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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Morana, the necro one and the healer (psychic?) one.
I also got killed by the dice cat one run because the dice kept landing on sixes and fives, even when I hit it.
That's the cleric equivalent. Yeah those two are hated quite a bit (even though I rate Dack, the Thief equivalent as more dangerous than Morana.).

For Marshmallow (Cleric), keep your distance. Right-click is invaluable for this, as well as any sources of slow/CC you have. Have a sacrificial cat ready to eat her charm, or better yet, surround her in shitty summons. She can only charm your cat once in a turn, so make use of that. Once a cat is charmed, close in and frag her face before she gets more shields or get more turns to charm you.

For Morana (Necromancer), she'd keep respawning as long as there's bodies, so just spend the first turn or so destroying them. (If you got a cat that rolled desecrate body, you pretty much have an easy time. 0 mana infinite range spell to just splatter all the bodies on turn 1). Otherwise, I don't recall her being particularly annoying outside from that.
 
Thief has been the most troublesome Desert miniboss for me.
That's the cleric equivalent. Yeah those two are hated quite a bit (even though I rate Dack, the Thief equivalent as more dangerous than Morana.).

For Marshmallow (Cleric), keep your distance. Right-click is invaluable for this, as well as any sources of slow/CC you have. Have a sacrificial cat ready to eat her charm, or better yet, surround her in shitty summons. She can only charm your cat once in a turn, so make use of that. Once a cat is charmed, close in and frag her face before she gets more shields or get more turns to charm you.

For Morana (Necromancer), she'd keep respawning as long as there's bodies, so just spend the first turn or so destroying them. (If you got a cat that rolled desecrate body, you pretty much have an easy time. 0 mana infinite range spell to just splatter all the bodies on turn 1). Otherwise, I don't recall her being particularly annoying outside from that.
Thief and butcher are actually pretty easy for me. For marshmallow I get fucked by charms and holy shields. For morana I get fucked by the undead summons and the leeches. It's tough to get summons so early in a run, unless I'm very lucky and get a pooter spawn spell. My cats have very low movement, somehow and getting to the dead bodies to destroy them is difficult, much less wasting one full basic attack on them. My go to squad is always a cleric, a necro, a hunter and something else (currently a tank or tinkerer for crater, sometimes a mage).

Sometimes I see those broken runs where people go for a summon only build or a direct damage build, where the stats are broken (some guy did it earlier in thread) and I seethe, not knowing how to buff stats that well early run.
 
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Thief and butcher are actually pretty easy for me. For marshmallow I get fucked by charms and holy shields. For morana I get fucked by the undead summons and the leeches. It's tough to get summons so early in a run, unless I'm very lucky and get a pooter spawn spell. My cats have very low movement, somehow and getting to the dead bodies to destroy them is difficult, much less wasting one full basic attack on them. My go to squad is always a cleric, a necro, a hunter and something else (currently a tank or tinkerer for crater, sometimes a mage).

Sometimes I see those broken runs where people go for a summon only build or a direct damage build, where the stats are broken (some guy did it earlier in thread) and I seethe, not knowing how to buff stats that well early run.
The answer to that lies in incest + autism.

My runs have 8-10 mutations* and almost 7 base stats + extra via fightclub.

Important part is to have skills & passives that synergize and most of the cats being equipped.

My Butcher gets strength buffed and shits out a rot fly when healed. Cleric with Fury heal & enough mana can cover the screen in flies.

*soul link, +1 leech, extra attack at start, burn/bleed & spit on some of them (not Cleric for obvious reasons)

Edit: Most are slightly inbred but the rare not inbred exists
 
I don't bring clerics to act 2 at all because water bottles are so good. Even if you don't have any way to spawn water yourself, you can clear out most of the enemies on the map, destroy one of the cacti that has HP, and you get refills. My go-to party is Hunter and Thief, with two of Necro, Butcher, Druid, or Fighter for the frontline. Thief brings high mobility and semi-reliable shield piercing which dunks on a lot of desert, bunker, and crater mobs. The most important part of the Morana fight is destroying as many corpses as quickly as possible, and Thief moves first and often has multiple low-damage ranged attacks.

For breeding, the most important stats to get high early are Constitution and Speed. Having cats that can take a hit without instantly dying even on classes with Con penalties is incredibly important for reliability, and so are cats that don't go last even when their class has a speed penalty.
 
My first interaction with the healer cat miniboss was her charming my ranger who had needle shot and him proceeding to pelt her with it because it had thorns, safe to say it was a hillarously easy fight.

Also I have to confess, I've never used the thief. The concept for the class sounds shitty and lame, I really don't give a fuck about the coins, I just want good stats which I bet thief is not going to have.
Thief is weak early game but picks up quickly after the first level up, you need at least 1 teleport ability to wich he has many (except shadow, shadow sucks ass dont pick it) you can build him from dealing a lot of procs like bleed or poison or high single target damage, he's the guy that you use to kill those shitty annoying high damaging enemies that every level has or the designated big guy like killdozers. The idea is to teleport first, attack and then move away, if you want him to be good from the start get a cat with the colorless ability "roll" with that you already solved thief biggest need and can build him however the fuck you want, you dont need the coins (although the coin passives can be busted with certain skills)
 
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The answer to that lies in incest + autism.

My runs have 8-10 mutations* and almost 7 base stats + extra via fightclub.

Important part is to have skills & passives that synergize and most of the cats being equipped.

My Butcher gets strength buffed and shits out a rot fly when healed. Cleric with Fury heal & enough mana can cover the screen in flies.

*soul link, +1 leech, extra attack at start, burn/bleed & spit on some of them (not Cleric for obvious reasons)

Edit: Most are slightly inbred but the rare not inbred exists
I can attest to the fact that incest works well, the incest cats have higher stats in general. What I don't get is stuff like the base stats being 10 or the various stat ups which give +10 or +15, like I can't even cross a stat up of 3. How do you get extra turn and all that? How do you get enough mana to crowd the arena in summons? Stuff like that.

Also I have to confess, I've never used the thief. The concept for the class sounds shitty and lame, I really don't give a fuck about the coins, I just want good stats which I bet thief is not going to have.
 
I can attest to the fact that incest works well, the incest cats have higher stats in general. What I don't get is stuff like the base stats being 10 or the various stat ups which give +10 or +15, like I can't even cross a stat up of 3. How do you get extra turn and all that? How do you get enough mana to crowd the arena in summons? Stuff like that.

Also I have to confess, I've never used the thief. The concept for the class sounds shitty and lame, I really don't give a fuck about the coins, I just want good stats which I bet thief is not going to have.
You get those stats by throwing all your non breeding cats into a gladiatorial fighting pit and letting them beat the shit out if each other. Some will eventually get a bunch of stat ups from it and then you just pluck the ones you want and use those. If you're starting with base 7s it only takes a few days of winning fights to reach 10. Even faster if you breed for mutations.

Thief can take a few good rolls to come online but they're very satisfying if they do. Had one that could flash step across the map and basically chain backstabs to assassinate 2-3 enemies a turn. They're pretty feast or famine like mages but in my experience a lot more consistent to at least be good for utility.
 
I can attest to the fact that incest works well, the incest cats have higher stats in general. What I don't get is stuff like the base stats being 10 or the various stat ups which give +10 or +15, like I can't even cross a stat up of 3. How do you get extra turn and all that? How do you get enough mana to crowd the arena in summons? Stuff like that.

Also I have to confess, I've never used the thief. The concept for the class sounds shitty and lame, I really don't give a fuck about the coins, I just want good stats which I bet thief is not going to have.
Thieves has a few really gnarly archetypes that you can build, something not evident from raw stats.
  1. Backstab and crit bitch. Just requires you to pickup that backstab always crit passive, or otherwise just stack luck. Your go-to bosskiller if you don't already have one. Thieves has a decent selection of skills that work off backstab or crits specifically. Can rack up damage on par with a well-built hunter if you manage to roll good.
  2. DOT daddy. Thief can pick up quite a few skills and passives that applies bleed or poison on enemies. Not immediately map-clearing, but very useful for semi-prolonged fights and bosses.
  3. Shield-pen. Did you know that shield pens also pierces the holy shield effect? Very handy for bunker when you get those nuclear cats with shield. Any shield-pen damage also immediately kills those 0HP mobs.
  4. Guerilla warfare. Thief has so many mobility options its not really funny. Even has a skill that gives them backflip. A good thief is the one that never gets hit. A cat that never gets hit is also one that don't need to be babied with heals.
  5. Coin-stacker. Unsurprisingly, thief has a few abilities that let them scale off picking up coins. Not something I'd purposefully build for, but it can supplement a damage build, and allow them to scale up for long fights.
Most thieves will do multiple of the above.

E: Ugh, I forgot how much I hated carrying a mage. The number of dud skills you can roll is just insane.
 
Coin-stacker. Unsurprisingly, thief has a few abilities that let them scale off picking up coins. Not something I'd purposefully build for, but it can supplement a damage build, and allow them to scale up for long fights.
The coin builds are normally a meme, but there are some synergies that make even them really good, the easiest one is a Cleric with Thou Shalt Not Covet, so whenever you go up and stab an enemy coins shoot out of them like a pinata and buff you without you doing anything else for it. This becomes really strong if you can also get the Coin Toss spell that reloads every time you pick one up

The other thing Thief has going for it is the way it attacks in lines, this makes it the only class that can really take advantage of pierce on basic attack, and combined with their very good mobility it makes them great at hitting any tile on the map that needs to get hit. Despite not being able to shoot diagonally or over walls, the high speed makes them better than Hunter at reaching distant corners if neither rolls a teleport. Thief really appreciates +range, an extra 1 or 2 range makes an enormous difference for them with staying out of range or sniping distant foes, or lining up your turn to score multiple kills
 
Yeah, thief is honestly a bit of a sleeper class. It's stats aren't impressive and it takes some braincells to use properly but I think generally I'd prefer to take a decently rolled thief over a fighter. Their mobility is incredibly useful, especially for certain bosses and enemies that move a lot or are too dangerous to facetank (both of which fighters struggle against if they don't get confront + decent int).
 
I just want good stats which I bet thief is not going to have.
The thieves I've rolled were all murder machines. Naturally high movement, pump that dex stat high, you've got a glass hitman that can leap across half the map and slice right through an opponent's shield. If you get skills that teleport your cat to an enemy's behind, you'll shred through them like paper. My favorite skill is "Throw 10 nails that deal one damage," where the upgrade gives it an additional nail for each point of dexterity it has. Imagine tossing 20 nails that have a high chance of crits, you're doing at best 40 damage when you cast it. If you give that thief rubber cement projectiles bounce to an enemy within two tiles of an enemy, you can melt through some toughies on the first or second turn depending on your charisma and intelligence. Bonuses if your thief gets passives that make projectiles pierce try not to kill your own cats with that OR make backstabs always crit OR make critical hits inflict stun and weakness. Basically, the name of the game is hit-and-run or hit-like-a-truck-and-run
 
Completely in love with The Rift area. Three hectic tracks with vocals that peak with a boss fight against what Delirium should have been in TBOI has been my favourite experience with the game so far; the lyrics for Soahc are so good at conveying the madness and random nature of the whole place. It even follows with the unlock of the Jester class, and I love these gambling classes.​
 
The thing with thief is, almost more than any other class I've noticed, cross-classing their passives absolutely breaks the fucking game. Like they're relying on being on a kinda-weak character so the second you get them onto something like a butcher it's just automatic win.
The passive which makes basic attacks ignore shield carries you in Act 3.

@funwithshemales69

Extra turn mutation is a very rare one, i don't have it despite a 30+ mutation room.

Getting the +1 basic attack at start was very lucky since i haven't seen any of my strays mutate the slenderman tentacles.
 
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Aside from the meteorites and furniture boxes (and I assume whatever act 3 has that's analogous, haven't had time to play much this week and still cleaning up act 2 stuff) is there any way to increase the rarity of your item drops, or do you just get better item drops on later acts?

If anything reading that bit about the bow (which I don't really consider a spoiler; of course that's gonna be the final boss. it's an ed mcmillen game) made me realize how much this game likes to throw stuff at you early on that you really, REALLY should save for later acts. Wish I'd saved the persuader for some of these irritating-ass quest runs.
rarity appears to be random (please put down the gun) besides the final act areas, throbbing domain, rift, infinite, where after their bosses, the event that happens is a luck roll on whatever cat it picks. when you do said roll, you get a red item, or the cat dies and you get nothing. items that increase drops, birds, etc, likely increase total odds of good items, but i'm unsure if they're weighted to low items heavily, i'd assume so. i've had oddly good luck with red guns from the eagles, though, and checking the shop every day, especially when breeding and passing them helps find items you can use. maxing pet mart and giving them extra cats makes them sell a cheap rarer item the next day.

rarity isn't everything, set bonuses, even common, can do some serious shit, (prowler set, prowler items/blackjack, makes all backstabs crits) and some weapons like the jitte perform above their rarity grade. it's important to know what you're going for also, and that each act has exclusive item drops, like the cactus set in act 2. i'm not aware of rarity increasing in later acts. some red items are very good but a lot are also kind of underwhelming or like a common item but with a bonus. it's easier and more commonly effective to unlock/go for items that benefit what classes you like/want to use, like again prowler for thieves, fully metal sets for tinkerer, monocle or something that gives 100% accuracy for hunters to counteract accuracy passives etc

I can attest to the fact that incest works well, the incest cats have higher stats in general. What I don't get is stuff like the base stats being 10 or the various stat ups which give +10 or +15, like I can't even cross a stat up of 3. How do you get extra turn and all that? How do you get enough mana to crowd the arena in summons? Stuff like that.

Also I have to confess, I've never used the thief. The concept for the class sounds shitty and lame, I really don't give a fuck about the coins, I just want good stats which I bet thief is not going to have.
the fight clubbing etc is alright and all but not really a good idea to rely on stuff like that, particularly with stuff like malaria, the retirement system, rng fight death, stat gained random, etc. some mutations can give bonus attacks or things of that nature. you don't need mana necessarily to crowd summons, the butcher does it alone with a couple abilities by turning all food pickups into flies, them staying with you after battle, them doing more damage etc. but most sustainable power spikes are an all base 7 line and getting 9+ mutations, so in a contained bloodline all kids stay around 9 mutations with 2 defects. also culling your herd regularly, especially when crowded. as you progress, remove all cats with mutations that are bad or don't work with who you use, cats with below 5 in a stat or at least when stats are lopsided, those with disorders you can't use, ones with defects like blind or miss chance.

thief is actually quite good, but by a certain point i would make sure he also has a solid amount of con because he'll go from "glass" to "liability". main thing that's a bit of a pia with him is he doesn't do as great against enemies that can't be backstabbed and/or immune to status effects. you do give a fuck about coins with him because he gets abilities that can have movement resets on coin pickup, static damage increases, and a decent damage ranged attack that uses them. stats on multiple cat classes have to be adjusted with mutations or just "better" base cats, you can have a base cat with good con to buffer their penalty etc. you really prefer instead a regularly good ability set, which thief has, unlike say, tinkerer or mage
 
I swear the game knows you're having too good of a time sometimes, because I had the most perfect, just disgustingly beautiful Tank. Eat Rock, Earthquake, everything you could want for a rock eating son of a bitch. I'm on Core, I'm going strong-

Cancer from a random event. -3 to a random stat every fight, but random mutations too.

The mutations didn't make up for it. Lost to the coven in the end.
 
Man, trying to get a mage to either Core or the Moon proved to be even more trying than I thought. The amount of anti-synergy you can run into is insane. (Electric attacks are awful to use in Bunker, Water and Ice are often bad in Crater.)
 
Man, trying to get a mage to either Core or the Moon proved to be even more trying than I thought. The amount of anti-synergy you can run into is insane. (Electric attacks are awful to use in Bunker, Water and Ice are often bad in Crater.)
Mage is the only class i actively breed skills for, the x3 times magic missiles or the passive that turns your shitty basic attack into infinite range homing is a must if you want the mage to not suck ass consistently, he either is an absolute drag or is a nuke with legs that carries the team, there's never an inbetween.
 
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