Balatro

Balatro

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May 1, 2024 @ 9:37am
1
1.0.1f - Patch notes
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Showing 121-135 of 196 comments
ak-ryuu May 2, 2024 @ 4:13am 
I'm happy enough with how the reduced motion setting turned out in the end. Still have to mod out the animated shop sign, but that's no big deal ;)
douglascodes May 2, 2024 @ 4:20am 
Thanks, this seems like a good rebalance.
TreeBushFire May 2, 2024 @ 4:24am 
Originally posted by Fastattaq:
By buffing Gros Michel (1 in 6 chance of going extinct), I think you may have unintentionally nerfed Cavendish.
I feel I *want* Gros Michel to break.
forsure, but the way I look at it is this will help getting the gold sticker for Gros Michel if you haven't.
AGENT May 2, 2024 @ 4:25am 
we are jonkling tonite boys
TITOMOSQUITO187 May 2, 2024 @ 4:37am 
Originally posted by LocalThunk:
Originally posted by Graziano:
Is anyone experiencing any problem in starting the game after the patch?
There was an issue with Windows 7 users being unable to launch the game - it should be fixed now!

Thank you! Working perfectly now. I really appreciate quick fix, and explanation. :Upvoter:
HotcakeNinja May 2, 2024 @ 5:08am 
literally playable
Smelly_Appendix May 2, 2024 @ 6:16am 
Fantastic update guys, was really exited for it while watching Vinesauce test it!:gros_michel:
Rafael May 2, 2024 @ 6:17am 
This is a very welcomed update and I appreciate both the dev time and the community feedback. It remains a brilliant game that gives for a veery long time.

As much as I completely agree with balancing done this update I think that (in the grand scheme of things)
- Cavendish is now not worth chasing
- 8ball is still not worth the space, beneficial "enough"
- Vampire and Campfire are still not worth the space they take

I might be wrong but it feels like scaling of the Ante dwarfs the benefits of having them "running in the background".
Striker May 2, 2024 @ 6:20am 
Thanks for the update! :steamthumbsup: :jimbo:
Null May 2, 2024 @ 6:36am 
Originally posted by 白夜丶残:
good or bad?
use brain to figure out opinion
>- Changed the first shop in every run to always include a normal Buffoon pack as one of the pack options

THANK YOU. So many runs I just restart after first 2 antes because I get 0 jokers.
Sensei Le Roof May 2, 2024 @ 6:50am 
Originally posted by Goblin:
a particular joker: The Plant (all face cards face down)
The Plant is all face cards are debuffed. I know because that particular combination bit me once.
Sensei Le Roof May 2, 2024 @ 6:51am 
Originally posted by alastair:
does The Arm still permanently make you lose levels?
That's how it's meant to work.
Gemma May 2, 2024 @ 6:52am 
3
1
A lot of these changes looked like they should be super good on paper, but I ended up switching off beta... mostly because there were a couple big things that made playing the game feel super bad to me. My biggest gripe is Perishable. It isn't interactive and it rarely introduces anything new or interesting into your run. Mostly, it just limits your options. It has all the drawbacks of Eternal jokers and more, but none of the upsides.

Eternal is interesting because you have to make a considered choice about whether or not the short term benefit of a worse joker will outweigh its long term malus. You have to decide whether or not you need it to survive and weigh that as well. You have to judge whether or not your current deck can adapt to the other jokers you might want to take to make the Eternal joker work for you more in the later antes.

Perishable does not introduce those choices. A Perishable joker tends to fall into 1 of 2 categories.
Category 1: It's a scaling joker or a joker I only need later (e.g., Driver's License), I do not buy the joker.
Category B: I only needed this joker as a stopgap anyway, therefore the Perishable debuff doesn't affect my decision making process, I buy the joker.

Now, there is sooome overlap, where maybe it's a decent joker that you'd be happy holding for 5-10 rounds until you find a suitable replacement, and then its life cycle is a cut a little short by perishable, but... again, this just falls into the second camp: you buy the joker and don't super care about Perishable because you weren't going to keep it long term anyway.

There are 2 periods of time where Perishable jokers are usually more viable to take: the first 2-3 antes, where you typically need and take whatever you can get, and the last 5 rounds of a run. Anywhere in between, you pretty much only ever take Perishable jokers if they're just intermediate jokers that you'd have sold a minute later anyway, or if you're particularly desperate.

Perishable ends up being, for the most part, "30% of the jokers you see, you can't take." There are very few decisions to be made. You don't have to think about how the joker fits into your overall strategy. If it's eternal and perishable, and you're not within 5 rounds of finishing a run, you never take the joker. If it's a scaling joker, you never take the joker. (I haven't played the newer update limiting scaling/perishable, which is a great change but doesn't really make the Perishable mechanic any better, just less bad in that specific way.) If it's a strong joker that would have been everything you ever needed for the run, then not only you do not take it, but you feel super super bad at the same time. You never feel this way with Eternal jokers. Eternal jokers are sometimes agonizing, but usually because of the difficult (and fun) choice you have to make. Eternal means you can hit the high roll and take the joker, rejoice. Perishable means you hit the high roll, except you didn't, syke.

Again, Perishable doesn't add choices to the game. It limits them. That's pretty much all it does. It's boring.

Rental is fine, it's whatever, I see it as a slightly more interactive version of old orange stake. In theory, you can sell an important joker with Rental and roll a ton of gold to try to hit the joker again without Rental, but no one in their right mind is actually going to do that, right? I haven't (though someone else probably has) run the numbers to see how much it costs to have 1-2 Rentals in your deck vs buying packs with old orange, but the effect it has on how I play out runs feels pretty much the same. It's the same in that you get less econ and are forced to hold on to econ jokers longer than you'd maybe prefer, and it's different and better (than old orange) in that it you have to make more choices about which jokers you can afford to take or not take.

More choice, fun choice, interesting choice = feel better making choice. No choice = feel bad.

Also note that I didn't get around to testing the changes with every deck. (Because I got fed up with Perishable.)

My other big issue with the game currently is tags. And really, this is just bleed off of what I've already talked about. (Again, haven't played latest update, maybe it was changed, sure hope so but I didn't see it in patch notes.) Making jokers from tags free is great, truly great change. But it feels so, so bad to me that I can skip two rounds for two tags to get a negative + rare joker and then all my options end up being Perishable. Perishable already feels like a middle finger, allowing it when I've invested a huge amount of resources as in edge cases like the above should absolutely never be a thing.

Tags in general could do with a lot of love. So many of them are never-takes. Coupon and investment: probably good ante 1 since the extra gold with rerolls lets you see more shops than not skipping and being $25 down. Basically never good after ante 1. Negative joker you almost always take unless you really need to not skip. (And then you get a "Nope!" because haha it's perishable.) Voucher you sometimes take, can be very good. Everything else? Honestly nah. Tags need to do more and there need to be a lot more synergies with skipping rounds / taking tags than there are now for this to be an interesting or viable part of the game, imo.

High card is still the only reliable way to play the game, which is not terribly interactive or fun, and I think things like Perishable take the game in the opposite direction needed to change that.
Last edited by Gemma; May 2, 2024 @ 6:56am
Gemma May 2, 2024 @ 7:04am 
Originally posted by :
I seem to be the only one who feels Stuntman needed a buff rather than a nerf lol. A joker I'll never buy remains that way I guess.
Stuntman was busted specifically because the main way to play at "high difficulty" is high card, and if you're just playing high card it's irrelevant how many cards you draw, so the joker just gives a bazillion free chips instantly/no scaling required with no real downside.
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