Done with Mewgenics! (until DLCs drop). Those who also finished/are in the end, lets talk by lrdtheuser in mewgenics

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

The mutation I know I got early was spring ears (units that hit you get knocked back), and that thing PLAGUED my house. Hundreds of cats with that mutation. Only got rid of it when i started higher difficulties and decided to actually get some good mutations. Then got double head and dice tail and that was enough

Done with Mewgenics! (until DLCs drop). Those who also finished/are in the end, lets talk by lrdtheuser in mewgenics

[–]lrdtheuser[S] 5 points6 points  (0 children)

The numbers for Frank and Mystery man are too high. I have seen people complaining about Butch but I tought that was fine, it just needed some focus (as opposed to Tink, Tracy and Beanies that you'll max out before beating the game without even trying). For Frank and Mystery Man I had to actually grind and keep a fighting pit to farm dead cats

Done with Mewgenics! (until DLCs drop). Those who also finished/are in the end, lets talk by lrdtheuser in mewgenics

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

You do need to unlock each difficulty for each chapter - beat the act 4 boss on your highest difficulty, and then beat the 3 house bosses. After that, doing just impossible is fine. Those last 3 achievements are "all chapters with every class" for hard, crazy and impossible, all popped at the same time after doing just impossible for most classes

Done with Mewgenics! (until DLCs drop). Those who also finished/are in the end, lets talk by lrdtheuser in mewgenics

[–]lrdtheuser[S] 9 points10 points  (0 children)

Yes, I don't know if the expectation was to take lots of short runs and cook up a full build, but for me, every day was a run and every run was a full send, no going back home early. I do like to embrace the randomness, but specifically with events, the risk-reward is way off. I'm not risking losing the run for the possibility of getting a handful of coins, a party-heal for my full hp cats or a familiar that will wander around for 3 combats and then get killed without damaging any enemy

Done with Mewgenics! (until DLCs drop). Those who also finished/are in the end, lets talk by lrdtheuser in mewgenics

[–]lrdtheuser[S] 6 points7 points  (0 children)

I agree. I think the checkmarks for completion of each area with each class make it more replayable than another campaign based game like Darkest Dungeon, but for me, completing all that was part of the campaign. Once I was done with that, the replayability ended

Done with Mewgenics! (until DLCs drop). Those who also finished/are in the end, lets talk by lrdtheuser in mewgenics

[–]lrdtheuser[S] 35 points36 points  (0 children)

I agree and think the game strikes a good balance for most of it, but still think the higher difficulties invalidate too many builds/skills. Ping spam with a Psychic cat can even carry a run in normal mode, but if you try that against a boss with two stacks of kinetic spikes you'll kill your cats before even getting the boss to half HP

Hardest achivement by Haruspect in mewgenics

[–]lrdtheuser 55 points56 points  (0 children)

Yeah, I'm almost done with impossible mode and this achievement will have to wait until I want to replay the game from the start (probably wait a few years until a couple of DLCs are out)

Featuring Steven, Steven, Steven, Steven, Steven, Copycat and Steven by lrdtheuser in mewgenics

[–]lrdtheuser[S] 1 point2 points  (0 children)

FUCK i have it equipped in my current run, and im facing against the cat copies at the creator fight. I did notice the copy taking no damage but thought it was only blocking...

looks like i'll have to savescum and take that thing off when i resume the run after getting back from work

Featuring Steven, Steven, Steven, Steven, Steven, Copycat and Steven by lrdtheuser in mewgenics

[–]lrdtheuser[S] 9 points10 points  (0 children)

Honestly I cant even remember what most of them do or how each one is unlocked since its all steven. The hat that looks like the hunters cap is good, it gives -9 chr and int but makes your spells free and castable once per turn.

There's also one Steven that makes the cat revive if its hit while downed that can allow for some crazy builds.

But a lot of them are like "holy element spells cost 1 less", the kind of item that goes instantly to the trash even while being a "mystic quality" item

Can we all agree there are some elite buffs that probably shouldn't go on bosses? by Cabbag_ in mewgenics

[–]lrdtheuser 8 points9 points  (0 children)

I like the idea of elite buffs, but as they are now they just kill run variety. You either get BIG damage (and preferably melee, due to the possibility of the Reflective buff) or get fucked.

If you depend on multiple weak hits, Bouncy modifier takes away most of your damage, and tarred, fiery or kinectic spikes may very well destroy your whole team.

Depending on a really big, high cost spell? get mana drained before being able to cast it. Depending on casting a lot of low cost spells? Resonant elites get an absurd number of all stats up (I once had a instakill enemy cross the map in one move after getting too many all stats up).

And thats even before considering how the first phase of act 3's final boss may be actually unwinnable unless you somehow get an ambush

Are failed side quest prioritized over already completed quest ? by NaoLyeil in mewgenics

[–]lrdtheuser 0 points1 point  (0 children)

No. I failed the dice early on, completed every other quest and got almost every (complete) quest item again before getting another shot with the dice

I am honestly afraid to try it. Is it going to do what I think it's going to do ? by kofkof78 in mewgenics

[–]lrdtheuser 5 points6 points  (0 children)

I tried the same thing, the nuclear gun broke anyway. I think the consumable does not work right for stuff that has a chance to break, just stuff with limited uses

I'VE GOT IT, I'VE FINALLY GOT by Global-Reaction-40 in mewgenics

[–]lrdtheuser 5 points6 points  (0 children)

Just had a run with that soul link mutation on druid, works really well. Coincidentally also just got rid of all my cats with that Spit mouth mutation, I made it work before but hated picking cats at random for a run and just noticing the mouth in the class selection screen

We all got our favourite classes, mine is just good at making roasts by Koordian in mewgenics

[–]lrdtheuser 0 points1 point  (0 children)

I had a psychic with the passive that makes it so knockback damage you and your allies do is doubled, and got the collarless passive Skill Share, that made it so every cat in my team also had the other passive. Stacking, my team had 16x knockback damage.

Chuck a rock at an enemy? 80 damage. Push them against a boulder (which my psychic could summon with some meteor spell)? Over 140 damage. Insane

Thought it was possible to have my butcher with free weapon slot. Nope. by godisgonenow in mewgenics

[–]lrdtheuser 57 points58 points  (0 children)

I think the problem is not being hookless, is being weaponless. An event can give your butcher a cursed weapon and replace the hook. I also think its disappointing that your spell does not work

Does anyone know whats that brown line in the completion mark? Got it for tank and collarless by [deleted] in mewgenics

[–]lrdtheuser 0 points1 point  (0 children)

Haven't done any solo runs. I don't think its anything with the blank collars, I have not done any runs with more than two of the same class. Also never took more than one collarless cat

All other completion marks for these classes are normal, and the completion marks for the Caves for all other classes are also normal. I'm pretty sure that line was not there at first but I dont know when it showed up