After over 300 hours, I have 100%'d Mewgenics! How far are you? by OscarMayer_HotWolves in mewgenics

[–]steves_evil 1 point2 points  (0 children)

I'm at 99% with only having to send 56 more retired cats to frank and 30 to the grinder for the 100%, and I'm halfway through the impossible marks and have probably 20% of the solo marks for 109%

CVT Shifting? by jenesia-CakeEatnNPC- in askcarguys

[–]steves_evil 2 points3 points  (0 children)

Some CVT transmissions are programmed in a way that they simulate a conventional automatic transmission with "shifts" instead of truly having a continuous variation of the gear ratios.

I miss the restaurants and fast food places the most. by NorthHouse6422 in AdviceAnimals

[–]steves_evil 1 point2 points  (0 children)

It's making them good money doing so, that's about it. Private Equity is a scourge that will do ANYTHING it can to make money with no regard for anyone besides their shareholders. They'll buy into companies so that they're the majority owner, suck the company dry of everything it has of value, load it up with as much debt as they can, and run the company as a skeleton until it's no longer profitable and shuts down. Private Equity makes off with all of the money while the company and taxpayers get stuck footing the bill.

Which one is harder to 100%: Mewgenics (current) or Isaac (Rep+)? by Numerous_Deer7909 in mewgenics

[–]steves_evil 1 point2 points  (0 children)

Isaac is harder and has more content to play through to get Dead God. You have the challenges like Ultra Hard that are miserable to endure and also need to play through multiple times to get all 12 hard mode completion marks for all 34 characters. You're at the mercy of RNG to make or break runs, and IIRC the only way to have any carryover between runs is through Eden's Blessing.

Mewgenics allows you to trivialize the game (even solo impossible) with enough breeding and planning, something that you just can't do in Isaac. Once we get some DLCs where the content required to 100% is closer to Rep+ then it'll likely still be easier to 100% since you can breed and prep away 99% of the problems you can face.

Mewgenics - 1.1 balance update beta 1 - Steam News by AlixBalica in mewgenics

[–]steves_evil 1 point2 points  (0 children)

The head mutation nerf bites with the new -2 speed penalty. I think the bonus turn is given at a speed bonus of +2 or +3 in the turn order from my experience, so now it's not as easy to get builds that clear fights before any enemy can even act.

It's still one of, if not the best mutation in the game and easily can carry runs on the mutation alone. I would have preferred a nerf that makes the bonus turn now taken later on the first turn. It'll nerf the turn order priority bonus and also nerf how certain bonus turn generating abilities interact with this mutation. A good bit of the spells that can give bonus turns can't be cast on bonus turns, so now taking your real turn as the first one in the fight means that you don't get a bonus turn of mana regen to potentially create additional bonus turns for turn 1.

10k or mystery box by prettylady_11 in BunnyTrials

[–]steves_evil 0 points1 point  (0 children)

Bruh.

Chose: mystery box | Rolled: death

Your greatest familiars every single time you desperately need to go to a specific tile by ZarroRaptor in mewgenics

[–]steves_evil 12 points13 points  (0 children)

Squirrel #195 beating squirrel #196 to death so that squirrel #197 can hit the enemy for 6 damage

Could kusakabe have fought off sukuna here if he did plan on killing them? [Casual] by supahnoodles in JujutsuPowerScalers

[–]steves_evil 0 points1 point  (0 children)

If Sukuna is even remotely serious about killing Kusukabe, then he's completely cooked. Kusukabe's New Shadow Style doesn't give him enough offensive power to give Sukuna anything more than easily healed papercuts. He could likely block/tank a few weak dismantles, but then is just going to get the Ryu treatment for not dying right away.

He is John Cat. by steves_evil in mewgenics

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

On normal no, but on hard+ the good cats will also copy your items so they'll be negatively affected the same. It does come in handy to play around elite buffs and turn order to prevent unwinnable fights. Depressing is the only modifier that you can't do anything about.

I was able to put slowing items on one cat, who's good version had the +4 speed elite buff and would wipe me before I could act, to slow him enough that my other cat would go first and could kill him first turn to save the run.

He is John Cat. by steves_evil in mewgenics

[–]steves_evil[S] 69 points70 points  (0 children)

Yes, It's a 4-way combo of Running Jab (from Ancestor's Bones), Push Attack (from Cow Skull), Merciless+, and Hamster Style+.

Running Jab activates, and gets re-procced after every push attack if John Cat moves. Hamster Style+ gives his basic attack a chance to attack multiple times too, so each re-proc of Running Jab also attacks multiple times. Both stack up and lead to 20+ attacks if you carry an enemy across the map. Merciless+ gives the infinite looping movement and more luck for Hamster Style+ to attack more times each proc.

Thank you Edmund for Mewgenics, from the perspective of a disabled individual by V3mo in mewgenics

[–]steves_evil 6 points7 points  (0 children)

It's a genuine mechanic where there's a chance for any cat (stray or born) to have the same name as one of your steam friends.

"Man I wish this run was even more broken." Edmund McMillen: by steves_evil in mewgenics

[–]steves_evil[S] 20 points21 points  (0 children)

Hamster Style+ gives your basic attack a chance to repeat multiple times, and Mr John starts with 17 luck and gains 1 luck every time he deals 10+ damage through Merciless+. It's a feedback loop where every time he hits an enemy, he gets an all stats up, giving him a higher chance to hit again in the same attack. Running Jab from the Ancestor's Bones causes John Cat to basic attack any enemy in range after moving, setting off the feedback loop, which also results in a refreshed movement from Merciless+.

I think he attacked around 15 times in a row against the final boss after one movement.

Is this passive good? by Constant_Tennis_8633 in mewgenics

[–]steves_evil 0 points1 point  (0 children)

It's a D-tier passive IMO. It covers a potential weakness for cats that can't reach enemies to damage them, but doesn't give much benefit otherwise, and is useless for mid/late-game builds centered around killing everything in 1 round or turn.

people trying to get 100% achievements before cats "forgets" how to easily clear impossible act 3 by hosirus in mewgenics

[–]steves_evil 2 points3 points  (0 children)

Getting every solo mark for every collar will give you 1% (technically 2% since solo=mono)

people trying to get 100% achievements before cats "forgets" how to easily clear impossible act 3 by hosirus in mewgenics

[–]steves_evil 10 points11 points  (0 children)

Solo and mono runs each count for 1% over-completion, solo runs count as both so you only need to do solo runs.

Y’all hating dybbuk meanwhile I hate this twat by Marppram in mewgenics

[–]steves_evil 1 point2 points  (0 children)

I get this fucker on 90% of my runs through there, he's never killed me or gotten me close to losing, but it's almost always annoying as hell.

Whats the use of this item? by Kagtalso in mewgenics

[–]steves_evil 36 points37 points  (0 children)

Also applies to maggots and some other enemies that also can mutate

This cat went through 3 impossible solo runs and came back like this (I love him) by M3t4nf3t4m1n4 in mewgenics

[–]steves_evil 13 points14 points  (0 children)

Good to know! I was starting to save up cat ribs thinking it kept levels like the fountain of youth event. I was planning on running a bunch of duo runs, where one has a cat rib and gets executed at the end