would reflect some of the parried damage towards the opponent as a projectile.
Dock: Pick a spell or skill to slot into your Dock instinct. On a successful parry immediately use that spell or skill regardless of cooldown. This would have a very long cooldown (minimum 30 seconds)