Promblem with creating sharp glossy glossy material for metal drinking bottle I'm trying to recreate this drinking bottle 

which as you can see has quite a sharp reflection, so I first tried to use just a sharp glossy shader

which doesn't look like any real object at all because it doesn't interact with light really. 
So instead i tried two things: I first mixed it with a normal glossy shader, which just created a weird high light, so then I mixed it with a diffuse shader which created a better result, but looks still is a little off, especially on the edges



So, now to the actual question: how could I create the sharp reflection of the bottle, while still letting it interact with light normally, without creating diffuse high lights?
First of all: if you want to have reflections on your bottle you need something in your scene to show in the reflection. as of now, you just have your light source, a grey plane and the ground background. that's not ideal to check how your material reflects things. (read the answer here why those wavy reflections appear).

I'd recommend using an HDRi to light your scene. here you can grab some for free.

Material:
I'd recommend using the principled Shader. it uses Fresnel to make the reflectiveness be dependent on the view angle.



that's a pretty basic setup, but you can work from there. I'd also recommend using a normal- or displacement map to mimic the bumps of your bottle.