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a) Lucky gets replaced with Deflection. Deflection is an inherent power that has a base 10% chance to return a percentage of a melee attacker's attack back to him. So, if you take a hit, you can have a chance to take only 50% of that damage and return the other 50% back to the attacker (with diminishing returns to LT's, bosses, and AV's). It's basically Aikido for scrappers, in a way. It would probably require new enhancement types or creative use of existing ones to increase the base chance to return the blow or modify the percentage of damage returned.
b) Replace Evasion with Glancing Blow. With Glancing Blow, you have a base 15% damage avoidance vs. any non-psionic attacks made at you. I mean, you guys are moving so fast, you should at least be able to "somewhat" avoid attacks that make it through your defenses.
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If done properly, Aikido is not supposed to damage your opponent, only convince them that it is pointless to attack you. I like the idea in (a), but for a more aikido-like power how about every melee attack that you avoid results in a chance to knockdown of the opponent. Maybe 75% for minons 55% for lts and 30% for bosses. 10% for AV with no way to raise these values.
As for (b) the combat version of Tai-chi is based on that. When a strike comes in, you absorb it and return the force by rotating on a body axis. In game terms, this coud be done as a damage reduction with a damage/knockback effect. I know knockback is not terribly handy for a melee, but there are times that it may be a lifesaver.
I would set both of these as a toggle, with the aikido one possibly being automatic. The end drain for the Tai Chi one would be very small, to make its effects desireable enough to take. Or, give it a normal end drain, but an almost instant recharge time, so it could be switched on and off manually, to keep there player mor actively involved in its use.
Just more ideas