Mewgenics - Edmund McMillen's biggest game yet

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Will it be better or worse than The Binding of Isaac?


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Somebody try to roll a mage with that ability that passively does damage based on how many turns your cat has taken and blood frenzy and let me know how that interacts because it'd be really funny if every extra turn buffs the damage and the extra damage triggers blood feast
Edit: if it's real we'll call it the chernobyl cat build
 
Edmund is the only guy who still designs games with the "fuck you, you're gonna feel bad" mindset
spider boss infested my butcher so now I dont get unlocks for the class AND my best cat is fucking gone since his corpse fucking exploded
I only won because he did enough poison/bleed that boss died on its own
idk how to kill spider or ghost final bosses in strategy at all so far I've only been getting lucky tbh
 
i'm starting to think necromancer sucks
So I just did a run with it, and it's definitely the weakest damage dealing class. I also thought Wizard sucked though and then it started to click with me. So maybe I just haven't found the right combo of abilities and spells
 
Have good cats, and hit it until it dies, it's the only boss I've seen so far that's just an honest brawl with minimal shenanigans.

Necromancer feels a lot... narrower, to me, maybe. I've gotten it to work one time, and it was just by building as a devoted summoner/tank, creating lots of upgraded leeches/flies/spiders. Every other time it's felt like dead weight, in an "I would have been better off with Literally Anything Else even collarless" way. Similar feelings but to a lesser degree about thief, thief I think at least seems busted for multiclassing.
 
Have good cats, and hit it until it dies, it's the only boss I've seen so far that's just an honest brawl with minimal shenanigans.
So I had a Hunter that had bait traps that I would just use to keep him the hell away from everyone that wasn't my tank, and my tank would then stun him as much as possible while my Wizard lit the room on fire. Eventually killed him
 
So I just did a run with it, and it's definitely the weakest damage dealing class. I also thought Wizard sucked though and then it started to click with me. So maybe I just haven't found the right combo of abilities and spells
you become a skeleton after having one in the party because you wait for fucking everything. wait for the cat to get in range, wait for the leech to do nothing, wait to reanimate enemies, wait for the zombies to walk a tile out of range, wait for the other cats to actually do something, then wait for the boss to end your misery because you have no summons no range and no damage
 
you become a skeleton after having one in the party because you wait for fucking everything. wait for the cat to get in range, wait for the leech to do nothing, wait to reanimate enemies, wait for the zombies to walk a tile out of range, wait for the other cats to actually do something, then wait for the boss to end your misery because you have no summons no range and no damage
My leeches fucking melted the desert boss so idk what you're on about.
 
Reap (and Reap+) is an amazing ability especially for the upper Act 2 path, since a lot of stuff has low health but high shields. I've bred it onto some other cats so they have a cool mobility power that's also a cheat button off the bat.
It's also funny against that one Alley boss that switches to tank for her kittens since it instantly telefrags her.

Otherwise I think necromancer is kind of like mage where it kicks ass if you get the right level ups, or have an item set that lets it start with a useful gimmick, otherwise there's a decent chance it turns out to be dead weight.

Dont quote me on this but I think destroying environmental objects counts as a kill, so if you do aoe during your turn...
If it has a health bar it counts as a unit, I think.
So cardboard boxes no, trash bags yes. I've definitely used rocks to chain bouncing arrows to bosses and farm Last Hit reloads.
 
Can I just say, the juxtaposition from Eatin' Rats to crystalline dreams really tells a story of going from apex predators to prey. In the alley, your cats are king. Terrorizing rats, strays and ferals, and so the song is a triumphant boast from their perspective, but in the caves? Totally out of their depths, facing down deadly spider monstrosities, so Crystalline Dreams is told from the spider's perspective, of wrapping your poor kitties up and eating them alive. I just think the ost is really cool honestly.
 
Can I just say, the juxtaposition from Eatin' Rats to crystalline dreams really tells a story of going from apex predators to prey. In the alley, your cats are king. Terrorizing rats, strays and ferals, and so the song is a triumphant boast from their perspective, but in the caves? Totally out of their depths, facing down deadly spider monstrosities, so Crystalline Dreams is told from the spider's perspective, of wrapping your poor kitties up and eating them alive. I just think the ost is really cool honestly.
The music in this game is top fucking notch
 
Otherwise I think necromancer is kind of like mage where it kicks ass if you get the right level ups, or have an item set that lets it start with a useful gimmick, otherwise there's a decent chance it turns out to be dead weight.
I think the main issue with Necromancer from what I've seen is that Hunter has the potential to be a better Zookeeper than it and Wizard has the better damage potential from spells.

I'd have to look into it but I think Necromancer may fill the same niche as Cleric as a support. I had my first necromancer have the spell that gives life steal to a unit and something I noticed is that pets count as the pet owner dealing damage. So Everytime a leech did damage it healed the necromancer.

I think Necromancer can do well on certain teams if you build him as a debuff/buff machine, especially with Fighter and Hunter who would love to have life steal.
 
Bloodfrenzied butcher with death wind, double spin attack and 50% change to spawn fleas at the end of her turn equaled turn 2 boneyard boss kill.

Too bad that there wasn't much left of the rest of the team when she was finished.
 
Okay, now I'm tempted to mod the game too. Three times in a row trying to loot Throbbing King did nothing but kill my cat. What fucking mongoloid makes the secret boss reward a coin toss?


Regarding the classes, here's my ranking of what I unlocked so far(did everything in act 1 and 2, haven't lost a single run and only 2 of my cats died in combat):
S: Butcher/Tank -- good stat spread and pretty much universally useful skills which means they don't require ebin 999 damage synergies to be effective and will pull their weight even in weaker runs. Butcher slightly above Tank because of the hook and diagonal attack.

A: Fighter -- made kind of redundant by Butcher, but has really good skills and wrecks face most of the time nonetheless.

Hunter -- very good skills overall, strong basic attack that ignores LoS, would be S rank if not for the painful health and speed penalties.

Druid -- best support class by far, has mapwide buffs and a permanent familiar that shares stats with the owner and has decent abilities, effectively a fifth cat. -2 health kinda stings, but Druid doesn't really need to leave the backline.

B: Cleric/Necromancer -- can be incredibly useful with just a single good skill, but have too much filler. Good stats.

Thief -- pretty much guaranteed to go first with its +4 bonus to speed. The skillset is kind of a chaotic mess with a lot of it relying on synergies but complete stinkers are fairly uncommon.

C: Tinkerer -- Better Mage. Similarly synergy-focused, but has fewer dogshit abilities, stronger basic attack and slightly better stats.

D: Mage/Collarless -- RNG classes loaded to the gills with useless shit and lacking built-in utility(with Mage having the worst basic attack in the game). Only good as Dybbuk fodder without specific synergies. Collarless at least has the excuse of being a challenge option.

Can't say much about Psychic since I only did one run with it, but it's definitely above Mage due to the mapwide basic attack.
 
D: Mage/Collarless -- RNG classes loaded to the gills with useless shit and lacking built-in utility(with Mage having the worst basic attack in the game). Only good as Dybbuk fodder without specific synergies. Collarless at least has the excuse of being a challenge option.
Mage really needs luck on the level up as well as items that buff their basic attack to make them fun
 
I'd call Hunters S-class since there's multiple ways to build them into getting infinitely-long turns just with their own common class skills.
 
In my experience, Fighter/Ranger/Cleric/Tank can pretty much take whatever garbage rolls you get and still be good, while Thief/Mage/Necromancer/Druid have ferociously strong combos but can feel terrible if they wind up with zero synergies
 
In my experience, Fighter/Ranger/Cleric/Tank can pretty much take whatever garbage rolls you get and still be good, while Thief/Mage/Necromancer/Druid have ferociously strong combos but can feel terrible if they wind up with zero synergies
My default team has kind of shifted into Ranger/Mage for DPS, Tank for well Tank, and Cleric for support.

Ranger can get some insane synergies and Mage gets some crazy ones as well, but Mage also has a ton of utility that I can shift into if my options aren't great.

Cleric feels almost necessary just to keep my guys healthy.

The best Tank I've ever had though had the "hearty" passive which made him heal to full at the start of every fight. So I could throw him into the fight and leave my Cleric near the wizard or hunter to heal them. If the Tank ever got low I'd have the Cleric use his teleport to get to him to heal him.

Which side note is fucking insane. It's not truly a teleport, but it's essentially a free movement that causes your cleric to move immediately to an adjacent space of any one of your cats that's injured.

It made healing for them so easy, add the health Regen passive that gives your cats your Clerics Regen and my team was insanely hard to kill.
 
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