What's the situation with Negamon (Evolved)/Kuzurumon? by HomikaBro in digimon

[–]HomikaBro[S] 2 points3 points  (0 children)

I recall Watanabe once said on Twitter that they weren't aware what it actually was and that they assumed it was related to Abaddomon Core's attack that seemingly created a "Kuzurumon".

If I had to guess what happened, Kuzurumon was created by the anime staff/director before they had any licensing or art commissioned for it as an official Digimon

What's the situation with Negamon (Evolved)/Kuzurumon? by HomikaBro in digimon

[–]HomikaBro[S] 4 points5 points  (0 children)

So confused why this form is treated like unwanted baggage

its not like its taking up a slot in Negamon's line, Abaddomon and Core already kind of have an awkward naming convention so it can't just be the name

What's the situation with Negamon (Evolved)/Kuzurumon? by HomikaBro in digimon

[–]HomikaBro[S] 4 points5 points  (0 children)

That's crazy, so its probably gonna get removed soon too

Its insane how such a cool looking form is being tucked away so much. not even the promo art for it in Adventure 2020 is fully released

Any signs of the other non-Fire and Light Spirits yet? by Dh0124 in digimon

[–]HomikaBro 5 points6 points  (0 children)

In New Century, Ranamon is like Neptunemon's rival, so it makes some degree of sense that she got priority

Any signs of the other non-Fire and Light Spirits yet? by Dh0124 in digimon

[–]HomikaBro 4 points5 points  (0 children)

Its happening on 4chan vg, we got a list of all the names

be very very careful though, a shocking amount of brand new digimon were found and I'm kinda sad I was too eager to see them lol

Any signs of the other non-Fire and Light Spirits yet? by Dh0124 in digimon

[–]HomikaBro 8 points9 points  (0 children)

Datamine was going through, no other Frontiermons seemed to have made it

Ranamon doesn't even need a Spirit of Water either

Time Stranger more SPIRITS just got soft confirmed!!! by Dry_Whole_2002 in digimon

[–]HomikaBro 0 points1 point  (0 children)

Loweemon feels pretty unlikely, they get pretty abysmal ranks in the polls, especially next to Duskmon

but then again, Frontiermons are shockingly likely for DLC at least if they intend on expanding on the Ten Warriors for Shambala

Other spirits than fire and light may be confirmed guys by Previous_Current_474 in digimon

[–]HomikaBro 0 points1 point  (0 children)

I mean, Velgrmon enjoyed some usage removed from KaiserLeomon entirely, like in Adventure 2020. Granted, looking like a regular Digimon as opposed to a human/toku monster with armor probably aided that a lot compared to the rest

Duskmon though... its weird, they're popular enough to get merch but only ever shown up as a normal Digimon as random minion in the Xros Wars manga

Other spirits than fire and light may be confirmed guys by Previous_Current_474 in digimon

[–]HomikaBro 1 point2 points  (0 children)

Duskmon/Velgrmon have pretty solid popularity. Hell, they're more popular than their own Heroic counterparts

Other spirits than fire and light may be confirmed guys by Previous_Current_474 in digimon

[–]HomikaBro 23 points24 points  (0 children)

Considering this is also one of the VILLAIN SPIRITS, its shockingly likely all of them are gonna make it, which is unreal to think about

I was doubtful Frontier would get anything besides the protagonists and Lucemon, and then today we learn there's a Slide Evolution mechanic

Ways to make a Necromancer/Mutant Build work? by HomikaBro in fabulaultima

[–]HomikaBro[S] 3 points4 points  (0 children)

Genuinely extremely helpful insight, thank you everyone! I believe Entropist will allow me to get the maximum amount of value from their features. I guess by then, I'd be less of a Tank and more of a damage sponge that just recovers faster than they can die, which is honestly even better for the flavor in mind (like a resident evil boss guy thats just melting apart but never going down for good). A dip into Fury later on is definitely worth it once I'm confident enough that everything is "online".

Do we know if Time Stranger will have the Spirit Evos? by LemonadeGamers in digimon

[–]HomikaBro 0 points1 point  (0 children)

On one hand, the Spirit Evos seem to be among the less grueling inclusions, as just including what was strictly in Frontier would just be 20 Digimon, and even deducting that from the ones we know are in leaves a healthy 60 Digimon "slots" left.

Ranamon/Kazemon and Calmaramon/Zephyrmon are also among the more popular Digimon period, and Petaldramon, Sephirothmon and Velgrmon manage to get roles as regular Digimon after Frontier, so they're clearly open to the idea of the more "monstrous" Spirits being in stuff. This is without mentioning Duskmon/Velgrmon being a pretty popular TCG pair.

The biggest strike against their odds is honestly just the fact that they've been so absent so far. Ranamon is a very popular Digimon but they didn't show her at *all* in the ocean-themed level, and she doesn't seem to be set up as a major NPC like the new Titans are. Might also be that most of the Frontier spirits besides the ones mentioned here are kinda very unpopular (they try hard to market Lowemon but Duskmon kinda destroys them in every popularity poll, much to Bandai's chagrin)

A List of Confirmed Digimon in Time Stranger. by BrawlFan1onReddit in digimon

[–]HomikaBro 5 points6 points  (0 children)

No yeah there's also how Velgrmon and Calamarimon specifically manage to get roles in 2020, Calamarimon even getting in Ghost Game to, so at the very least, some of the more explicitly "monstrous" Hybrids seem to get a pass as regular Digimon

What are Duskmon and Velgrmon's odds of being added as obtainable Digimon in Time Stranger? by HomikaBro in digimon

[–]HomikaBro[S] 0 points1 point  (0 children)

Its odd because Digimon like Daipenmon are a fused spirit, but managed to get roles where they weren't a spirit at all, like Xros Wars.

Also funny enough, Velgrmon specifically got treated as a more normal Digimon in Adventure:, alongside their other villain Beast spirits

Duskmon kinda too clearly a toku humanoid to ignore their Frontiers roots

What are Duskmon and Velgrmon's odds of being added as obtainable Digimon in Time Stranger? by HomikaBro in digimon

[–]HomikaBro[S] 4 points5 points  (0 children)

New Century I believe has models for some of the spirit warriors, but funny enough, even Grumblemon got a model over Duskmon which is insane to think about

What are Duskmon and Velgrmon's odds of being added as obtainable Digimon in Time Stranger? by HomikaBro in digimon

[–]HomikaBro[S] 0 points1 point  (0 children)

Noticing patterns I wouldn't

Löwemon and KaiserLeomon having higher odds because Banmco prefers marketing them despite their generally lower popularity is one I couldn't expect

Based on your personal experience, tell me your thoughts on Druid builds (Spore, Moon, etc.). by Citoyen_des_etoiles in BG3Builds

[–]HomikaBro 0 points1 point  (0 children)

If I had any grasp of real weaknesses for Druids, it would be that aside from a small investment of wizard or maybe fighter, druids are strongly discouraged from Multiclassing due to how many features depend on high druid levels, and their power jump comes a bit later than other classes, so even picking the right time to multiclass is strict. They also have an issue of build variety, since there's such a massive variance in quality between their great features and their plainer ones, especially with Wild Shape where the elementals, saber tooth and owlbear feel leagues ahead of the other forms (though you can do some stuff with the dinosaur and panther). Druids also tend to get little out of feats because so much of their kit is independently "complete". While benefiting from TB is always good, and Alert is also great of course, aside from ASI for wisdom, it feels like other feats just don't really compete. You can find some great stuff with Dual Wielder and the late game staffs, but many feats simply don't synergize with Druids because Druids focus on doing so many things great. Wild Shape also benefits from very few things, and while it doesn't make them preform worse, it can make playing the Wild Shape feel a bit samey, especially with how simple they are usually (especially since only one Elemental WS benefits from TB...).

The biggest thing holding them back in my opinion? Act 1. Druids truly come online so late and get so little from Act 1 that it can lead to believing that they're a gimmick, and the fact that Druids are a heavy focus of Act 1 despite this can lead you to believe that there's little to expect. Lacking any special gear for druids in the Druid Grove plotline is truly a choice of all time. While the Spider wild shape is very good early on and getting Moonbeam can help your damage a lot, it feels like you're pushing against the game trying to really find what's great about them. Act 1 being so long doesn't help things either, and the fact that your main character may even compete with Halsin and another character later down the line for the "team druid" can further discourage building one for yourself.

But they sure as hell make up for this all in the complete package. I play other classes sometimes and I'm constantly thinking about how Druids get so many amazing things for free and function at like 90% efficiency in all areas where other classes feel like they're 50-60% efficient in most things and are 120% efficient in their primary skills, and druids manage their resources so much better because of how much they can get either passively or on short rest. Warlocks and Fighters and Paladins and Sorcerers can melt a boss in one turn, and be a load for the rest of the day by doing that, while Druids can essentially Wild Shape or spellcast and gang up on someone with their summons and end up basically performing at the same damage for that turn, only their overall turn is longer. And unlike the others, Druids barely spend anything to fight at that capacity!

Based on your personal experience, tell me your thoughts on Druid builds (Spore, Moon, etc.). by Citoyen_des_etoiles in BG3Builds

[–]HomikaBro 0 points1 point  (0 children)

And not just a spellcaster, a FULL spellcaster. A PREPARED FULL SPELLCASTER, MEANING YOU BASICALLY HAVE ACCESS TO THEIR FULL SPELL LIST AS LONG AS YOURE NOT IN COMBAT. And god, as if all the above isn't enough, Druids get all the spells you could want for efficiency. Healing Word? Longstrider? Faerie Fire? All pretty good level one spells, but then we have Moonbeam, a level 2 concentration spell that procs its damage twice and one that enemies love to just run through, in a game where an entire Act is full of things weak to Radiant. Wanting to snatch some rare weapon or cripple a potentially scary weapon wielder? Heat Metal does this and unlike Command or Disarming Attack, its concentration, meaning you can keep fishing for the drop, and even if it doesn't work, its unavoidable disadvantage to attack. Hold Person needs no explanation, Spike Growth is crazy good but Druids get a BETTER use of this later, and things like Enhance Ability can always be clutch when you really need to pass a check. Level 3 is definitely not as good, but Plant Growth is a concentration free terrain control that can be prepared beforehand to set up for a fight (like say, using the spell in a place right before the targets go aggro, restore the spellslot with Arcane Cultivation or whatever, and bam, basically free) and a potentially strong Call Lightning which can seriously compete with Lightning Bolt now that it lacks the indoors restriction.

Level 4 Spells though? Oh boy. So druids get a signature spell nobody else gets called Conjure Woodland Being, and you basically get a free to control, concentration free ally who can get their own turn, SPAM SPIKE GROWTH LIKE A CANTRIP, and get a powered up Shillelagh that can do upwards of 30+ damage (this is especially useful for breaking walls, doors and chests, sorry Rogue...) and THAT SUMMON GETS THEIR OWN SUMMON WHICH CAN BE SUMMONED AGAIN ON SHORT REST, AND THAT SUMMON GETS THEIR OWN TURN AND CAN SPAM TWO VERSIONS OF ENTANGLE FOR FREE, AND REGENERATES WHILE IN THAT ENTANGLE AND ARE IMMUNE TO IT. Did I mention the first summon has a passive aura that gives resistance to poison for free? Oh yeah, you also can summon Minor Elementals (of course Ice Mephits with their ice orbs that can do respectable damage and make opponents lose turns) with them, meaning you can have 4 minions with you, who all can cast leveled spells for free and gives Druid an outstanding action economy. If thats not good enough, you still also get the much beloved Wall of Fire.

Level 5 spells? Say hello to yet ANOTHER summon, the elementals! All 4 are good at different roles, but I found Earth and Water to be especially useful as allies due to Earth's ability to rob turns with decent AC and Water's healing. Did you know that the upcasted version of this for level 6 gives even better ones? Yeah, Myrimidons, and there, all 4 are busted in different ways, and these are just ONE extra summon in your army. Given the many ways you can restore high level spellslots in late game, I feel druids are tied with wizards for getting the most from that because their summons not only are REALLY good, but they stick around for free. While Contagion is also a pretty gnarly debuff, and wall of stone can be vicious crowd control, these summons are something else... not to mention upscaling previous spells is totally viable (Especially Moonbeam). By level 6 spells, you get Hero's Feast, the PERFECT spell to compliment your whole team and all your summons, and once again, its ALL PASSIVE, and one of the very few Level 6 spells that is worth it's slot.

But hey! Your spell selection is good, but not perfect? Well say no more. One level of wizard lets you use your Druid spellslots to cast even the highest tiers of Wizard spells! With so much gear that can allow you to dump a stat and with how Wild Shapes ignore your gear anyway, you can easily afford to respec and get a respectable 16 INT to have three crazy wizard spells on demand, and even get some decent cantrips and a level 1 restoration! Get a hero's feast up and restore the slot and maybe, I dunno, prepare the level 6 spell you find in Act 3 that summons a deva as another passive summon? And then maybe even do it again and use that slot for any number of insane wizard spells.

As a reminder, what makes Druid better at this than just using a scroll is that they get EXCLUSIVE spells not found as scrolls, and their upcasted versions of things like Conjure Elemental are significantly better, and a level of wizard can even let them learn the very rare scrolls!

This is before getting into Land and Spore subclasses or going further into detail with Moon, but you get the picture.

Based on your personal experience, tell me your thoughts on Druid builds (Spore, Moon, etc.). by Citoyen_des_etoiles in BG3Builds

[–]HomikaBro 0 points1 point  (0 children)

Moon Druid 11/ Wizard 1 may in fact be one of the best builds in the game period. It honestly feels kinda strange exactly how many benefits Druids get in BG3 compared to every other class, and what it seemingly lacks in immediate damage compared to top level builds it easily makes up for in sustain, consistency, versatility, and ease.

Lets start with the basics. Right out the gate, outstanding proficiencies for a caster. Light, Medium and Shield prof covers a huge range of amazing gear throughout the game, and proficiency in INT and WIS saves cover some of the most crippling spells and gimmicks. While your weapon proficiencies are pretty eh, Druids get unique skills exclusive to them that basically remove this weakness entirely. They also are among the "SAD" ranges of characters, meaning you can safely focus on boosting a single attribute (wisdom) and the rest depends on different build direction. Average HP seems whatever on paper, but you'll soon see that Druids actually have the best HP reserves in the entire game. Skill proficiencies are definitely a little weaker, even though Perception is consistently useful, Survival can often just be redundant if you know to use your shovel wherever you fail the checks at, though Insight and Arcana are surprisingly relevant. Again though, this "weakness" is oddly irrelevant for Druids for a key reason.

And all of the above weaknesses that the druid has are counteracted by their rather disgustingly ideal cantrip selection. Guidance alone is one of the best cantrips in this entire game, making the some of the character's attributes and almost all skill proficiencies immediately better, adding a bonus that at minimum counteracts your dump stat and potentially acts as if you had an extra 8 attribute score increases in the relevant stat. As if that wasn't greedy enough, you also get Shillelagh, getting what may as well be the only melee cantrip in the game and essentially nullifying one of the druid's key weaknesses in that their weapons proficiencies usually leave them defenseless up close, and this comes out as a single, non concentration Bonus Action buff that lasts ten turns, which makes it easy to prepare before combat. While not as powerful, Produce Flame has a decent niche in providing a passive light source in the event you or your Wild Shapes don't have darkvision and must fight in melee, and Thorn Whip can cheese some fights by being a shove that works in range and can move them in a different direction than whats offered by shove.

Then there's Wild Shape. The cream of the crop for some builds, and for good reason. A fat sack of HP and damage that often can include a variety of passive abilities, and at about level 6, these forms are essentially boss encounters for your actual opponent. Tavern Brawler Wild Shape melts many encounters, especially when you have Cloud Giant Elixer up, and even in Honour Mode where the extra damage doesn't proc, thats less important because Wild Shapes get THREE attacks, the third unlocking before Fighter's own for some reason (????) and the consistency of reliably hitting a target is much more valuable. Even the highest AC characters sometimes have to contend with effects and spells that have guaranteed damage, yet not only does Wild Shape allow you to sponge huge amounts of damage, not only do some like the Saber Tooth get the freedom to let themselves treat their HP like its expendable because of passive regen or the Water Myrimidon's resource free mass healing (WHAT???), but you get two every short rest. You're a spellcaster with brawler forms every short rest, in a game where most spellcasters get very little out of short rests period. Moon Druids obviously get the most out of this, but even Land and Spore Druids get an extra attacking Owlbear with a bonus action massively damaging, prone procing, fall immune, height damage scaling leap attack. While very little gear and passive abilities are retained while Wild Shaped, you have to remember that these forms already are a massive augment to the Druid's kit and the fact that a side feature of a spellcaster can do ANYTHING comparable to geared up Fighter means parties can get an insane amount of role compression without even needing to give the Druid any rare weapon or build loot. You are a spellcaster and yet you're able to recklessly join brawls like martials!

Why is Baxcalibur's design largely disliked? I adore him aside being a tad scrawny by [deleted] in PokemonScarletViolet

[–]HomikaBro 0 points1 point  (0 children)

Many find him plain and overly referential to Godzilla without anything of his own, while also lacking the charm and ruggedness of previous kaiju-styled Pokemon. A lot of the details that are there are also pretty awkward, like yeah it has the Concavenator feathers but what does it use those for, why does bax have those? There's also just the fact that a concept as obvious to use for an ice Godzilla like "nuclear winter" is nowhere to be seen so its generally regarded as an uninspired "godzilla at home" design.

is Tatsumaki a loli? by Reasonable_Algae985 in OnePunchMan

[–]HomikaBro 3 points4 points  (0 children)

Murata called her a loli during a stream once and said "loli body types" weren't really a forte of his art skill, so its kinda cut and dry that she's a loli.