Balatro

Balatro

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May 1, 2024 @ 9:37am
1
1.0.1f - Patch notes
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Showing 151-165 of 196 comments
n3tl0d3r May 2, 2024 @ 3:02pm 
bro just remove vampire from the game is just junk taking space now
Bounty Hunter May 2, 2024 @ 4:53pm 
And there is still no official support for Linux? What a shame.
IceVersion.exe May 2, 2024 @ 5:43pm 
Based. Customizeable table when?
Icon of Zin May 2, 2024 @ 6:19pm 
Originally posted by Gemma:
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.
Guess they just wanted to make you feel that orange/gold stackes are suffocating, it's still more practicable than +1$ on boosters per ante/-1 hands .
TITOMOSQUITO187 May 2, 2024 @ 7:06pm 
Won my first game back and got the Speedy achievement on it because I started with Yellow Deck, and $10, got some cards to double my money a few times. Got 6 Jokers. Pulled the "Deletes All Boss Restrictions" card. A card that gave me +2 every shop reroll (got that to about 40) 2 of the Joker that gave you a mult based on how much your Jokers were worth, so they both had about x27 on them.

One that gave me like +30 chips for every discard left +90 usually, and +1 coin for every card left in the ddeck, which was over 100, so an extra +200 coins, or so for the base. Had Straight up to like 24 mult or something. Won in 9 rounds. :lol:
Last edited by TITOMOSQUITO187; May 2, 2024 @ 7:16pm
disasternoj May 2, 2024 @ 8:25pm 
Hot damn I'm loving most of these balance patches. Thank you for letting us see the next tags and blinds, and making the "Guarantees X joker" tags actually good now, especially!!
(Yeah Vampire was broken before honestly)
Darth Redemption May 2, 2024 @ 11:45pm 
Originally posted by Camenta:
LOL I forgot that this game even existed.
Its crazy how fast it fell off after launch.
This roguelike game is on the boring side for sure.
Go clown award farm somewhere else.
onurandic May 3, 2024 @ 12:23am 
This is way too many updates in one go, you completely changed the game. I'd prefer it to be in batches then this, sorry to be a complainer.
YukoValis May 3, 2024 @ 12:40am 
damn you nerfed the campfire. That was one of the good cards to use for endless. Now it is half good and more annoying to charge up.
Drager May 3, 2024 @ 12:56am 
banger city
AlgernonClarke May 3, 2024 @ 1:19am 
Originally posted by smacky777:
Looks like the HDR issue is still present.
Originally posted by Hadley333:
Good to see, but I wish they fixed full screen border less
If you have an NVIDIA, you can fix it by going to NVIDIA CONTROL PANEL and enabling in MANAGE 3D SETTINGS - PROGRAM - VULKAN/OPENGL present method-Prefer Layered on DXGI Swapchain.
ojmarsh May 3, 2024 @ 2:32am 
Complainers: Where were you during the beta? Should've joined the beta and left feedback then, no sympathy.
Lukeman May 3, 2024 @ 2:37am 
Why can Loyalty Card be perishable? It takes 6 turns to trigger the effect and only 5 for it to perish.
malogoss May 3, 2024 @ 3:28am 
Originally posted by Lukeman:
Why can Loyalty Card be perishable? It takes 6 turns to trigger the effect and only 5 for it to perish.

Read the card again.
Wapf May 3, 2024 @ 7:33am 
It's crazy to me that there were that many nerfs and baseball somehow didn't get touched when it's so broken lol
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