06-11-2023, 07:54 PM
The Hayabusa Set have only really gotten stronger in comparison, with Mundane's release allowing for them to negate having to build STR at all.
Hayabusa's problems are a few fold.
1 ) Burn/Silence (Silence for free hardcounters Bards. No cap. Volume Up being a silence cure/immunity could help but. That's another thread)
2 ) 7 range. Throwing Daggers increases the set from 4, to 7. Which makes it-- frankly-- longer range than some guns... certainly some bows without gust arrows/longdraw. Tack on the fact that you're building high GUI, and you're more-or-less not caring about the longrange penalty outside of small bit.
3 ) The Wombo Combo in the room. Hayabusa set is basically designed for teleporting behind someone. Dealing 80% of their HP + burn + silence in one attack... and ALSO giving Knockdown ontop of it due to Cutthroat (which is guaranteed silence MOST of the time).
Them getting to stand behind you, without an ally, is also giving them (10+GUI)/2 hit to you. Which does not apply to the hit cap. At all. Which is.. generally an extra +30 hit...
The only 'good' way to fight against Hayabusa is to just build so much dodge that you're untouchable-- but that's immediately ruined by guile-backstabbing by yourself. Just hop on behind the target and promptly obliterate a dodgy.
How do we fix the Hayabusa set?
Probably one step at a time to address the issue.
1 ) Reduce the range. Have the Hayabusa add an extra tick of Throwing Daggers buff to the wielder (2 per turn, or 3 with Monoclass Rogue)-- rather than increasing their range to 4-- and GETTING Throwing Daggers ontop of it. This allows for hayabusa to not be.. quite as long ranged, instead and makes the wield unable to be chain from one end of the battlefield to the other.
2 ) Remove the Burn/Silence/Teleport effect on the daggers. This makes positioning actually matter, instead of just lolteleporting behind people when you hit them. It's dumb. This allows it to keep it's 7 range. It's a bit heavy handed.
3 ) Remove the Burn/Silence on hit. Take the range changes from 1. Add in Movement Becomes Teleport to them... and maybe change the effects on crit to.. anything besides Burn and silence. I'd take Spelldaze and aerial razor (-5 def) at this point.
Hayabusa's problems are a few fold.
1 ) Burn/Silence (Silence for free hardcounters Bards. No cap. Volume Up being a silence cure/immunity could help but. That's another thread)
2 ) 7 range. Throwing Daggers increases the set from 4, to 7. Which makes it-- frankly-- longer range than some guns... certainly some bows without gust arrows/longdraw. Tack on the fact that you're building high GUI, and you're more-or-less not caring about the longrange penalty outside of small bit.
3 ) The Wombo Combo in the room. Hayabusa set is basically designed for teleporting behind someone. Dealing 80% of their HP + burn + silence in one attack... and ALSO giving Knockdown ontop of it due to Cutthroat (which is guaranteed silence MOST of the time).
Them getting to stand behind you, without an ally, is also giving them (10+GUI)/2 hit to you. Which does not apply to the hit cap. At all. Which is.. generally an extra +30 hit...
The only 'good' way to fight against Hayabusa is to just build so much dodge that you're untouchable-- but that's immediately ruined by guile-backstabbing by yourself. Just hop on behind the target and promptly obliterate a dodgy.
How do we fix the Hayabusa set?
Probably one step at a time to address the issue.
1 ) Reduce the range. Have the Hayabusa add an extra tick of Throwing Daggers buff to the wielder (2 per turn, or 3 with Monoclass Rogue)-- rather than increasing their range to 4-- and GETTING Throwing Daggers ontop of it. This allows for hayabusa to not be.. quite as long ranged, instead and makes the wield unable to be chain from one end of the battlefield to the other.
2 ) Remove the Burn/Silence/Teleport effect on the daggers. This makes positioning actually matter, instead of just lolteleporting behind people when you hit them. It's dumb. This allows it to keep it's 7 range. It's a bit heavy handed.
3 ) Remove the Burn/Silence on hit. Take the range changes from 1. Add in Movement Becomes Teleport to them... and maybe change the effects on crit to.. anything besides Burn and silence. I'd take Spelldaze and aerial razor (-5 def) at this point.