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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A combo I got some mileage out of, if you have a thou shalt not kill cleric with a unit who can inflict a lot of madness (necro is good for this), it procs when they kill each other
 
Ohhh here's a fun one, the healing lightning bolt works with the cleric Evil Patron passive, and you can chain it through water, healing allies and damaging enemies at the same time.
 
i never thought i could hate something as much as i hate the fucking brain faggots
 
i never thought i could hate something as much as i hate the fucking brain faggots
They are annoying, but if you resurrect or persuade one. Buddy, you pretty much helped your run. Especially if you get two for double the counter spells.


Do you guys watch the intro every time you boot up? I think this is the first game I've done it, cause I heard there's like 200 unique versions of the intro. Mainly just changing what is on Mr. Beanie lab coat, and the thing the grey cat morphs into after the experiment.
 
wait does resurrecting a unit turn it to your side?
depends on the skill I think. For some reason necro has several bring back the dead skills. one that can only be used on enemies, another that can be used on anyone but drain their stats too, and another that lets you bring anyone back from the dead and makes them your ally.

I don't know if Clerics revive skills though can revive enemies and convert them or how many revive skills they have.


Honestly Necro is only decent if you get good rng on the skills. if you get that revive enemies and make them a ally skill early, it's really good in building a army. Cause it's only 12 mana points to use.


Just got this passive for first time:

Honestly might be good if it legitimately means I can hide my archer in the corner and just hit enemies near my tank safely.
fvsdfsf.png
 
Spotters is really good if you produce even a small number of minions, you wind up just being able to shoot 80% of the map most of the time.
 
Spotters is really good if you produce even a small number of minions, you wind up just being able to shoot 80% of the map most of the time.
Oh I'm retarded. For some reason I just thought that the Hunter couldn't shoot tiles next to his allies by default XD I didn't know it extended his range to where his allies are, that's insane
 
F Tinker
The best summoner class and really strong when synergies click, but otherwise spells are shit or don't do anything. Really requires good build, good synergy or good luck to work.
Tbh, Tinker with 0 tech skills are still good, just being able to craft a spit ball, shoot someone with it, slow them down and next turn you both shoot and throw the spit ball for extra damage, or even a chance to craft a bomb and kill a bunch of small units with it, every Tinker I got has honestly surpassed my expectations in every way (in fact, a 0 tech/0 summon Tinker was my MVP against Pyrophina, but that's mostly because he had a spell that gave you a random status up for 2 mana, which snowballed hard against her).

But I do confess that not getting any Tech skills just makes them extremely boring to play (or at least, not as fun), I really wish the Ingenuity passive skill (gain +1 Tech whenever you collect a pickup) was actually an innate skill for every Tinker rather than something you need to come by pure luck, it's kinda like playing a Butcher without using the hook... it works, but it's just unsatisfying.

Also the Mech Suit is easily my ABSOLUTE favorite spell of all time

I'M SUITIN UP.png
 
Tbh, Tinker with 0 tech skills are still good, just being able to craft a spit ball, shoot someone with it, slow them down and next turn you both shoot and throw the spit ball for extra damage, or even a chance to craft a bomb and kill a bunch of small units with it, every Tinker I got has honestly surpassed my expectations in every way (in fact, a 0 tech/0 summon Tinker was my MVP against Pyrophina, but that's mostly because he had a spell that gave you a random status up for 2 mana, which snowballed hard against her).

But I do confess that not getting any Tech skills just makes them extremely boring to play (or at least, not as fun), I really wish the Ingenuity passive skill (gain +1 Tech whenever you collect a pickup) was actually an innate skill for every Tinker rather than something you need to come by pure luck, it's kinda like playing a Butcher without using the hook... it works, but it's just unsatisfying.

Also the Mech Suit is easily my ABSOLUTE favorite spell of all time

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That's the thing with Tinker; if you have one skill (ie tech on pickup) and the pickup drone, it turns out super OP. Same with the skills that reset your block to your armor, or give your robots your equipment armor... If you have robots and equipment that gives a lot of armor...
 
That's the thing with Tinker; if you have one skill (ie tech on pickup) and the pickup drone, it turns out super OP. Same with the skills that reset your block to your armor, or give your robots your equipment armor... If you have robots and equipment that gives a lot of armor...
I just wish there was one guaranteed way to obtain Tech without having to rely on a good level up for it, maybe make it capped at 1 and make his skills have uncapped tech gain, I dunno. And again, it's not like Tinker is useless without Tech, I still think he's like a C or even B tier class, but he just feels incomplete without it.

And just as a bonus because I felt like it, here's my tier list of all classes I've unlocked so far (still haven't gotten through Act 3 since I'm grinding on Act 2 achievements)

S TIER
-Tank: It's the perfect class, has thorn for bosses, can give himself insane buffs through spells, and for a class called "Tank", it surprisingly has a lot of reach with a million different movement skills
-Cleric: Has insane buffs and passive skills that allows your team to be more aggressive, I pretty much did all of my house boss encounters with a cleric on the team because of her spells alone (Stimulant, Chosen Warrior, Blessing of Holy Fire+, that one Health Regeneration+ skill that makes all your cats have uncapped max HP). They can be quite a fighter too if you get stuff like God's Wrath or Divine Warrior (10 mana, all stats up, reduce by 1 for each point of HP you healed this turn.
-Butcher: Being able to basic attack in diagonals is a dream coming true and the hook also nullifies the downside of starting with -2 SPD, I think the Tanks are silghtly better because they have better spells, but I'd say they're on par with each other

A TIER
-Ranger: Has insane passive skills and can easily become your best and most consistent DPS with a bit of luck. It does suck that that the AI controlling the familiars are a bit crappy, but just being able to summon familiars in a game with a uncapped familiar count is a huge boon in my eyes.
-Druid: The fact that the bird is an expendable unit that you don't have to worry about puts it into the high tier territory. I'm not a big fan of the shapeshifts, but being able to have so many summons AND being able to control them is incredibly nice.
-Necromancer: Can easily become the tankiest member of your party even compared to the S tier tank classes, the only reason why I don't rate it higher is that it's easy to get screwed with the "do stuff while downed" package and having to deal with injuries, but besides that, I feel that most of their spells are really solid.

B TIER:
-Fighter: just a solid and consistent class, the only thing holding it back is its lack of HP. If you hate the "DPS check" rooms, they're pretty much guaranteed to deal with them.
-Thief: does less damage than the fighter, but has more reliable "Hit & Run" tactics, also some of their spells being able to ignore shields can be very convinient


C TIER:
-Tinker: My favorite class of the game, it's actually not useless if you don't get any of the good skillsbecause craft is just that good, but it does suck having to deal with absolutely garbage spells rather than getting tech/summon support.
-Mage: Can easily become your MVP or the most useless cat in your team, no in-between. It does play a lot with the environment/enemy types, like casting a thunder spell on the water, or setting the Crater forest on fire and inflicting extra burn damage against plants enemies. Their ice spells are also incredible useful to block damage by themselves or turn the enemy into a giant popsicle and buying the team an extra turn, but again, most of these upgrades rely on good level ups.

D TIER:
-Psychic, I've only done three runs with this class and tbh I still don't get its appeal. Having unlimited range and collding enemies with rocks is nice to kill all the weaklings, but I found most of their spells and passive skills kinda useless. Maybe I'm just getting unlucky with its level ups and haven't seen any of the OP stuff it's able to pull of.
 
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Psychic, I've only done three runs with this class and tbh I still don't get its appeal.
They're good. They're another RNG-ass class but unlike most of them they only need to hit on one good ability/passive to be useful (either by themselves or boosting a Hunter or something).
I had one in my last Act 2 run that cleared a bunch of encounters before they started, because I gave him an item that emits an initial bunch of sparks and he had a passive that damages all enemies whenever he kills something, which can easily turn into a firehose of spark feedback.
He also had Become Entropy, a sick-ass and relatively inexpensive infinite-range unit deleter (that's the actual effect, targets are just gone) which switches to a guaranteed boss stun, and Fast Forward which lets all your dudes go first each round (ie you kill more stuff before it has a chance to do anything).

All sweet shit with no reliance on multi-ability synergies. You can still roll all crap but it's a lot less likely than with a Mage.
 
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