Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I do also understand its prob a big ask to be complaining the game is too hard after orange, now I am asking the game is too easy after orange tho
i don't think this needs to be "addressed" at all, its the risk you take for skipping the blind.
the benefit of having 9-10 jokers by the end of your run far outweighs the benefit of seeing another shop, temperance goes huge, swashbuckler goes mental, abstract is better etc etc. Even if the jokers dont do anything, having free, non consequential value throughout a run is incredibly lopsided on the half of the player.
I think its as simple as changing it from 'free' to '50% off'. I'm all for the game being more accessible but this one change seems a little much, and will vastly increase win percentages for players of all skill levels. I personally think the free holo, foil, uncommon and rare jokers are completely ok, for the record. I just think that negatives should be held back a little bit because of the giant value they present.
Its hardly gatekeeping, Im just putting my idea out there! Dev is perfectly fine to make whatever changes he likes, and I personally am still enjoying the game, just winning a lot more >.>
"The next base joker for sale is negative but at base cost." I think would solve the issue (50% off would also probably work). That way there's at least SOME question whether you should buy it or not. Right now you will buy it like 99.99% of the time which I think goes against the spirit of the game unless it's incredibly rare like legendary jokers.
That being said, free negative jokers has high fun potential so if we're going for broken builds I love it.
Could also add an addendum to a mid-level stake. "Joker edition upgrades after blind skips are no longer free." Adds a bit of difficulty back to higher level stakes.
For the older player who played Golden Eye on N64, how many of you completed all cheat ''challenges''? I did back in the time, it took me a long time and have not met any friend who had the game back in time who managed to complete them all. They still was enjoying the game and playing it.
1. It helps new players to get useful Jokers without playing optimally, and veteran players benefit more from having better econ.
2. It helps offsetting the risk vs. reward of taking Perishable and Rental Jokers in higher stake. Nothing more frustrating than spending $20 on a Polychrome Blueprint only to have to sell it in 5 rounds, or it drains you $3 per blind and put you into perpetual debt.
TL;DR: This change is necessary for the new higher difficulty adjust. It is good as-is for everyone to enjoy the game from all difficulties.
Or where you're skipping on ante 1 and only have ~$8 the first time you get into a shop.
The number of times I've skipped for a foil or negative joker and ended up ONE dollar short is enough to buy three rare polychromes.
Wow, the polychrome joker tag is waaaay too common. I had four of them in one game and didn't even use a double tag for it.
Also the entire idea of making them free is that before this update, any added positive effect on a joker would also make it more expensive. Often you'll end up skipping a blind to get a negative joker only for you to not be able to afford the joker you skipped a blind - and thus missed out on some money - for. Making the tags also result in the joker being free is a good change.