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Most of the modifiers/enhancements for the cards and Jokers rqnge from neutral to positive. Eternal Jokers are of course bad because you have to commit to them and can't be pvioted off of. But at the same time, an Eternal Joker synergizes with any card that destroys other Jokers making it so that an Eternal Joker on an actually good Joker keeps it protected forever.
Ideally, this is how the dev makes the game difficult without just completely going "LOL NO GOLD FOR YOU" by introducing engaging mechanics that while they might be bad outcomes but they are outcomes the player can mitigate through skill:
Basically imagine the curses from Slay the Spire but taken even further to act as a constant threat and adversity in this game beyond the Boss Blinds. The dev is only one guy from what I heard so I'll give him a break.
But an expansion pack entirely revolving around cursed mechanics plus a rework of the Stakes would be amazing.
The idea of having to complete Gold with random, useless jokers eating up a spot in order to get "100%" completion sounds agonizing and borderline impossible. And this is coming from someone who 100% completed Binding of Isaac.
man, i would love to see modifiers like these instead of just less money / hands / discards. i'm playing on purple stake right now and i already have to agree with what you're saying. it's just not quite as fun as the lower stakes as it ends up relying alot more on RNG
My only problem with them is that they can appear on jokers that they really shouldn't appear on, like the egg, or (previously) the luchador.
Someone already touched on adding more modifiers to jokers as a potential replacement to the difficulty, which sounds like a great idea.
I think another option would be taking inspiration from trading card games and adding more consistency options. Add ways to increase draw power, searchability, etc. Something like: if you play a specific card, draw 2 more cards. Or maybe even a once per round power that allows you to draw another card at the expense of halving the current hand's multiplier.
That draw/cycling idea is pretty good though. In my head it would be like this.
White Seal - If this card is discarded, draw two more.
Alternatively we can take inspiration from Wildfrost for more consistency:
Royal Seal - This card is always drawn in your opening hand.
And if we add negative modifiers to the game I think a funny mechanic would be adding sleeves as an additional card enhancement. If a card is "Sleeved" it can't be affected by negative effects.
It's as if tougher difficulty being tougher is a problem. What were you expecting?
But Balatro's stakes are specifically designed to be as unfun and RNG-heavy as possible. There's no skill in holding R and hoping that you get a good skip reward. I was expecting the difficulty increase to make things more engaging not make things more braindead.
And sure its optional but the fact that the dev thought it was reasonable to make it so that there are two achievements dedicated to getting gold stake on all decks and Jokers is just absurd.