Defense against the Magical Arts: Deflection

Defense against the Magical Arts: Deflection
effort 2.3 10 quality 2.363636363636364 11 reasonability 2.214285714285714 14

Many people of Arcane Odyssey like to use magic or ranged attacks, either as a Mage, Conjurerer, Warlock, Warlord, or even as a Paladin. There are many options in the stead of offensive capability when it comes to Combat. Although, we have little to no way of defending ourselves against it other than blocking, parrying, or dodging. That’s why I have come with a solution: Deflection.

Magic/Attack Deflection could widen our horizons when it comes to defending ourselves against magic proficient enemies. Now the Deflection technique itself could appear as a spell, weapon/strength skill, or as something we can learn similar to Dodge Reflex, and if timed correctly we can deflect or reflect enemy magic attacks.

In addition, if timed right with the Deflection we can hit your enemy with their own magic, thus damaging them with their own attack. This could lead to possible punishing if your enemies magic/imbument damage fortunately synergizes with yours thus leaving your opponent open to a counter.

Once the attack has been deflected its no longer is tied to the user, thus making it able to damage them, their allies, or anyone who gets hit by the deflected attack. Upon being Deflected the attack the projectile will increase in speed regardless of the base speed stat.

There is a caveat to it; that it must be timed right in order for the deflection to work. Messing up the timing will cause the attack to either hit you directly or be deflected elsewhere while causing you to take a portion of the initial damage that the attack would deal.

Defense against magic or ranged type attacks is priority when it comes to a magic oriented game such as Arcane Odyssey, and having new ways of protecting ourselves would be beneficial to the games development and innermost mechanics!

Having to deflect or reflect an attack will require a moderate amount of skill regardless if you’re good at parry timing or not. Deflection is meant to be risky but highly rewarding, its by any means not a parry replacement.

(Sidenote, it sounds like its directed towards mage builds but its not. Its for all ranged type attacks whether its from a weapon or not, excluding ultimate arts.)
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Honestly, I kind of like this idea.
Mages have been a pain for such a long time and I want to finally at least be able to counter them.

Vitality/weapons/strength parity where

I don’t feel like this would benefit the game.

Sure, magic based classes are common to see, however deflecting exclusively magic attacks is very one sided. If a mage uses a spell to punish you getting stuck in endlag, however you have just enough time to deflect the attack, suddenly they’re punished for punishing you. If the roles are reversed - a warrior punishing a mage’s endlag, the most the mage can do is parry.

This also sounds like it would just be directly better than parrying. Both are timing based damage negation, however parrying still has you take a minute amount of damage, while this would fully negate damage AND punish the opponent for daring to attack you.

Additionally, this would very much go against Vetex’s whole “lore accuracy” thing. Most attacks, even FS/Weapons, are magic energy. Singling out “Elemental Magics” for this doesn’t make much sense.

I would also like to bring up the fact that Mage is already the least defended class. Spirit has Spirit Wall and that one Staff of Night skill (when it comes out), Weapons have shields, and Boxing has an innate bonus to blocking power. At most, Mage has health aura, however FS have Focus which functions the same.

This isn’t ultrakill :sob:

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If it were to be a Technique it would be useable for all classes.

Then it’d still only TARGET one type of attack. The parity problem isn’t that magic can’t use it, it’s that magic is the only type of attack affected by it.

More than half of the games combat is projectile based, excluding shot from FS, theres little ways to defend against ranged combat whether it be from a weapon for a spell. And having a way to deflect these said attacks wouldn’t just single out mages, it would also defend against Warriors, Knights, Conjuerers, and perhaps even Wardens.

We already have ways to defend against ranged attacks - they’re called blocking, parrying, and DODGING. Deflecting attacks would only reduce the amount of time these are used.
Also, the way it’s worded in the suggestion, it specifically targets magic attacks - not weapon, spirit, or FS attacks. Magic attacks would also be the ones most impacted by deflection.
(btw, it’s oracle now, not warden)

On the contrary, deflecting would more or less encourage people to dodge and parry more since if you dodge into an attack by mistake or on purpose itll give you a chance to Deflect it, and if youre not confident in the deflection timing youll just parry/block it instead so it wouldn’t leave them out entirely. You even said it yourself that Fighting Styles and Weapon attacks use “magic energy” so that would make them magic based attacks regardless if they’re elemental or not.

Would be cool if it were a skill that any class Can have a variation of like the sword dance which spirit weapons have a variation of it and maybe magic and strength will have its too.
It’d be a counter skill that redirects all projectile type attack of any class.

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This is bad. You should AVOID attacks, and if you can’t, block/parry. Your mistake should not be rewarded, it should be punished. Dodging directly into an attack to deflect is also… really stupid, this isn’t volleyball or ultrakill. You can’t +Parry an Ultimate Art and call that balanced.

If we already have blocking and parrying, why add this? There’s no reason for it to exist when we already have ways to potentially soften the punishment from messing up.

Yes, however the focus was in the initial suggestion’s wording. “Magical Arts”, “Magic Deflection”, “their own magic”, and more. This was clearly worded to be a feature detrimental to magic users. Even discounting that, something like deflecting a piercing shot would be absurd. Still discounts spirit weapons, which are looking decently busted.

Exactly

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This whole post gives off a very strong “I died to a magic class due to my own skill issue so magic should be deleted entirely” vibe ngl

2 Likes

Far from it honestly, I just wanted to help add more defensive mechanics to the game.

maybe rewrite your suggestion with all classes in mind

Ill try the next time I suggest something

Only way I really see this being balanced is

  1. On top of needing to be timed correctly, it needs to be charged for like 3 seconds before use (once charged release the key to parry)
    This would serve to disincentive people from attacking you while it’s active and charging, but is still punishable if you got bad timing (obviously can’t move while charging)

  2. Works on non ranged attacks too, redirects damage to whoever hit you

  3. Some type of equivalent on every build?

  4. Long ass cooldown

  5. Some kind of hard cap to what it can deflect (can’t deflect ults or higher level enemy attacks (unless the deflection thing is ulted itself maybe?))

Played too much combat initiation bud?
Also
Ew self upvote

alright i’m gonna rate this based on mla format

who?

conjurer

improper use of first person

what the hell is this sentence

huh???

my brain is trying to digest this sentence but it feels like a lego brick in my stomach lining

improper punctuation
also that whole sentence is run on

additionally you don’t need so much bold text this is blinding people

all in all this essay is kind of craptacular

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