I disagree with most suggestions that were made in the thread, most of them are looking to change ability's functionality way too much from what it always was and i feel that is not required - it can be made strong and useful with much lesser changes.
I wanted to make my own proposal for this ability but every time i wanna do it someone manages to do it shortly before me...
I did some testing just to be sure about current functionality:
It can be blocked and parried, it can crit and proc on-hit effects, but it does not proc if incoming attack was ranged or defended.
The ICD is per proc, rather than per target. If you are getting hit by 2 enemies you hit only one of them per second.
Some people claim that on live it was actually proccing off of ranged attacks, but afaik there is no proof source for that yet.
Some fluff regarding its concept and function:
My suggestion to improve this ability while conserving its classic functionality::
1. Allow it to proc on defended attacks
2. Allow it to proc on ranged attacks
3. Instead of internal cooldown make it like this: "Each target can only be hit once per second". This is AoE tree after all.
4. Make its hits undefendable.
5. Remove dual wield requirement because 2h needs love.
Reasoning for #4:
Slayers will already have this function via Rampage, but Choppas won't.
The undefendable hits is what would let this ability
work.
Without undefendable most enemies will be able to just brute-force through it without taking much damage: melee enemies got parry and block, ranged enemies usually have more per-hit damage due to cast time scaling, and then there's entire armor/toughness thing which Choppa/Slayer usually have little of. So in most situatons you'll take more than return.
For people concerned that it will make slayer/choppa stronger in certain play environment: the goal of this entire discussion is to make the ability strong enough to become useful, this will unavoidably add new power to the class, making it stronger in some aspects, but i believe in case of this ability it isn't as big of a problem because its effects can quite reliably countered - by interrupts and switching the target.