#0.9.3k
1 messages · Page 1 of 1 (latest)
Do I understand it correctly that using ectoplasm twice decreases your hand size by 3?
I see 👍
We had some testing issues with negatives, they needed a nerf
The issue was targeted negatives
remember to share you experience in this thread if you end up trying this version!
Upsetting these are all posted at my bed time
my popcorn is still -2 visually
anyways is there gonna be a way to redo the tutorial in later versions?
latest k
lol
probably just gave local a mini heart attack
thats my job
oh yea should prob report that trading card thing
what thing?
where if you lower your handsize on the hook and play a hand it counts as a discard with one card
ohhh
easy with hangman lol
How exactly does joker copying work now?
same as before, but if it's a negative being copied, the copy has 'negative' removed
basically its the same, but if the copy jokers negative the new joker is normal
Is 0.9.3k pushed out? On experimental branch but still in 0.9.3j
hmm let me see
i switched to experimental after this thread, it downloaded, and yeah it's still j
last updated 11 hours ago according to SteamDB
sorry about that, updated now
lol
btw this wasnt answered
works now
Is there anything to prevent exceeding joker slots with negative invisible joker?
No that is possible
but it cant get past N+1 slots
I thought that was preferable to an invis nerf
Joker slots seem like one of those things that shouldn't be tampered with
lol
casual 9k after this (had top up tag too)
Flush maxxing
I got The Star again
dave gonna get run out of bussiness
Interested to see new ectoplasm. I thought taking more than 1 would be a rarity anyways outside of high card builds. Maybe i was wrong
whats trobadour do again?
so inf hand size
yeah
I mean, you would need inf ecto plasms though
Not as difficult as you would think
Legendary shouldnt mean trivialize the game and turn it into a waiting contest
lol i have a million thoughts going on at once about this. I do think this new effect will limit ectoplasm to a soft once per run effect
pivot time
I set up strengths to go for 4oak kings
except I'm against the mark
I think I'll go for 10s
gl
So for this strategy to work, you need trobadour an uncommon, somehow gaining ectoplasm in consumable slots (ghost deck or seance probably) and have a legendary joker
then you have +1 hand size per round, and 1 hand
What if you have multiple Perkeos?
fair, but then you would have to have ankh or invis
ankh ruins trobador and 2 perkeos already seems busted
What if they're eternal?
then you are lucky as fuck
Part of me wants to say leave it in. STS has some convoluted infinte combos and the game does not get trivialized. I'm comparing apples and oranges here but i'm wondering if neutering ectoplasm to stop this niche interaction is overkill
I think what you are saying is that it's unlikely
it does seem that way
Balatro end game and STS end game are not the same
Balatro end game is 'how far can you get'
i don't know what a better solution will be atm but its something i'd like to consider
rip
and decided to spend all my money on paintbrush
instead of skipping for $33 I went for planets
lots of misplays but a fun run
From testing and feedback from all the testers, and the general design methodology I have that true infinite is actually not fun, I think this was a necessary change
ok
True infinite means you are limited only by your patience
Its a tough balancing spot for sure. All im wondering at the moment is if there is an alternate fix
I just think that inf hand size is only half the game solved
I think inf hand size would be kinda unfun though
a not so elegant solution is that ectoplasm cannot target handsize jokers
I can say from our testers experience - it is unfun
how many people got the combo?
Are you claiming it would be fun?
Maybe once
exactly
high card run now
and this seems so niche that once is the best you will get
It's not - I think you might be underestimating what people can do in this game
does hermit double negative money?
does not, no
I guess I am
foil drunkard again
cheaper editions should help with some of the frustration of seeing them without being able to afford
yeah
At the very least it's much easier to sell down to buy them, so it's less likely to be impossible to buy
I gotta get use to that ig
are cheaper editions a new addition to this version?
version j
Trading card now jiggles when active
this is the greatest day of my life
I saw every single person who used trading card forget they had it some of the time, and I myself forgot so often I stopped taking it, so this is indeed the second coming of Jokesus
Also popcorn nerf feels like it makes way more sense for what Popcorn was going for
High Card run going strong
lol
$107 before boss
I just got 4 x 3 lvl ups for High Card so it was level 13 and better than straight flush
and then died anyway cause I had like no jokers
not high card only but close
bull came at the right time
almost one shot
I still don't like this end deck animation, but what a wild high card run
Everything just fell into place after I got banner
about equal, my second card was multi and that scored about 1% less
if it was an ace would've been more probably
New editions still too expensive please make cheaper
You can afford that!
lmao i just noticed the temparance. I just saw $8 and got sad
Ok but its banner
Banner is a pet card of mine
chip only run incoming
yeah im thinking mult is for noobs
lol
you know i might actually win this without picking up a single mult joker
gl
mental math never again
dang
its definitely possible to do. There are enough glass cards in the deck to pull the mult up
Empress was early game MVP
is +2 hand size good enough to be on a legendary?
maybe I'm missing something but you still can only play/discard 5 cards at a time so it's really only seeing two extra cards for the entire round right?
wait you cant dupe negatives anymore??????
as in they cant still be negative???
sad
ecto change is funny too
when was poly price changed
idk if this was in last build or not
because didnt poly add 10
i think it was
i saw someone else post about the edition jokers in the shop being cheaper in the j build thread
Gold card triggered by red seal, huge W
It was in j ver
ah ok
There is no legendary that gives hand size. I you're referring to the convo above they're talking about perkeo - legendary that dupes one of your consumables every round
maybe to make ecto less viable on high card builds?
It was to fix a special case with duping troubadour jonkler, I doubt many people use more than 1 ecto in an avg run to win
(+2 hand size)
Eh
I think there could have been a use for double ecto
But imo now with -3 that's a rip
Yeah trading card reminder ! I guess this applies to DNA as well in the full game
Also invis and ankh nerf is just sad
Another unneeded change imo
I really think killing their power potential just isn't a smart move
Like ecto invis and ankh being nerfed to this point is just sad imo
The power of spectrals and rare jokers is meant to be high
And work with negatives
If I had to give my opinion the ecto nerf needs to be reworked and invis and ankh nerf needs to be just outright removed
i just had a visual glitch with a Red Seal Poly King in hand at end of round that said "Again" while the round was ending. wish i recorded it
Parking?
nope
Or gold card
nope
Hmm
just a Polychrome King with Red Seal
no
there was zero reason for that king to do anything
What jokers did u have
Shortcut, Hologram, Odd Todd, Fortune Teller, and either Joker, Popcorn, or Misprint (and Even Steven maybe idk how far into the run i got him)
Negative Todd btw
Alr, ty
np
can confirm this to be a thing, red sealed lucky card popped with "Again" at end of round
my recording of it vanished somewhere, but it's 100% a thing
lol
trading card wiggle seems to work fine, there was one moment when it felt like it started just a little bit too late, but maybe just me
i wonder if the red seal thinks the card is gold regardless of the actual enhancement?
just spitballing how id imagine it would work under the hood
probably retriggers itself at end of round without checking if there's anything to retrigger
or that yeah
Thanks for the big report!
I'll fix that soon, other than the red seal causing an
when nothing happens, any other issues anyone noticed with this version?
Played a few games and did not spot anything weird
I noticed my score wasn't big number and i lost actually, v strange dev pls fix
I reaaally don't think the invis nerf is good
it's already a consumable by nature
And you already basically have to get rid of everything for ankh, making it extremely bad in the endgame
Same with ankh
Feedback from the testers apparently
I don't fully understand how invis lets you target negatives, like you didn't get to pick which joker had the neg applied in the first place so getting a second one seems just as much up to chance as finding one in the shop via neg tag
I'm assuming your testing showed players getting a bunch of really strong jokers too easily but I also don't totally know how a dev might even go about communicating what the playtesting that informed a balance change demonstrated, at least in a way that is comprehensible to a player
My intuition (and current skill level at the game) tells me that getting 7+ jokers only happens if you already start rolling in cash and manage to find spectral packs or get lucky with neg tags, so yeah idk
Let's not forget, Thunk is also a tester and allowed to decide for himself
whether or not a game-breaking interaction it too frequent for comfort.
Moreover, what may seem infrequent to us, on the outside with limited information,
may be more frequent, and more game-breaking, in the context of the full game
(about which we don't know everything).
For example, we have no experience with Ghost Deck putting Spectral cards into the shop;
we don't know what the drop rate is going to be. We have no experience with Endless mode.
No experience with Eternal Jokers. Custom rules created by the Challenge modes.
If Thunk wants to write us an essay explaining the reasons behind the changes, he can,
but he doesn't owe us anything.
Yeah I was thinking about it earlier and the rest of the game can wildly toss whatever ideas of balance we've been accustomed to in the demo(s)
In my experience, the new demo has already had a much different mouthfeel than the "September" demo
Yeah what I'd heard about the last one was that straights were very bad and it was all about flushes, but this time around with Shortcut, 4 fingers, and Seance it seems like straights and slushes are all the rage