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But this means that Pluto (boosting the "High Card" hand) is a worthless card. Would it not be better, and generate more choices, if the initially bad hands would scale better with planet cards, meaning that you actually would need to choose between a bonus to a worse hand but which is easier to get, or a bonus to a better hand that is harder to get? If the bonuses themselves are also scaling (as it is now) then there is no point in boosting worse hands and this choice disappears, because even with the boost, that hand is still worse than a better unboosted hand.
Even if I got Pluto for free into my consumabe slot (from the card that gives you two random planet cards) it is better to sell it for 1 dollar, than to enhance the "high card" hand.
Also, it makes you think about one other aspect: played hand maximising. If you have some joker like Bus, where each hand played adds to a counter, but also have Telescope you will want to think about what hands you play instead of just spamming high card so you can still have your scoring hand as most played. High Card being good would once again remove all strategy there - "just spam high card lol you will win" basically.
No, it's not. A boost on any specific hand is worth something in the right context. A boost on the same hand is often worth nothing in another context.
It would be plain bad. If any hand scales as fast as the other hand, then after 3-4 levels gained all hands would have pretty much equal default payout. So no benefit to go for tough hands and risk anything. Read my previous post.
It's all a matter of context. For some reason I ignore, you believe that high card hands can't win you the game, no matter what. I suggest you to go to Youtube, search for "balatro high card" and see how wrong you are in believing that.
In some cases yes. The same way selling the straight flush planet is often a good decision, nothing wrong with that. The same way most random planet cards obtained are better being sold in most scenarios. Money is very important in this game. I do agree.
I understand better now. I will watch that video. I am pretty sure the joker that brings in every card to score is used, and probably the the joker that gives mult per number times you have scored that hand. I am guessing no joker directly buffs "high card" because that would go against what you outline in your answers. Are you saing it is not just a fluke that you can win on a high card strategy? Not a "the stars a right" type of scenario?
Since you always get at least three planets in a pack, I fail to see how I would pick "high card" instead of "pair", which is the least bad hand, and every other hand is more viable than both of them, unless you have the "score all cards" joker. But I will watch the video that malogoss suggested.
Thanks for replying, both of you.
Sure, pair may be better (depending on how many high card planets you already got), but you aren't guaranteed to get a planet card for it. And with Flush House you may want to keep most of your pairs anyway to use in the flush house. On any kind of Straight build you'd play pairs more likely. So really it all depends.
Haha, and Ride the bus in the Abandoned deck, too, and a Pluto in the first planet pack... Yeah, I think it is safe to say that he needed very specific circumstances to pull the high card win off. And the Stencil joker... My god, what luck.
My first win was also with Ride the bus and Stencil Joker with a flush deck, built from the Abandoned deck, which seems just too good, especially in combination with Ride the bus. i don't think Ride the bus should be allowed with the Abandoned deck, since it has no chance to fail (unless you are stupid and add face cards to it).
Splash and Ride the Bus are common jokers. I'm not keeping stats but I have played a lot of games. The odds that a specific common joker is offered to you during a full run has to be over 80%, if you buy only half a dozen rerolls.
Stencil is a rare joker. You can't rely on a rare joker appearing in a run. I'd say you'll see 1, sometimes 2 rare jokers per run on average. But with 4 rare jokers in the pool, yes it is lucky to get specifically Stencil. For example, Smeared Joker is also a rare, it's very good, but it is useless in a high card build.
Only 9 planets in the card pool, unless you have played a secret hand (that adds cards to the pool). So getting a specific planet is not that hard. And I doubt getting it in the first or second pack changes anything. The biggest factor is probably how early you're offered a Telescope voucher.
So those 3 jokers and Pluto is not the ultimate luck bundle. Stencil is the lucky piece. The rest you can pretty much count on.
Things like Steel cards and stone cards are also great in a high card build. They are not that hard to get.
Whatever hand type you go for, you need some ingredients to make it work. But you don't need all the best ingredients. Yes luck plays a role, but if you accept that there are 11 possible hands and that you can probably try any of those 11, even the toughest ones, at least once every 4 run, luck really isn't a huge factor.
First run, still at ante 1, I see a spectral pack in shop. I buy it, now I have 11-12 9's in my deck. So I go for 5 of a kind and I win the run.
Second run, I buy the simple +4 mult joker and a golden joker very early. Then the plan is to go for high card. As a backup plan I have the 3 of a kind option, as I buy the corresponding planet when I don't see Pluto. I also have the +15 mult if 3 or less cards are played joker, which is good for both hands.
I start collecting steel cards, stone cards, gold cards. My economy is crazy. At the final boss, my high card hands were doing > 25k damage each.
2 runs is a very small sample, I know that. But there's a wide variety of things that can help a high card build, it was simple to play. Ending a fight with 4 steel cards and a gold card in hand is pretty fun :)