#1.0.1e
1 messages Ā· Page 3 of 1
yeah i think on the whole having scalers start at 0 makes sense, but square feels like collateral damage on it
but I never rly liked high card meta, other than the high score runs
That's a crazy take
well the next square would be +9 and uh yeah
I mean, crazy for me to hear, mb
I'm not saying you're crazy, I worded that badly, sorry
no worries haha
i know runner techincally scales better now it feels like a nerf to runner but a buffer to square which is odd
I take it all the time when I see it early on; I think it's super good
like i said, maybe i just undervalued it
i just dont like straight builds so im less inclined to take runner now
I donāt use either cards lol
did 101e remove the solid backgrounds or am i going crazy
yes it did
square pairs great with pants
If I would use a chip scaler, Iād probably use castle if I got lucky to get it
my solid backgrounds qq
now it's the swirl without movement
two pair builds with square and pants are fantastic synergies
but i think that might be because i'm still on mid stakes on most decks and so i wasn't going for high card builds as much
at first i didnt like it but then it grew on me lmao
oh that is a lot nicer
now im sad its gone
oh yeah i've always wanted to get a spongebob run going
eh, you only need 4 straights, but I guess that's a fair point
i dont think the solid backgrounds went anywhere did they?
by the time you get 4 straights you probably find at least 1 saturn
straights are a pain to play though in general
cough cough
its fine for abandonded though
with reduced motion setting, it's now a static swirl
Itās now the same as the normal background without moving, instead of a solid color
yea id rather just scale it with saturn instead of runner
I did most gold stakes with straights
runner could go insane with shortcut now
i know people liked it but aesthetically it felt off
Make runner a rare and scale with the chip total of the straight played. Gg
Dude thatās crazy true?
at this point every joker will be a rare in like 20 years
would make people appreciate chicot more
for example, i like the motion the the background can make it too much, solid background with motion is fucking kino
oops all rares
lmfao
oops all legendaries
oops all oops
Does anyone know if the score not showing up bug is fixed?
easy enough to test, it only appears on the small blind right?
Honestly 1.5 was exactly the change i was hoping for bloodstone
if I leave mid blind and come back, the score for the blind doesnāt show up
not listed in patch notes so prob not
(almost) everyone was talking about X1.5 on bloodstone š«”
https://discord.com/channels/1116389027176787968/1233713817159204874
i had idea for vampire to buff it while staying uncommon and 0.1
oops all rares mfs when i show them
i don't think vampire will be made retroactive
and then we make baseball card uncommon
Baseball card being uncommon is cursed
just vampire duplicates not both scaling really kinda sucks and making it retroactive like that is the only way to make it mechanically work
Also btw I think this channel is meant for bugs and feedback. Donāt wanna be that guy but yeah.
baseball card being uncommon is worst stencil the little you have but better the more you have
oh i hadn't thought about this
idk if suggestions are allowed here
yeahyeah i forgot
discussions should go into #šć»server-chat
seems to not happen anymore? I tested ante 2 small blind, didnt get it
I restarted game as well
i feel like maybe that should be a change made to vampire, it can gain mult from other vampires removing enhancements?
this isnt a discussion thread like the other one was?
because i think every other xMult scalar stays aligned with each other when duped
Ā
š
Yeah.
anyway i appreciate y'all cooling down my scorching hot takes
especially on square joker, i might need to put some faith in that card going forward
i think vampire being a +x0.2 rare is the one i'll stand by, but it is still an opinion lmao
I like uncommon just so it sees more play. I have played a lot of the other experimental and didnāt use it more than a few times lol
but i see what you mean. Thatās a valid option too
magic trick + illusion rework when
Also does anyone know if shoot the moonās visual effect triggering on disabled queens is still in the game
Like it would trigger a visual effect like it was being used but give 0 chips
the changes sounds nice
pretty sure it happens with baron too?
more play yes, but is it worth it over just having the enhanced cards?
thereās only one joker i know of that makes enchanted cards being midas. maybe we need more jokers that make enchanced cards to inadvertently buff vampire?
vampire already has enough support
tarot generators also do that
purple seal, 8ball, vagabond
it's a free ante 8 win most of the time
true, but not quite the same as just converting the cards when played
Oh I didnāt get Baron enough to notice that lol
not everything needs to have a synergy with vampire like midas
there are tarots, there are standard packs and that's ok
i had a joker idea that i put in a different post where if ur played hand contained 3 sevens the played hand would become lucky cards
enhanced cards are key to endless and vampire will always be incompatible with that by its nature
plus endless is a meme anyway
if everything is balanced with endless in mind then perkeo would've probably gotten gutted already
multipliers just scale better than additive no matter how you look at it, i think it's intentional that different jokers peak in different stages of a run
small nitpick but since perishable jokers are an actual thing now, maybe change the name of "non-perishable" to something else?
and that's a good thing
as in food jokers?
because the game would lose a lot of its strategy otherwise
yeh
consumable jokers
not only them, but the other basic jokers as well kind of
also has anyone else had audio bugs on the experimental patches
i feel like sometimes audio just gets crazy desynced randomly
just wondering if this is a problem exclusive to me or not lol
the reduced motion is too reduced for me now š i miss the old one
XD
eternal jokers do not exist anymore at black stake
It feels like 1 in 10 jokers are eternal
*busted seed
i dont use it myself but i feel like this is another one of those settings that might benefit from being a scale instead of a hard toggle like screenshake
im talking about this idk why it removed the reply
No, they're saying the seed is good rather than bad
ok so i just won a run with square joker, green joker, stone, vampire, and hologram on orange stake. my first vampire win since last experimental
i feel like scaling jokers might be kind of strong in higher stakes now, even though my joker rng was good
Whereās 1.0.1d?
1.0.1d was for the beta testers
oh you're right rip
can't we just discuss stuff on a general field and not "oh it's busted on XYZ deck/setup" lol
every time I hear people say Stuntman OP because Plasma, Vampire OP because Tarot, I was like, seriously
that aside, I do agree that Stuntman should go back to +300 chips as a Rare now
i'm glad that i'm not alone in the square joker mourning, having just one element be 5 instead of 4 irks me on a spiritual level
I mean howās this: 0 chips to start and +4 chips per 4 card hand
it sounds fine for a common joker, even if we miss the starter chip bump
It was confusing people into thinking the cards were retroactive
And I donāt like it anyway
don't retroactive Jokers have "this game"?
and you can't really please everyone if they can't read
Iām saying it was confusing people
Iām ok with that tbh
same here, +4 vs +5 doesn't really super matter vis a vis chips
eh, if that's the only compromise possible, sure
isnt that just old square but without the 16?
not a huge fan of doing away with starting chips, but alas
My point was that I thought the fact that my whole build was scaling jokers was kinda interesting. Like them not being perishable might make them way better at high stakes for dependability
And it kind of goes against the scaling flavour
but there lies another question
do we treat all scaling Jokers equally
as in they "have a chance" to stick around, if scaling enough
or some will always be too weak to carry
Castle in particular is very hard to scale and usually not worth picking up
Ik Aliensrock had a video where he thought runner was retroactive in one of the demos since it started at 20
I think itās a reasonable mistake to make
look, the "retroactive" thingy was simply people's reading skill
same
and we can only fix wording on Joker to an extend
maybe if square joker isn't good enough for common he could get a bump from fours elsewhere? like +4 chips per 4 card hand if you have 4 jokers or some other square theme š¤·āāļø might be too flavorful for common tho
thats why I asked if it would be planned to be fixed a few months ago iirc and here we are
though I dont think you saw it
multiple of my friends assumed the same thing about the other chip jokers
I saw everyone nowadays wanting fix for the slightest thing possible, when in the old days we play the game, learn the rule and that's that
maybe I'm just getting old lol
but I'd rather fixing the wording on the Joker than nerfing it
just because people can't read
Its not a wording problem though
The problem is that itās easy to misunderstand
^
I donāt think itās fair to blame players for something I can change to improve their experience
I didnāt think they were retroactive. I kinda had a feeling the starting chips amounts were arbitrary from the start, but that was just me. Canāt speak for others
100% agree
If itās a large contingent of players
in this case I see it more like dev changing game mechanic rather than trying to address wording
plus the new runner change makes it scale faster and after 5 straights is better than old runner
it has nothing to do with consistency
after 4
we have retroactive AND non-retroactive Jokers
Itās to do with consistency too
yeah after 4 mb, AT 5 its better
60 vs 60 at 4 straights
4 its equal
yep
I disliked how non retro scalers were all over the place with their starting amount
wording problem on my part
I much prefer 0 starting amount
I know this isn't the right channel but I just wanted to say thank you localthunk for making such a fun game. it's been getting me through some really hard times lately and I appreciate you bringing such a dope thing into this world š (I am also about to test the beta so this is relevant to the channel)
my counter argument is that they are for balancing purpose
chips are way weaker than mult
every starting hand is unbalanced in chips vs. mult, so of course mult scaling would be prefered
I adjusted scaling to compensate, but if the balance of that number is off Iāll adjust after people have tested
Tbh I dont really mind either, never really cared for such minor details. It felt nice as you could pick up runner while doing other hand and it would still do something
but for consistency sake I understand the change
what if square joker was uncommon and gained 9 chips?
would fit the square number theming
is +9 chips kinda strong
what's the difference between that and the +4 now? nevermind it's +5 now, I'm stupid
that's slower than wee
^ too weak to be of use, maybe?
+4 now without starting amount feels weaker
I think +4 could work, it seems weak but as a common scaler Iāve had good runs with it
Iām thinking about it
+9 is busted
I still think 0 starting chips weaken these Jokers too much
aside from Square, each requires specific hands/cards to be played
so you can't easily scale them anyway
I did a square joker run on current patch (1.0.0n) and it felt fine where it was so my concern is that keeping the same scaling while removing the starting chips would make me much less likely to pick them up. Thatās just my two cents though
how though
I did win a run with new square recently but I had a busted setup , so hard to say what I think lol. Also patch literally just came out so lol
if you pick up Runner from Judgement / Booster Pack and unable to play Straight, it'd at least carry you very slightly until next shop. Now it's just a dead weight
Hey sorry if this has been asked before but is hologram still supposed to be able to be perishable?
literally just got out of a Purple Stake Plasma game with Square, hard carried by Blueprint + Brainstorm
Since I just got a perishable hologram in my shop
ride the bus is the same thing
Also this might sound weird but like would runner be better if it were a scaling mult
so it can be perishable
no
no, it's Throwback
hologram is not retroactive
idk if there is a scaling straight joker that is mult, right
Hologram is non retroactive
Itās listed in the patch notes so itās not supposed to be perishable
No, shouldn't be possible. Are you sure you're on the latest version?
1.0.1e-full right?
yes
Yep I'm on latest patch
Make sure to verify file integrity
Make sure u verified integrity yeah
Because there are updates to 1.0.1e
how do you verify file integrity?
Right click the game, go to I believe properties and it should be an option
go to the game page on steam library -> options -> local files -> verify game integrity
right click in steam library -> properties... -> installed files -> verify integrity
that works ig
okay I've done it and shows that its verified although I assume I won't be able to tell if it changed it since it won't actively remove the perishable tag in the shop
yeah needs to be in a new run
sir this is a wendy's
you can run it back with the same seed though ig
Hey, since square joker is no longer square, is there going to be a redesign to it?
(I wouldn't mind either way, but personally it doesn't make sense to call it square anymore)
penta joker would go crazy
it still procs when you play 4 cards
Well Penta also wouldn't make sense
Penta = 5 = 5 cards
oh true I'm silly
I mean 4 cards plus 5 chips=9 (a square number) so maybe itās still square?
Yea but the scaling now being 5 conflicts with the design
real
And theme
I think it will get figured out eventually lol
it is experimental after all. Maybe a square has 5 sides in an experimental world
To be honest the square theme came from playing 4 cards
Non Euclidean balatro?
it makes it slightly less themed but it doesn't Conflict with the theme imo
you get a positive benefit for playing 4 cards
a square has 4 sides
its fine
Would it be possible to label the smaller patches to help with bug detection?
Like 1.0.1e1, 1.0.1e2, etc
It always funny to me whenever I see like comedically long version numbers
I really doubt anyone is on the old patch at this point, but Iāll consider it
Isn't that what the letter is for?
Yes, but sometimes for small hot fixes that doesnāt get incremented
If I updated the letter for every small hot fix id run through the alphabet
We make new alphabets then smh
(Understandable tho)
just add another letter to the end
Maybe start using the Greek alphabet. 1.0.1e sigma could be funny
easy
huge question
v4.2.0ay
1.0.1e is already so scuffed as a naming scheme
what's in store for 1.1, and maybe if we live long enough, 2.0 =))
Youāll see š
workshop support
Mickey mouse in the clubhouse type vibe
If a patch gets immediately released sometimes it might take the Steam client a sec to see if it works
Like this is just silly
an actual incentive to play challenges
do you want like steam balance when you win a challenge
Itās right there in the name!
Like when I was testing that RNG bugfix I downloaded the version manually to confirm I wasnāt just on the old patch (that patch didnāt fix the bug by the way due to a typo in the code)
Ok I'm curious
What do each portion of the numbers represent?
Like the last "1" is for the upcoming update
What will the middle and first numbers represent in terms of update content
I get that it's a challenge, but what's the reward besides the achievement for beating them all
I like the date format version numbers like 2024.03.01, but I guess those are bad for hotfixes on the same day lol
Playing a game you like š (hopefully)
eh, challenges are the weakest part of Balatro as of now IMO
my child brain doesn't operate on that logic sorry
Ah. Is there any way for one to sign up for beta testing?
No I hate this game which is why I have almost 200 hours on it
I hate what it has done to my life more than anything related to the game lol
I'm coming up on 100 hours, soon
playing the game out of spite
but seriously, I don't feel as much of a pull to play the challenges as opposed to stakes for some reason
There is not!
I mean you should play what you like? If a part of a game isn't for you, don't force yourself
I think the increasing difficulty part of stakes might be a reason?
yeah I know
You see the slow increment of stakes very the "flat" difficult of the challenges 
what could help with challenges are the rewards/unlocks after every challenge
but i guess thats a far vision
I guess you could make an argument for not having rewards for beating challenges because otherwise people would be forced to play them to unlock everything
Thatās a shame. Oh well! If beta testing ever comes back, iāll be first in line. Appreciate ya letting me know either way!

on the other hand, not making challenges interesting enough to replay is kinda sad
I feel like this could revamp into the beta "Daily Challenge" idea
Please keep on topic for 1.0.1e bugs/testing issues! Sorry I shouldnāt have derailed
1984
yeah this kinda turned into #1155557846805643434 sorry
Actually I might start making these threads slow mode so I can more easily go through the feedback, since thatās the purpose. Other discussion about it is fine for #šć»server-chat
Reasonable?
Yes
as long as it's not too slow
This thread isnāt really for debating or discussion, more for like āthis thing didnāt workā, āthis card was too strong/weak from testing itā
The discussion can happen in the main chats
Eh, such things always cause debate or discussion though, especially when someone joins in late after the discussion happens
Iām just wondering when you think it is appropriate to mention when we think something is too strong or weak
Alright thanks people! 2 min slow mode, Iāll update the post to explain
Oh you can give feedback however you want but the back and forth makes it really hard to go through when I sit down to work on it
I'm personally still really wondering about the Illusion voucher bug to be honest
If a card seems good/bad, if you have bugs, if you have issues with anything in the patch
One (probably bad) way to fix Square Jokerās aesthetic issues is to add a chance-based effect like +4 chips, 1 in 9 chance for +9 chips
Or you could maybe change the price to $4
This isnāt that big of an issue imo, just a small appetizer for thought
I was considering the $4 change I like that. Iāll see what I can do for it
at this point just make it +4 for 4 cards with 4$ price, screw all the balance!
Less of the experimental patch question, since you mentioned a better feedback system is coming for localizations - are there any plans for other languages? People have been asking this question very often in #1208187183832236042
Yes at some point, that will likely be part of the better system we are implementing as well actually
Had a bloodstone reliant run on gold stake last night, still hit pretty good scores though so š
I really like all the balance changes this patch. Especially the ones on non-perishable scaling jokers. Finding a perishable scaling joker was very un-fun. All the balance changes seem good. I was surprised to see Square Joker go up to 5 chips, but making him a tad weaker earlier mitigates that somewhat, which i did notice on the run i played with him this morning
My other comments is was not changed in this patch:
- 'The Idol' and 'Showman' - these are cards that help runs push into super high antes, but i find they are only very very rarely useful in Ante 8 gameplay.
- The vouchers Magic Trick and to a lesser extent Planet Merchant feel a bit more situationally dependent than the other 14 vouchers in the game
- Should Seed Money exist in Green Deck? Finding it is kind of lame in that deck. Same for To The Moon.
i dont mind idol and showman being purely for endless since most of the jokers are purely ante 8, 10-11 at max
The idol can be a somewhat niche benefit in checkered or abandoned deck at least
we be poppin in #1207805254272557166
Showman Moment
I mostly agree with what you said. Even though I have done a lot of high score runs, I do not like idol. I wish it were based off rank of a card, but that might be too strong, but yeah I really dislike the idol. i just feel like from playing a lot that i rarely ever want to use it
one is a legendary joker that will improve your run and take it to the e's
the other is chicot
You should use The Tower for the blackboard synergy
I think the bloodstone nerf is too harsh
Pre-nerf bloodstone [assuming all 5 cards hit]:
2^5 = 32x mult
Nerfed bloodstone:
1.5^5 ā 7.59x mult
This is a 76.2% nerf to the mult.
I think this is too big of a nerf to a card that already has a 1 in 2 chance to hit anyway. The mult being 1.5x makes it a less reliable ancient joker in most cases, since without oops all 6s it doesnt even guarantee to hit that mult, whereas with ancient you just play any suit it asks for and you get the mults, no RNG attached
Proposal: 1.75x on bloodstone
1.75^5 ā 16.41x mult
This would be a 48,7% nerf to the mult. Almost equal to cutting the mult in half. I think this would be the best case scenario to make bloodstone not too strong, but not too weak either.
That's a really bad way of looking at the bloodstone nerf, considering that hitting 5 times is very rare without 6s.
Also ancient is a completely different scenario anyway. You can easily guarantee a 5 heart hand every round through deck manipulation, whereas Ancient you have to adapt to differently every round.
you can adapt to ancient by not manipulating suits, simple
bloodstone nerf was much needed, its still the most OP of the single-suit jokers imo
With ancient joker, playing additional flushes is very difficult
can we talk about how seeing a 7.59x mult on one joker for something easily attainable is seen as...bad? lmao
nah bloodstone is fine
i savescummed after this but C'mon.
the 7.59x isnt guaranteed? you need all cards to hit the 1 in 2 chance if you dont have dice
1.5x mult 97% of the time, works with retriggers and enhancements
random thought about the scaling jokers - what if they started with some sort of scaling built in, if you found them later on in a run. not enough to make them OP. but like, imagine if square joker had 5 more chips or so each ante, for ex. so he starts with 0 if u find him in ante 1 but if u find him in ante 3 or 4 he's got like 20 chips alrdy
green joker shows up at ante 7 and hes got like 6-7 mult on him or something. enough to make it situationally useful while also not OP. so that its not a completely 'dead' draw late in a run
fuck you violet vessel
another victim to the merciless cup
the more scaling gets changed, the more powerful luchador becomes
Luchador undoes Violet Vessel's scaling?
I think making Bloodstone rare instead of mult change would have been better
it would be inconsistent with the other suit stone jokers
Ig :/
then buff all suit stone jonklers and make them rare, easy
When do you plan to release the patch?
The thing about straight builds is that they're a medium level hand to play with 5 cards, but it's difficult to make straights easier to play
Editing the deck with death or strength makes straights harder to get, and editing suits is only good for straight flushes which are even more niche, so the only ways to make straights stronger are with enhancements, jokers, and Saturn. Runner right now is as balanced as can be and is kinda THE straight build chip joker, with the change, now it can only be used for that instead of the tag along 20 chips before getting fired. Perfect imo
with straights consisting 5 cards and saturn giving a lot of chips, runner feels kinda redundant, but i guess its common after all and it still can be a chip resource for non-straight runs (playing a couple of them and then sticking to hc/pair for example)
For Square Joker, what if it gains +4 Chips if played hand has exactly 4 cards, gains extra +1 Chip for each scored A, 4 and 9?
For the first shop - would it be considered to make it such that jokers that cannot be purchased are not able to appear?
so for example 6gold max on black deck
it would be nice if the 2 items shown in the first shop you can always buy, if you want, assuming u won first round in 1 hand. Hitting 'bricks' when there wasnt anything u could possibly do otherwise to avoid, is not fun IMO
Gib back 1/3rd bloodstone š . Call it a day. (still bad, but ig it's 'inline' with the other flush jokers lol (As in all trash))
I think the buffoon pack was enough it just shouldn't have stickers
the pack is nice yeah but idk hitting bricks in the first shop (as in stuff u cant afford) when there is literally nothing u can do otherwise is kind of not fun for the deck building aspect IMO.
doesnt seem like itd be mega game altering to do that change other than to make more enjoyable experience
but then you wouldn't have runs where you open a spectral pack and find immolate or take a credit card and instantly are able to buy that shiny card in the shop
yeah it would theoretically cap the upside of a 'best case' round 1 shop but those are pretty few and far between.
or alternatively let black deck start with 1 extra gold lol.
that would allow for what you describe to still happen
does someone have a chart of the card prices somewhere? im curious what shop 1 jokers arent purchasable on black deck that are on the other decks
Oh other minor things:
- on baseball card, the card logo in the top right looks a bit like a joker tag, given same shape/location
- on hologram, the joker tags are behind the joker (maybe the only one this happens on?), and it makes them a bit harder to see - specifically when you have one of the tags in the bottom position. i guess this sorta happen on the legendary as well, so its consistent with the '3d' looks
The perishable limits are really nice, but why are there still econ jokers with rental?
What's wrong about econ jokers being rental?
the only one I could see it completely kill is golden joker
others can just scale above $3/round
considering sellable jokers cannot be eternal and scalable jokers cannot be perishable, it feels odd design-wise
Rental doesnāt completely get rid of an econ jokerās ability though, it only reduces it
Doesn't sit right with me that rocket takes a whole two antes to begin making money, after one ante of costing money and a second ante of net zero
My god why is there a 2 minute slowmode
I have a slowmode to keep the messages here more dense with feedback - discussion can happen in the other channels if you want to go more in depth! It makes it easier for me to review everything people are saying
Here's how I see it. The stickers are meant to complicate decisions: do I take an early eternal joker to not die? Do I try to work with a temporary powerful joker? Do I skip extra blinds to keep the strong perishable around?
Rental stickers generally do a good job at that (do I ruin my econ for a blueprint?) but the whole point of some econ jokers is that they make you money. Having a rental egg or giftwrap doesn't complicate the decision: it simplified it. I don't buy it.
A joker costing and generating 3$ every round is pointless 99% of the time, save for using Temperance. Why would i ever buy something that's bad for nine rounds straight? It doesn't just take up a jokerslot like eternal does, it also actively crippled my econ! There's not a lot of jokers that would need this restriction, but a few would be helpful
sorry for the long message
The square joker being 16 to start and +4 is thematic (those numbers are squares), the new 0 +5 scoring is a nerf for the first 15 hands, that's quite a lot of hands -- at least for the square joker, I like the flavor of the original numbers
hey, i reported a bug a bit ago https://discordapp.com/channels/1116389027176787968/1224458517382168730/1224458517382168730 here (minor visual bug) and it probably wont take too long to fix it
Should Throwback still be able to be Perishable? I would have expected it to be considered one of the scaling Jokers.
It's only non-retroactive scaling jokers that had perishable removed
Ah- that makes sense. I didn't realize it was retroactive.
same with fortune teller. its retroactive scaling
come one come all, I have word of a new update about to go live
š
The change:
- Square Joker now gives +4 chips, was +5. Square Joker now costs $4, was $5
Funny visual bug with dragging a card during the victory screen.
its funny because square joker is just a rectangle. you're ruining the meta /j
from a gamedev to a gamedev, you're doing a fantastic job localthunk /gen
brb making an update video now 
Why not also go one step further and make the card for square joker a square (like wee joker is mini).
flavor W
unround the square joker corners 
i need this
But he still has only 3 bells on hat ;_;
Half joker and wee joker should each take up only 1/2 of a joker slot. And we need a wide joker that take up 2 slots. 
Float point joker slots would look so cursed
stencil should still give .5 mult for those
Honestly good idea ngl
Would photograph work?
i'd only do that for jokers whose name implies being less smaller than a normal joker
Maybe change Cloud 9ās 7 dollar price tag to something that is related to 6 or 9?
Are we really breaking balance for number aesthetics š§
obviously its the correct answer
I mean do you want Fibonacci to give +7 mult and cost 9 dollars?
wait so now square joker has been nerfed even more?
Can confirm that the RNG bugfix isn't bugged itself anymore
it already wasn't super good, and then it was nerfed, why nerf it even further when it was just nerfed really heavily and people already didn't like that change very much. I can appreciate the reduced cost, but that doesn't make up for it just not being very good
i mean pros say square is good
it got its aesthetics back
at least now its cheaper too
If I'm being honest I thought it was already good at +4 before, so I don't think the +5 was super necessary
So I think this is also fine and also better on the ol' flavour
square is rly good for high card builds, (there are better jokers but its solid)
make square joker even more square š #1233586567671709886 message
I have an idea lmao just noticed slowmode
make square joker set your resolution to a square ratio
Square joker should give 25 dollars when you score a square number but it's banned in plasma
jokers shouldn't be banned in the standard set of decks , they must be all-inclusive
reply to message below: yeah simple is better
then it could be when chips or mult are a square number
kinda confusing tho
reply to the message above: yeah, editting messages to bypass slowmode is so fun
the +4 isn't the issue, it's the fact that it's +4 AND it starts at 0
yay
square joker is good because you can upgrade it every hand (as long as you're not building 5 card hands, in which case why take it)
i don't really see it as an issue tbh, i just treat it like i used square joker for four hands then paid the amount
I get that they had to make square +5 to make the +0 be less of a nerf, but like, the +16 and +4 from before was so satisfying, does he really need to conform to the other scalers starting at 0? He had a reason to not start at 0.
It was good back during old gold stake, when the game forced you to play high card. Without the game forcing your hand on this it already fell off massively.
If I see a Square and a Wrathful for example I can pick Wrathful and do flushes where in old gold stake I couldn't. Squared got indirectly worse because all the other non-high card jokers got buffed by the change in gold stake.
The meta changed so the hands that squared wanted is less dominant overall, making it less viable. Removing its early scaling is rubbing salt in its wound, specially when the worst part of Squared already was its earlygame - you want mult, not chips, on ante 1/2/3. That makes an early Squared a possible sketchy take, risking losing interest and killing the run, much more now that it's much worse in these early antes.
things are heating up in the Pythagoras fandom
jokers are balanced around white stake though
I mean square also got buffed in that it can't be perishable anymore. I think this puts square in a good spot with the other commons, as it was a bit overtuned before
Flush is still viable but its way more annoying when all of your pieces are nerfed and can all be pershiable. This patch is like super heavy on straights and high card i feel like, its way too much. The best combo flush has (ballot+photograph or dusk) also work with straights. Feels way overtuned.
I honestly wish it was still +16/+4 but I understand wanting things to be more consistent across all the jokers. Losing out on the initial scaling is pretty impactful for a joker that wants to be taken early and played with low-scoring hands, and makes it much harder to take. I guess it can't be perishable anymore at least š¤·
4$ is a serious buff for high card, specifically. It's probably better than it was before.
Y'all are massively coping. If you take a square joker ante 1 you are by and large throwing the run now.
You can't win the ante 1 boss and scale the joker anymore, just throwing 2 pairs at the boss doesn't win anymore. Same with ante 2 small/big blind, you need to get something else to carry you while Squared slowly builds up. It's not worth it going down an interest threshold for it
Square is almost exuclsuively used (currently) for highcard and pair builds, taken round 2 or 3 after a round 1 or 2 scaling joker. If its worse now, its slight, because the money matters a lot.
Stuntman and 3-4 xmult cards with some planets is still several million point high cards. Glad stuntman is rare now.
The new tags have pros and cons, they offer a free jokers which is a pro, but the free joker might have a perishable or rental sticker, which is a nerf. Overall I don't see joker tags being used a lot. Maybe free joker tags should guarantee no perishable or rental stickers (eternal is useful sometimes though)?
I'd say just let you know what's being made free
i think they were made free for the exact reason that stickers can appear on them
had they've not been free the uncommon/rare/etc. tags would be even worse than before
also this is only a comment after a really good straight run i had on abandoned deck, but I like new runner. the starting chips might be gone, but after 2 straights, its already back to what it would've been at with just 1. after 4, its already ahead of old runner. could have just been my good joker luck + using abandoned, which makes a lot of hands easier, but it was fun to use and felt good. got it up to 850 before i died in endless.
since you were playing straights, you were probably levelling your hand. Thus, runner was maybe, at BEST, a x2, even at 850.
ok
Yo, I'm trying out the new build, and I noticed Flower Pot's description is a bit misleading. It states "X3 Mult if poker hand contains a Diamond, Club, Heart, and Spade card," while in actuality, the poker hand must have those cards score and not just be played, making 3 of a kind decks unusable. I lost a run because of this, and it may be the salt speaking, but I think I'm not going to be the only one being affected by this.
while we're altering card art can we also have this
No it says Poker hand. So all the cards from the specified poker hand
It's a new term, but it was made to allow debuffed cards with flower pot
Right, but your poker hand is the up to 5 cards you play, right? Like the scoring part of the hand would be the 3 of a kind, but the whole poker hand is the 5 cards. (didn't see the updated message before I sent btw)
Speaking of flower pot, seeing double could probably get the same treatment, for the consistency reasons
@ruby crest Nope, the game says "played hand" if it means all 5 cards played
I agree with this. It really sucks to skip a blind to get a Negative or Polychrome Joker, only to have it show up as Perishable
I see. It could still be confusing for beginners though. I'll say this, I'M not making that mistake again.
It is a bit confusing at first glance, yeah. Not sure what's the best way of fixing that
it could specify "scoring cards," like a lot of the other cards were changed to say
that'd be the best solution I'd think
itās just that debuffed cards donāt count as scoring cards
i wonder if you could say āscoring handā
Also, have you (localthunk) considered buffing green joker? Something like +2 / -2 would go a long way at making this joker scale more evenly with other jokers of that type. (e.g I had Dagger scale MUCH faster, almost 2x as fast, than Green Joker in the same run.)
Bus (common) scales +1 per hand
Pants (uncommon) scales +2 per two pair
Green joker (common) +1 per hand
Dagger (uncommon) +1 per $
Seems even to me (other than the dagger but that's because gift card and egg exist)
fair, but maybe more risk more reward? Like what if it was uncommon and it had like +2 / -3 or +2 / -4? It'd really force players to not discard almost ever, but I could also se it being too overpowered with burglar. Just shooting ideas out. (I did also get egg on the dagger too, which was mainly why dagger so much higher than green joker)
It already is a big part of high card meta and does not need a buff or a risk as it is just going to make high card even more op
Fair point. If I can get it off the ground, I've never had a bad high-card run.
Green Joker, Ride the Bus, and Supernova are all common jokers with similar power levels and are all decently strong. I don't think a buff is needed
I think they are balanced since it costs hands to lvl up them which cost money and that is a good trade off
upon trying to mod this into my game i have discovered this is a 69x68 joker, this is not a square
it should be 64x64
I know there's been some square joker discussion and balancing. Just want to say that a scaling +1 chip and +1 mult for every 4 cards played (giving both scaling chips and mult) would be the true square joker.
+1 mult is way better than +1 chip
so just a better green joker
If we're pitching suggestions for square joker, mine is to make it +16 but only for the first hand of the round (ala DNA etc.)
Works out a bit better than +4 on average but less potential for going big with extra hands
Could the reduced motion be split into 2 different settings? One for what the previous patch introduced (swirling backgrounds) and these new changes? I dont love the default backgrounds but the cards doing their little animation is something i do find satisfying and would rather see kept as an option
yeah, it would be OP, but square!
I had an idea for Vampire that I thought would be fun. For each played and scored enhanced card gain 0.1 + (0.5xCard Sucked Per Hand) mult. This would obviously be a buff, but it means if you play a 5 scoring card hand with 5 enhanced card you'd get 1x mult, but be punished by losing all the great enhancements. In some scenarios this would be OP but in most cases I feel it makes it a more justified purchase as you could play strategically and have 2 tarots to enhance in your stash etc. Just a thought
I also wonder if you will address the tiny request of making a Retry Challenge button when you die, with the same functionality of holding R to reset, only after you have lost a run. Think of all the clicks that would be saved around the world!
I've never tried the new reduced motion until now
cards no longer proc visually and it sure feels weird like that
The vampire was nerfed (mostly) because of midas pareidolia combo, I dont think making it only broken for midas pareidolia combo is a solution here
I know you qualified it with "mostly," but
I think blaming Midas + Pareidolia for the nerf to Vampire is more than a little disingenuous.
I think we can trust Thunk understands how rare that specific combo (even without Pareidolia) is.
Vampire was overperforming in other contexts as well, in my experience.
As with Constellation, Vampire is better when you have better economy.
Not just more economy elements in your build
but actually better financial management in your playstyle.
I think Vampire, even at x0.1, continues to perform sufficiently well
at the highest levels of gameplay.
I feel the same about the Square nerf.
+4 scaling is disappointing, but it's still good enough.
Yeah, I know vampire was still broken without midas and pareidolia, but I believe such suggestion would just bring that power back, which I don't think is necessary, worded it badly.
Also yeah, the combo is rare, but midas with vampire wouldn't be that hard to find and use, though it all depends on the stake you play. Pareidolia is more of an "instant deck manipulation" in such case, and is not necessary, for the most part.
And despite me not getting a good vampire run yet on high stakes, I'd agree that it is approximately on the same level with constellation. Even though vampire still keeps that higher potential through some combos, which is okay due to not being able to use glass cards as a fail-safe
Theres also generally more ways to get tarot cards enchantment for vampire than it is to get more planet cards, even though not all tarot card scales vampire, so it really does feel similiar in power to constellation
depends
since lucky cat is almost competitive lmfao
I've thought about something for bloodstone, what if it just got rid of the rng aspect so it procs every time, and it gets reduced to 1.25x per card? That way there's a difference between all uncommon scaling xmult cards
Ancient switches suits so it's 1.5
Idol switches per card in deck so it's 2
And this proposed bloodstone is the most consistent but the lowest scaling at 1.25
That is definitely an idea, that'd make it a guaranteed X3 with 5 cards, around the same as it is on 1.0.0, on average? A bit sad that no more dice combo, but that's probably fine? š¤
rip square joker
Very confused by the square joker nerf, considering I felt like the previous version was a nerf already
5 not a square numberš
Also with the magician change, the lovers stands out as a very weak tarot. Idk if it should be changed to two cards or not though
either bring back square's base 16 or bring back +5, whoever complained that 5 isnt a square number or whatever is cringe
if not that then at least make square joker's corners sharp
getting rid of Bloodstone RNG feels like getting rid of what makes it unique, and thats one less dice synergy which doesnt feel like fun for dice either
making the mult 1.25x would essentially disable bloodstone from being a decent option for endless.
1.25^5 = 3.05x
1.25^10 = 9.31x
1.25^20 = 86.73x
1.25x 20 times in a row giving only a mere 86.73x just won't cut it, compared to 1.5x 20 times doing 3325.25x. that would be too big of a mult nerf
im not saying bloodstone wouldnt have any application of course, with just one retrigger a 9x is still good for regular runs but it wouldnt be an endless joker anymore
you realize doing 1.25^20 means you are playing 20 cards in hand? i dont think bloodstone should be the best option for endless since there are better options such as triboulet or idol, i think its fine its not the best since its a general use uncommon
the values can be changed to maybe 1.33 or something between 1.25 and 1.5 but imo i think thats the best bet (i have to write here cuz of slowmode)
that includes retriggers, e.g. red seal + sock / hack
1.25^20 would be retriggering 5 cards 4 times, is what i meant
Noticed an issue with localization, Spanish (Spain): Tags are missing a space whenever the card modifier is mentioned. Only happens with card modifiers.
let's see 1.33x maths
1.33^5 = 4.16x
1.33^10 = 17.32x
1.33^20 = 299.94x
it always felt weird that bloodstone was the only chance based mineral joker
idk i feel like bloodstone is in a weird state that its too op with sixes but too weak without, i rather have a consistent joker than one that fluctuates (too op for what it is)
but 1.5^5 is 7.59x, that number is way too strong with sixes for an uncommon
its not really op even with sixes anymore since it's 1.5x now instead of being 2x
I just noticed that endless base points are also increased in higher stakes.
For example Ante 14 Purple+ is now 1.1e14 which was 1e14 (but written as 10e13 and was reported previously) before.
how is 7.59x too strong? you're using 2 joker slots for that when something like 5 steel triggers or one ancient joker flush [which uses ONE slot] does the exact same mult and i dont see anyone complaining about it being strong
the problem atleast for me is that bloodstone basically doesnt require anything, just a few heart suit changers and youre set with that joker, its too strong for the fact that it doesnt require nearly anything to make it work
ancient has an element of randomness so its fine for me
square wont be changed back to having base chips since thunk decided to remove them due to them being confusing
ancient is rare
thats also another thing
thats why i said i think bloodstone is either too weak or too strong for an uncommon, i dont think the element of randomness fits it
bloodstone also has an element of randomness without dice? its a 50% each card where if you're unlucky it wont hit even once.
and bloodstone does require things to be good - retriggering jokers, dice, blueprint/brainstorm, red seals, obviously dice if you want the guaranteed hit etc, pretty much like any other endless joker except it needs that dice to hog a slot aswell
i mean wild cards themselves kinda need to be changed, as they're kinda just worse than unenhanced cards
what change would they need then if not the same treatment as magician
main thing people have talked about is reword the wording on some of the boss blinds so that it'd make sense for wild cards to not be debuffed by them of the base suit isn't the suit being debuffed
like going from "played hearts" to "played heart cards"
another was jokers/synergies that ask for multiple suits letting a single wild card fulfill all the requirements (flower pot mostly lol)
another was just more synergy for wild cards in general
another thing that i personally suggested was making wild cards be like it's own suit, so it could be enchanced and wild, but that's not as important
and yeah also buffing it to change two cards like magician i think would be needed with only some of the above suggestions also
Just make it so wildcards count as any suit AND rank...
that'll just make Xoak builds much easier to make, as well as the idol trivial to use
Though the sarcasm would be obvious, sorry
I still find it odd that debuffed Stone cards still count as stones for scoring instead of their base suit while wildcards don't.
well that's the whole point of stones
It's the point of stones, but when they are debuffed, part of the enhancement still applies.
the problem is you don't know their base rank/suit
though I do agree that it probably makes more sense for them to adhere to the rules other enhancements do
Did I miss other changes on gold stake? It's still rough with all the perishable. Was there no patch between this and the initial 1.0.1c?
I just see nerfs and more ante scaling
Nope, there was no "d" patch it was for beta testers
And perishables should be statistically less met, since odds for them were fixed (apparently it was 35% instead of 30% if I'm not mistaken) + no more scaling jokers with perishable
Ah. I see that now as a bug fix, but it doesn't have specific numbers
Hereās d
Perishables have been slightly reduced with several non-retroactive scaling Jokers never be Perishable and lower the rate from 35% back to its intended 30% (This was caused by a calculation error in 1.0.1c which we reported a while back).
Thanks. Maybe I'll give gold stake a shot again. It was killing my enjoyment so I went back to get the rest of the worthwhile unlocks
Where people are erring is by comparing Square Joker to what it was like before this patch, which misses why it was changed. Of course it takes more hands to get back to +16āthat's that the entire point.
Y'all need to be comparing it to other scaling jokers of the same rarity.
The point was to point out that Square Joker was nerfed. "Did you intend this to be a nerf? Because it's a nerf" essentially. Things like Runner going from 20 + 10 to 0 + 15 implies that these changes were meant to be adjustments rather than buffs or nerfs, so I just wanted to point out that Square Joker change was a nerf. That's now obvious because Square Joker has gone from 16 + 4 to 0 + 4. I think a nerf is fine though.
You make a good point about focusing on comparisons between Jokers rather than the changes.
Found a bug, idk if it's exclusive to new beta patch but I was on 1.0.1e:
When on the Psychic with Loyalty Card, if you play a hand that doesn't score, it will still show as "x left" as though the hand wasn't played. It still does count down however, obscuring the actual remaining hands for Loyalty Card.
It's indeed a nerf, but I see a lot of people who are concerned that it was nerfed too much and that it doesn't make sense. I've seen a lot of math calculating how much it costs to get it to where it was before the change, instead of viewing it in context.
this bug exists in the main version of the game too, unrelated to the experimental update
Square joker nerf shouldn't matter that much to its viability, what difference does +16 chips make realistically?
It makes quite a bit of difference early game but overall its still a really strong joker, plus the cheaper buy price means you sacrifice slightly less economy
Joker tags are a mechanic that is appealing to newer players.
If someone is playing on Gold Stake and skipping for tags, then they're making things harder for themselves.
@strange bone Our perspective is from that of enfranchised, experienced players. We optimize and whatnot, but newer players are drawn to things that are cool and encourage them to experiment.
It was too good before because it was essentially a crutch for new players, and outclassed similar cards
I disagree a lot on phrases 1 and 2 - there is a lot of scenarios where skipping for tags is great in gold stake. If your interest is low then skipping a small blind for Investment, Speed, Economy or the Buffoon or Top Up tag for example gives much more guaranteed value than the 3-4$ you'd get from playing the small blind, and when resetting for a good start joker tags are great.
RE Square Joker, myehh fair enough, I can see that. In that case, understandable on the Square Joker nerf.
It's actually pretty big, at least on higher stakes. The thing is, you didn't have to focus on it beforeāit was good enough to carry you before selling it with very little investment.
It was effectively an x2 multiplier from the get-go
vampire chipped his teeth, but square joker straight up got massacred
Remember that each skipped tag increases the difficulty by making you fight bosses earlier.
You also underestimate the value of a shopāit's like a super reroll. You get new packs, new cards, and the cost to reroll resets. The whole reason to save up money is to mitigate randomness by rerolling and digging for more cards.
So, when you skip, ask yourself: is whatever you get worth losing all that? Edit: that question isn't rhetorical
Cannot agree with this. Vampire had it's Xmult effectively halved, play four hands and Square Joker is exactly the same as it was
Yeah, a lot of the time yeah, it really is worth "losing" all that.
Let's say it's ante 2, I have 6$ and am one-shotting blinds due to a holographic jimbo.
Playing the small blind means I get 3$ from the unspent hands +1 interest for a total 4$.
Is the 4$ + the shop worth it over:
-> Investment Tag fixing your entire economy at the end of the round?
-> Top-Up Tag giving you 2 common jokers free of stickers?
-> Economy Tag giving you 6$ bucks (2 more over if you played?)
The packs are cool but if you pick them in this state you're going under a interest threshold; unless it's exactly a buffoon or spectral pack I wouldn't take it, and even then I would still skip buffoon packs to keep my interest as I'm crusing for a bit.
You are massively overrating the shop; when you're building your interest you'd rather more raw $ than more shops as very little in the shop lets you grow interest easily.
old square joker after 4 hands would be +32 while new one is +20 š, you'd need 16 4-card hands before new square joker ties the old one in value, then becomes better. definitely got massacred, esp if you dont plan to go above ante 8
fun fact, that's also nerfed
it's just starts at 0 and +4 per hand now
Square Joker was changed back to +4chips
christ. not even a massacre. a straight up bloodbath.
After 4 hands (or 1 round) Square is the same card it was. It's really not that big of a nerf
If you're in this situation and looking at the Economy Tag then playing is the greedy play and skipping is the safe play.
If you play you're gambling on finding something good to buy on this shop. If you play and don't buy anything in the shop you literally lost 1$ compared to just skipping. This is also assuming you draw a hand that wins - if you didn't manage to find a straight, flush or w/e and had to spend a hand as a discard you lost an extra 1$ in there.
And this is assuming Economy Tag, which just gives you 6$. Investment Tag gives you 25$, Coupon gives minimun 6$ from the packs + the jokers on sale, Handy can give more, etc. If you don't have at least 15$ in the bank it can be very hard to justify playing over skipping for these tags.
@supple imp Thoughts?
wat
it's 16 chips, that's one mercury
square is still getting taken at every opportunity and it still completely solves chip for any stake non black deck
It's essentially a chips version of Ride the Bus, Green Joker, etc. I don't know why people think it's so bad
You're comparing a +Mult Joker vs. a +Chip Joker, the latter is massively beneficial due to unbalanced base chip x mult. Let's say on a Two Pair you get 20x2 base, Pants will give 80 upon first playing (+2, so 20x4), whereas current Square gives 48 (+4 chips, so 24x2). Previous Square would give the same 80 as well (starting 16+4, so 40x2).
I just don't really understand WHY every non-retroactive scaling Joker has to start at 0, because some are waaaaaaaaay too weak to be of use even at the beginning, so they badly need some initial buff to at least get players off the ground. With the current 0 chip nerf, almost every single one of them minus Runner aren't worth picking at all
Runner gives almost 4x its chips. I feel like you can easily get 2 straights per round, and if you hit 2 straights you have 30 chips from that round, as opposed to 16 from playing 4 4's. So you lose 2 more dollars to get basically half the chip scaling
Yeah the more difficult condition gets a better reward
it isn't much more difficult though. Straights are not really hard to hit. on a per round basis, you can get more chips from hitting that condition than you can from square joker hitting it consistently every time.
I just don't really understand WHY every non-retroactive scaling Joker has to start at 0, because some are waaaaaaaaay too weak to be of use even at the beginning, so they badly need some initial buff to at least get players off the ground. With the current 0 chip nerf, almost every single one of them minus Runner aren't worth picking at all
It's a new player experience thing.
It can be hard for a new player to distinguish is a joker is retroactive scaling or not which can lead to confusion - a new player playing 4 card hands when they don't have Square Joker to try and future proof for it, for example.
This confusion stems from seeing these jokers "already scaled up" - ie, seeing that on the shop the jokers already have some payoff to give, thinking that the Square gives +16 chips because of triggering the condition in the past rather than it just being a starting number. Seeing it start at 0 makes it a lot more clear that it only counts when you have it.
I'm very bummed by the reverting of +5 to +4 but changing it to start at 0 chips is understandable for the new player experience.
hello Laugic
I agree Straights aren't as difficult to make as some players make them out to be, but they are certainly more difficult to make, esecially two per round, than it is to throw random sets of 4 cards out, which is why Runner scales faster
You should have an economy joker of some sort, so you're losing value from that. You also lose value on any purple stickers, blue stickers, gold cards you have. You lose an entire chance to scale scaling jokers.
You also lose out on growing your interest, which is an additional $3-$5 dollars.
You lose a shopāyou're still going to see the same shop whether you skip or not, assuming you're in the same ante. Same with your hand and everything.
Edit: Your starting hand and everything will also be the same
Hitting 1 straight is very easy. Hitting 2 can be tricky, but is manageable. 3+ is also quite tricky, but manageable sometimes.
Once you hit 1 straight, runner is essentially the same chip scaling as 4 hands from Square Joker. But also saving you $3. Once you hit the second straight, you've basically doubled your scaling. They seem to just not be remotely similar in power level, and they're both common.
Also, being limited to 4 cards rules out almost all of the strong hands in the game
Bro you are not hitting 3 straights per round with a vanilla 52 card deck every round
if hitting 3 straights doesn't win a blind your run is dead
in fact if hitting 2 doesn't win your run is probably also dead
hitting straights is not guaranteed even if you have the freedom of using discards for it and sometimes your mult is green joker/bus making your straights even harder to hit
1: This is ante 2, you just got past the first boss. We don't have it; most runs don't have it by this point. We certainly don't have purple stickers, blue stickers or gold cards by this point. This is a non-point.
2: What? This is literally not true. How are you not growing the interest? Playing here you gain 5$, 4 from the hand and 1 from the interest. Not playing you gain 6$. In both you get over 1 interest bump. Did you even read my post?
3: I'm aware; that can be fixed by paying 5$ later on. "Rerolling" right now is pointless since you can't afford the stuff in it anyways so there's no point.
Did you even read my posts?
I didn't mean to insinuate hitting 3 was a regular thing to expect, just that it could happen, which would make the scaling gap even bigger the few times it does happen in the run. my other points still stand regardless
Also, your deck doesn't stay at 52 cards the whole time. Getting Straights becomes easier as the run goes on. playing 4 cards is the same the whole time.
Look, we can argue about "experience" all days long but the reality is that some people can't read, nor can they actually "learn" the game. By trying to please everyone we end up pleasing no one.
I said it earlier, Balatro has retro AND non-retroactive scaling Jokers, of which the latter one clearly said THIS RUN. The non-retroactive ones doesn't need a nerf just because people can't read (or doesn't bother to, for that matter). It comes down to game balancing to give everyone good experience, not to make Jokers completely unusable just so they "read more consistently".
TL;DR: The chip scaling Jokers are bad enough that their saving graces are the starting bonus so they can save some hopeless run in the beginning. Taking that away simply adds 3 more Jokers to the useless category, even for new players.
you took wee because it gave 10 chips at the start???
Fair enough. I agree Runner is a better joker than Square anyway.
I'm talking in general, like I mentioned originally, which is what you responded to.
You constructed a specific situation that was intended to get around my general point.
The only times I would skip are if I get a holo tag in the first blind, or if it's later in the run and I'll get a voucher tag.
That is literal gatekeeping.
You are saying to prioritize the experience of old players that already know how everything the game works over the new player experience. This is how games that are constantly updated go to die, letting this sort of small confusions pile up until the game becomes nigh unaproachable.
These jokers are worse now but they're definitely still usable in low stakes; arguing that doing this is "Taking that away simply adds 3 more Jokers to the useless category, even for new players." when the joker is still perfectly usable and still good for low stake play.
You are asking for a joker to make the game more confusing and less approachable for new players so that it becomes slightly better in gold stake. The vast majority of players won't even reach that high; prioritizing balance over learnability is being a gatekeeping fool.
It's not a very specific situation - it's a very common one.
Getting off ante 1 with little money and with a joker that lets you trivially win the blinds. This is an extremely common early game position to face, and one where it's prime time to skip a small blind.
Later on when you get more interest I agree skipping becomes sketchier but on antes 2/3 where you are still building your interest and likely don't have gold cards, economy jokers and etc then skipping is a very real possiblity and can be an excellent play
You're underestimating the value of a shop and you're fighting bosses earlier.
If you think skipping everything I mentioned is worth it, then by all means do it.
Square giving 6 per hand would be pretty nice. +24 per round is still less than getting 2 straights from Runner but is much more reasonable
All this time I've been talking about new players' experience, not sure where you get the idea of old players from. Steam forums are flooded with complains about weak Jokers, but I've never seen anyone actually complains about the "inconsistency" that some streamers may or may not accidentally play into that.
Adding to that, the learnability has been all over the place, people reporting bugs because of wording in this game every single day. I don't see localization being too prioritized now, so I don't see why we have to worry about learnability when there are so many new players getting tripped by the current localization.
@pseudo vault can explain shop value better than I can. His advice is solid, given that he is the best Balatro player in the world. Dude even beat 15 games on Gold stake in a row once with each deck
did he really waste that much time
wasn't it only white stake
problem:
6 isn't a perfect square
really dumb idea:
square starts at negative chips and gives 9
What are you even buying in the shop? If you already are cruising in terms of points and one-shotting bosses then buying jokers is pointless as you're already winning; you'd rather not buy anything to get interest. There's nothing you want in the shop, pretending the shop is a magical land where there's always something good and worth buying is an extremely reductive way of looking at the game and its strategy.
The value of seeing shops is reduced significantly if you have low money. I would always take a investment tag over playing a small blind ante 2 if I have jokers making winning the blinds trivial.
You're overrating the shops and gambling on finding something good over guaranteed value; "seeing more shops" is a pointless upside if you don't have the money to spend on what you see.
I mean, sure feel free to tag drspectred ig but I doubt they're gonna come here and tell you that you're correct that skipping in gold stake is horrible, that seeing more shops is godlike and that there's no nuance when taking money generating tags
yes he did
and it was gold stake
you can watch all of the videos
I didn't say that. I'm explicitly saying skip if you think it is worth it, and that you are underrating shops.
Skipping in Gold Stake is horrible; seeing more shops is incredibly valuable for success;
and there is little nuance in money generating tags, in that you shouldn't take them,
with the rare exception of Investment Tag ($25) in Ante 1
because it was balanced around Antes 2-4 not balanced for Ante 1.
HA!
do steam achievements not work on experimental patch? Just finished all gold stakes and didn't get the achievement
Win a run on any stake (white works) and it'll give it to you, it's a known bug
The thing about missing out on later shops blew my mind. Missing an entire opportunity to be able to dig for what you need once you have the money to afford it
not sure if bug or spaghetti lol, but yeah, win another run
it'll happen again if you go for c++ as well
damn well thats anti-climatic
thanks for the help :)
Thanks for stopping by! I'm horrible at explaining, and also I now know to grab the $25 tag in ante 1.
@strange bone I hope it makes sense now. I get too caught up in the weeds on discussion sometimes, haha
Its existed since septembser demo š
I have another quick update for ya, it's mainly a rendering/performance update. It'll make text look a little crisper on Windows but I need to make sure there isn't a big performance hit
do the updates stop
not for a few more years
Alright it's live! Update and give it a whirl - please let me know either way if this newest update runs or looks any different to you
nice
nooo but i just left my house š
You're already workshopping new decks aren't you? I demand the Magnet voucher back!
looks really clean and crisp on my device now! no performance issues but i have pretty strong pc so i wouldnt expect any
did square get changed back to 4?
I can definitely notice text being less blurry on 1.0.1e.
Is this bug known?
I opened the pack went to main menu and opened the run.
8 ball is still trash because it's actually 1 in 39 chance and guaranteed to spawn lovers, tower, or a suit tarot
The problem is that wild cards don't do anything on their own aside from enabling flush-related hands which can be a boost to score but not always.
The enhancement is mainly enabling other interactions such as guaranteeing ancient joker or other suit-related joker activation. Without those suit-related jokers, wild cards are simply a minor buff which carry a higher likelihood of being debuffed by a boss blind as they are turned off by any suit-debuffing boss.
I think the simplest buff to wild cards would be to make them immune to suit-debuffing boss blinds and possibly enable the lovers card to create 2 wilds at a time. Then wild cards would essentially have a protective effect in addition to an enabling effect which I think makes sense.
Or just make them immune to being debuffed altogether to make it simpler
Square got changed to +4 per hand but starts at 0 so it's essentially a 4-hand nerf vs the current version
I think that could be a neat idea for a different enhancement altogether, but would be far too strong as an additional effect to wild cards imo
Copper Cards: cannot get debuffed, destroyed, or trigger negative effects (losing gold from Tooth, decrease hand level from Arm, etc)
needs some workshopping
just noticed there's another update on steam, is there anything important to know about?
This, surskit, unless theres another another update?
(Oh my goodness localthunk, sorry for not turning off reply mention >.<)
no one saw anything 
straight up immune to the suit debuffs i think is a bit too strong, but i could see them being only affected by the suit debuff if the base suit of the card is the one getting debuffed
My counter argument is that the wild enhancement doesn't provide any intrinsic benefit on its own. It is simply an enabling enhancement that does not directly increase score or provide money. So having an enabling enhancement getting debuffed by the same mechanism of that enhancement feels bad.
By applying the wild card, I'm saying that I want this card card to be a flexible suit card and so when it gets debuffed by a suit boss blind, that feels bad. It's ultimately a minor difference between only 1 suit boss blind debuffing it vs none and so I'd prefer it to be none as a minor bonus. The difference between currently all 4 suit boss blinds debuffing wilds down to 1 or 0 is a significant difference. I just think it would be cool if wilds didn't care about suit boss blinds at all
sorry, I know this is technically off topic for this thread. I just saw discussion earlier and wanted to share my input. we should move to the suggestion channel
please keep it on topic for 1.0.1e!
Bloodstone feels like a better ancient joker rn (especially with oops all 6s). I feel bad saying this but I liked it better at 1/3 for a x2 mult. It made it unique, and with oops all 6s it was fun.
Agree
honestly even without ooops all 6s it was pretty powerful for an uncommon u just had a chance of being unlucky
someone also did the math to work out that for getting x1.5 mult, it was better than 1 in 3 x2, but for getting any total xmult amount higher than that it was actually equal to or worse than 1 in 3 x2, making bloodstone kinda nerfed from what it was originally
I had a run yesterday on 1.0 that was both prolonged by bloodstone + oops but ultimately died early from it as well because I was losing glass cards too quickly. It's the ultimate feast or famine joker at 1/3 odds of 2x, but it did help me set a pb at e22. I'm excited to try the new version
I like the reduced motion, but I feel like you should be able to toggle what things you want reduced and what things you don't want reduced. Feels too much like an "all or nothing" when it'd be nice to disable the stuff that bothers you!
(Like, I don't really love the background stopping, but the cards not moving as much is good, or other things like that)
1 in 2 of 1.5x is definitely worse than 1 in 3 of 2x. The expectation of 1 card with 1/2 of 1.5x is 1/2x1.5+1/2x1=1.25; however with 1/3 of 2x you have 1/3x2+2/3*1=1.34
Isn't it as simple as expected value of 0.66666666666x per trigger (literally 1/3 x 2 = 2/3) on the current bloodstone vs EV of 0.75x per trigger (1/2 x 1.5 = 0.75) on the updated bloodstone and thus it's technically a buff? Is the math more complex than that?
1 in 2 of 1.5x is a lot more fun with oops all 6's though
it's much more consistent as well
Has anyone else had a chance to test the new version I pushed a couple hours ago? Any issues with performance? Notice any change in the visuals?
I just updated as of a couple minutes ago and am currently playing (on my windows PC)
Performance is fine, visuals seem the same
Or at least I don't really notice anything
Fun but I mean itās even worse than the original one in 1.0.0, far more worse compared with test edition of 1.0.1c And I donāt think bloodstone is that OP in 1.0.0 that should get nerfed. Otherwise no need to boost it to 1 in 2 of 2x, just leave it as normal.
I haven't noticed any change in performance, but I also don't play with fps displayed so idk
EV accounts for all outcomes, not just the "positive" ones, So the math done #1233586567671709886 message
is more accurate
itās currently about 87% the expected mult (logarithmically) of 1.0.0
but we should take into account of its value with "oops all sixes" between 1.0.0 and 1.0.1e, maybe the change makes more since considering that?
This was already covered the last couple days. but Bloodstone in 1.0.0n isn't always better than 1.0.1e. It depends on how much of a xMult you need to clear the blind.
Edit (for more info): The 1.0.0n version has a far more likely chance of triggering 0 times than 1.0.1e is one example.
Wait I think I'm confused?
How is the 1.0.1c bloodstone worse than the 1.0.0n bloodstone?
Edit: Oh wait, thats hitting xMult or worse
that still makes the new bloodstone worse overall i think,
since it fails much quicker.
2/3x2+1/3x1=1.66; while 2/2*1.5=1.5, still worse. Unless you have double āoopsā
Like after 2 triggers its worse than 1.0.0n
The graph is sort of "backwards". The more right the line is, the better. The way to read it is that 1.0.1(c&e) is way better at triggering at least once, but 1.0.1e is worse than 1.0.0n if you need 4x or more.
Bloodstone in its current form is massively good, it was pretty broken at 2x. It being less useful for endless seems pretty irrelevant... the game is balanced around ante 8. Endless is not really competitive...
Yeah, but unless were incorrect, The original change for bloodstone was meant to buff it. So I think that's what the goal is.
Unless localthunk had a change in direction for the card.
ah, still no fix for the "cursor is hidden/behind the window when in fullscreen and borderless fullscreen"
Thanks for the clarification, I appreciate it! Despite being mathematically slightly weaker, the new version has less variance than the old version which I think is reasonable for an uncommon joker that can be so powerful in the right scenarios.
The goal is to make it more consistent than in 1.0.0n. It feels bad when you play multiple heart flushes in a row with no Bloodstone triggers. Now the odds of playing 2 hearts flushes with no triggers is about 1/1000 as opposed to 1/58.
Ah, in that case. the changes make sense.
Yeah don't think buff/nerf for it, more that I identified an issue with Bloodstone (people were frustrated using it because they were trying to rely on a fundamentally unreliable Joker) and tried to solve it without removing the DNA of the card. It's still approximately the same ballpark in terms of strength but hopefully less frustrating because it misses less often
2x was really big for an entire suit anyway; 1.5x is more consistent. only other OP 2x now are combos like Chad + Photograph, or Idol if you've thinned/copied ur deck (edit: we have 2 minute slow mode now?! damn)
oh hey square's back to +4 sweet
Sometimes something doesn't work and it needs to be scrapped, but sometimes just changing the idea slightly can fix it too. I think it's better now but if it's really bad after people have used it a lot then I'll consider something else
As with pretty much all of the changes I've made in 1.0.1, thinking about how the new changes will work isn't very useful compared to actually using it for a while, so I urge everyone to actually use the cards and determine from experience if they are viable
i do want to test out viability of new stuntman for 101e but he's rare now š
since the latest update, my windows taskbar is periodically disappearing for like a second while i have the game open
ngl, nerfing bloodstone was 100% deserved, but it feels like too much, though maybe I'm just bad, but the bad part is that you aren't guaranteed for your mult to multiply, which makes me think that maybe nerfing to Ć1.75 or something could be better, and aside from that, all the other changes seem fine for me, like stuntman, he did deserve the nerf and it's now balanced, or vagabond, due to it's low requirement to get tarots, and you can get it from wraith now, which is even better
So it's all around a good balance update, though my pc is having some issues with it, like sometimes, when the bar reaches to 100%, the game just closes a few times before it finally works, and it seems like the latestest patch made it worse, since I got lag before ante 8, which never ever happened to me when playing
I think current bloodstone is ok, it feels on par with the other suit jokers. e.g. Onyx Agot, +35 mult on a club flush, let's say bloodstone triggers three times on one of your hands consistently enough, you only need a level 4 flush for bloodstone to be equal. Bloodstone is now balanced instead of OP. I like it.
because you can play 3 hearts flushes and win that way, meaning triple triggers are pretty consistent. It's a balanced uncommon, I like it being not-OP and semi-reliable
He still feels too strong whenever I find him 
bloodstone also combos better than something like agate since you can pair with retriggers / oops6s
so if you play 2 heart flushes with no bloodstone triggers then your cavendish is guaranteed to break? I understand
the problem is a lot of us have used bloodstone extensively in 1.0.0 and the only change relative to that patch to the new one is blue seals being strong/op.
Bloodstone also has much more non-combos being a on score X-mult, meaning every scaling +mult like erosion, fortune teller, etc, being a worse pair than something like arrowhead or agate. Also all suit uncommon pair really well with retriggers, we just associate it with bloodstone more because retriggers also allows to curb the uncertainty of bloodstone procs somewhat
Nice stealth update to Square :)
It wasn't stealth, thunk commented on that earlier
Instead of a graph, here are the ranges at which each bloodstone is more likely to produce a given X mult.
I am saying from experience: This was good, but it was unironically less fun. I felt like I was just doing an ancient joker run except it always hit hearts
(ahh sorry for the ping that was an accident)
I'm noticing a little bit of hitching / hiccups on steam deck. Was running anaglyph with 12 jokers and a lot of on cars triggers. Castle, baseball card, dusk etc.
Is it intended that Showman can cause a Tarot card to appear twice in a Standard or Jumbo pack? That's bad. When I only get to choose one of the cards, showing the same card multiple times only serves to reduce my choices.
Yes, showman is intended to be bad, it is known
how is it known that its intended to be bad ??
I believe the card says Joker, Tarot, Planet, and Spectral cards may appear multiple times. So yes the same came be duplicated in a pack
I'm not sure if there's a different kind of change Square joker is in need of, but I'm glad that it's still +4 per hand. It feels important for that joker in particular, since it's referencing funni math concepts, to get its numbers exactly right.
unless youre playing for endless to get a bunch of one type of joker, showman will just screw up your packs with little benefit
I have been playing less and less since the latest batch of nerfs. I really dont feel interest anymore. Its kinda.... stale.
I think I would like the game better if there was 1 mechanic added... That when you see a joker and not pick it up, it gets removed from the pool until all other jokers of that rarity have been seen. Then all jokers of that rarity can be seen again. This would add a little bit of consistency in finding jokers you actually need, instead of the same 20 over and over and over again.
But with the gambling aspect, I think a little power imbalance within rarities is a good thing. it allows you to high roll or low roll in a certain rarity. Like stuntman and 1/2 at 2x blood stone were definitely a high roll in uncommon while Shortcut, Seance, and a few others were low rolls. Ancient Joker, Obelisk, and Hit the Road would be low rolls in rare, while Blueprint, Brainstorm, Invisible Joker are high rolls.
Square joker not square anymore, Massive nerf to theme and effect.
Stuntman being rare means that I will never see him, and if I do see him, I will not want him because its either too late in the game to take it, because I have something better/different, or I dont need chips because of mult scaling from other things. I also feel the effect of stuntman is Too weak for rare, and too strong for uncommon. I would rather see stuntman at +200 chips -2 hand size uncommon, than +300 chips -1 handsize rare.
Bloodstone nerf makes endless a lot shorter if you are going for that form of points route. As an example, say you have bloodstone + oops all 6's, with redseal hearts and 1 retrigger, playing a level 1 flush 5 (which is base 16 mult). 16 * 2^15 = 524,288 mult into a 16 * 1.5^15 = 7006 mult. that is literally 1.3% of the value. HUGE nerf that severly limits the upper limit to the build.
Then the ante scaling. This one not so much, since it already was "by ante 6 do I have everything I need to beat the ante 8 boss, if no, then reset, if yes, then proceed." but it just made the margins of error even smaller. The dev even said this as an excuse "Since the margins are no longer as razor thin on higher stakes, I have also slightly increased ante scaling for mid-late antes:" which I dont think was true. Especially with rental jokers in early shops basically spelling out your doom and perishables being tolerable. IDK what the devs goal of an expected winrate in goldstake is, but its currently feeling less than 10%.
Honestly stuntman should only be -1 handsize if it got nerfed to rare
I think winrate on Gold stake is higher than 10%. I've been watching some Celerity streams and saw he had won 9 of his last 12 Gold stake runs while cycling through decks (one of those losses was Black deck even).
im absolutely suffering on purple stake+ after 1.0.1e lol it's like i don't know how to play the game anymore š it's like im the only one
dont mind it im just gonna finish blue on every deck before i try purple again
The main issue I have with the new scaling is violet vessel now being even more difficult in comparison to the other final bosses. Bell and acorn are mostly ignorable, bell really only harming builds which require a difficult hand to be made multiple times in a round/steel hand stuff, acorn having the held card exploit. Leaf and heart are more of a good challenge but vessel having 3x the new higher score requirement is the one boss that I always end up trying to reroll or die to.
what if VV was 5x the blind
Although idk if it would change that much since I feel like most of the time you either die to VV or crush it with good run
Had a fun run with runner, i enjoyed it being a pseudo x2 scaler š
Violet is awful to get on gold that 1.2 million is scary
Rare stuntman..... š
Eh, stuntman's problem is that to fit the theme it has to be fairly risky and extreme but that alone makes it too good for high card and pair builds. Personally I feel a rare stuntman with +200 chips and -1 hand size would be great but as it stands 300 and -2 fits the flavor more. Hell if it's possible, +400 and -3 fits the theme even more.
But how does he do it? How does the stuntman hold all those chips with such a small hand size? It keeps me up at night ...
Standard packs (packs with playing cards) don't have dupes protection, Jumbo is a pack type
Showman does allow you to see duplicate planets, tarots, spectrals and jokers, that's what the description says, and that's how it should work.
I don't think violet vessel is such a problem as in most of my winning runs on high stakes with previous 1.0.1 patch I was already scoring in millions or had a potential to score in millions (with glass cards), and sold some of my jokers for new stickers. With this patch most of Xmult scalers cannot be perishable so I expect even higher consistency in reaching such numbers. Though I'll still test it when I have time, currently I'm taking a break from stakes after finishing C+
That seems like a problem in itself though, big numbers are fun but the nail biting runs where you're just about scraping through antes are more exciting. A one in five chance for those runs to just lose if you can't find something busted in the last couple of shops is pretty feelbad
it does feel pretty bad when you get to ante 8 and instead of 400k bell you see 1.2 million purple and if your build isnt lucky you will struggle on VV more than bell/any lower grade ones but flint
Struggling is fine, almost winning is still fun. I'm talking about the times when you've already struggled all the way there and then it's just suddenly more than your build is capable of with a full set of perfect hands.
Hey, I have a major issue. The most recent beta does not work on my surface laptop. (Intel Core m3-6Y30 @ 0.90GHz. 4gb ram, windows 10 pro, version 22H2, OS build 19045.3930) I could have sworn it worked earlier today, but it doesn't now. Could it be an in-game settings issue?
It's an old laptop, but it runs the most recent build, so it should be an age issue.
had a wild runner run, it was so fun
This patch is absolutely fantastic i've had an easier time playing various comps on golden sticker and i finally stopped seeing double perishable/rental tags on all the jokers, the bugfix seems to be working and the no perishable on specific jokers feels great not as limiting anymore and tbh now with the bugfix i really enjoy making use of rentals
Though there still seems to be some performance hog along the line i get it around ante 6-7 i had a vagabond tarot run where i enchanted and deck fixed my entire deck and it was started to act weird on a 5800h cpu
Though i still feel like skipping for a joker tag should warrant that joker not persishable at least (fine with rental/eternal) but other than that i feel good about all the cards
Interesting. Perishable and other jokers that decline per hand/round don't factor in that much?
Honestly a question, since we have the perishable tag not being on scaling jokers, how about rentals not being on money making jokers? They almost have no purpose if they are rental, only a small chance I would pick it up or else for me it is a blank
The new bloodstone feels nice, not too strong, but still useful, more on par with the other gem jokers
if anything stickers making skipping worse moreso than shops cause it really hurts skipping for a joker/buffoon pack and it having a much higher chance of being unhelpful due to it's stickers
He means for the effect of the skip itself, you defintely skip if you obtain a very strong pershiable in ante 5 to rush ante 8 before it disapears, given you either have or almost have enough points to clear 400k.
Though i will say I believe that polychrome tag and perhaps the rare in this particular version, on the small blind, are basically always takes, especially in ante 1 and 2, because the odds they hit a perishable is very low now post changes, something like 20% chance (negligable) (feels even rarer tbh) and the rental tag can be some polychromes or good rares.
i mean polychrome isn't that good early if u have no mult
I think rental econ jokers are OK. The issue with perishable scalers was that you need time and investment to get them going, while econ jokers already have potential to earn you more than they cost you. Most of the time they're blanks for me, but it does not mean that you can't do something with them.
E.g. you can pick up rebate/faceless/business card for 1$, go into round, see if you have a chance to use it, if not just sell it for 1$, it does not hurt you in any way, given you have free joker slots. Rentals make econ jokers better, in some cases.
Sure, the golden joker is a net neutral, because you lose 3$ and maybe 1$ interest, then gain 4$, but I don't think such edge cases should impact the rentals. Egg is net neutral/negative until you sell it, or until you manage to find temperance, so it's in a bit of a weird spot, rocket and c9 have potential to overcome the rental fee.
I just weight tags more heavily when I have more perishables if they're ideal for my build. But I still haven't won gold. I had a lot more unlocks to get
Good point. I'm more tempted by other tags though
In my experience, this has been almost always the case for Rental Econ. Earn $5-$8 in a round, and then sell before paying the Rental fee. OR the strategic decision of, "if I pay the Rental fee, can I earn more than $5 in the next round, too?"
Here's the thing about Perishables.
It makes sense, in theory, skipping to preserve your Perishables, but, in practice, there really aren't any Jokers worth risking your life for, with scaling xMult Uncommons being a rare exception. And now those can't be Perishables.
In general, I think many players are too Joker dependent. So then the new Stakes which mess with your Jokers are especially challenging for those players. And it makes these players more sensitive to nerfing clearly overpowered Jokers.
In this case, I would suggest practicing on Jokerless more. It teaches you a better understanding of Card Enhancements and the Deck Building aspect of the game. It also teaches a better appreciation for Planet Cards, around which there is a nontrivial amount of strategy. It gives you a better understanding of how much is actually needed to pass each round and how much greed you can get away with.
And then when you switch back playing with Jokers, you'll have a better appreciation for how impactful the Common Jokers are and how unnecessary Rares and Uncommons are. And you'll learn how to hold onto non-scoring Jokers longer, giving you a stronger end game.
Disagree about skipping, there are some times when you want to skip, if you already have a one shot final boss build. Here's an example of my gold stake plasma win, I was already scoring more than enough with glass + chad, got photograph and speedrun til final boss to preserve chad. Though I'd say this is more of a chad photo being broken since the update š¹
also ignore it being on the last hand, I tried to move boss debuff to something like popcorn or shortcut to be safe, which I didn't manage in the end, though it didn't end up mattering
For the context, I played it safe-ish, was not skipping more than was needed to preseve chad til the last round
Ah, sure.
I think Ante 8 is a notable exception. If you're skipping earlier than Ante 8, you're missing shops without knowing how many shops you'll need to get the necessary game pieces.
Once you get to Ante 8, you know if your current build is already winning or not.
I started skipping earlier than ante 8. I got photo to my chad early ante 7 iirc. Don't have seed to check when exactly that happened
For me, I find it hard to believe I can't find better in those 3-4 shops skipped.
Knowing whether or not you have a winning build is not just about whether or not you can score enough points but also how consistently those points. And I like having the extra opportunity to improve consistency over the next few rounds of Tarot Cards (moreso from shop rerolls than from Boosters).
I wish the skips had more consistency. Half of the tags are basically random... but i also get thats probably part of the point lol
so many of the tags are just plain, well, bad
tag buff/rework when
That too. A lof ot them i liked when i first started playing, but now that im way more experienced they're pretty big crutches (boss reroll and juggler in particular)
That's a bit of offtopic. But I did have an idea that boss reroll from skip could give you a free Boss Reroll at any point (basically the mechanic unlocked by the boss reroll voucher, but with some indicator how many rerolls you stacked, instead of 10$ it says 0$), and it could be carried over however long you want. Some sort of safety net you pick up mid run for security when commited to a specific run.
This idea came from my initial thoughts on how luchador is pretty useless on some bosses (Leaf, Crimson heart when it gets debuffed, and Acorn), I thought it would be nice if you could sell it before the boss blind to get a boss disable tag that activates when you enter the boss.
Potentially boss reroll tag could also have such effect ^
I do think thats a good idea, i have the exact same problem with luchador. That'd also save it from taking up a space, kinda like the cola.
Sorry for getting offtopic
Just encountered slight performance hiccup, rather weird that I've never encountered this before. Will retry again and see if I could replicate it
I'd say, it really depends on the run, my was a very specific case where it was a calculated risk. The run was going to die either way if I didn't find more glass/steel in 4 rounds, and chances of that are not that great - econ was not in a good spot, more so after the tooth (iirc) with eternal rental shortcut. There isnt that many jokers that help me because of Xmult on scoring, and finding specific Xmult uncommons that dont need to scale in such short term is very unlikely.
As I mentioned, I didn't skip more than was needed to preserve chad, and I didn't manage to find anything to replace chad/photo long term. Sure with glass I'd have 1 or 2 extra rounds to survive, but after my last glass smashes - run is dead anyways.
I almost got punished by getting the only boss that could kill the run, but got away with it š¹
P.S. Also just managed to recreate approximate setup for the score with calculator. Poly card is to account for the increased Saturn scaling in the experimental (which is not on the website yet). I'm not 100% sure if I had red seal face or a 2nd glass card, but it does not really matter that much
https://efhiii.github.io/balatro-calculator/?h=wAA8BCLQKABYiA0BQjAJBUA4AIAUAkQFIA
I was afraid there would be some performance hiccups with this one, would you be able to provide me with more information?
about your computer - where you noticed the problem - what exactly happened
And also would you be able to tell me what your desktop scaling is set to for the monitor you play the game on?
(it's a percentage like 100%/150% etc.)
i was having a similar issue on steam deck btw. I was getting some hitching/hiccups playing last night. had 12 jokers, some on card abilities like baseball and castle. 8 or so negatives on anaglyph. happened 5-6 times throughout the run.
Do you have LCD or OLED deck?
LCD
In case you missed it #1233586567671709886 message
Was the game working on 1.0.1c or did you just opt in to the experimental branch?
Encountered a bug where the hand UI element from the blinds appeared in the shop. It makes me unable to buy and open the packs. (Persisted through going to the menu and back into the run. Fixed itself after closing down the game and restarting.)
I had some slight performance hiccups (but quite often) after exiting and continuing a run (black deck blue stake, if it matters?)
apparently my resolution is 200% (400%?) of what my monitor does (1920x1080 but the borderless resolution is 3840x2160)
it's a computer, not a steam deck or otherwise
the hiccups happened on majority of things, opening packs, entering shops, scoring cards etc. I don't think my joker config would have made explicitly laggy shenanigans happen (it was like, greedy joker hanging chad hologram rough gem)
Idk how much more i can get into detail about this sorry š¦ (i did play for quite a bit yesterday with no issues, but it was this run in particular with all the hiccups, only thing i really did different was to save and continue after a while)
Would be some infrequent frame drops, wiggle effects are inconsistent and the burning effects sometimes take less frames than intended. Basically it'd struggle for a few seconds, then catches back up.
My specs: i7 6700, 16 GB memory, GTX 1060 6GB, W11. Display scaling is set at 125%
Also adding to bwuh, encountered when choosing Continue (even if it's ante 1 game)
This makes sense from an advanced strategy perspective. Depending on my deck, I need jokers to give me a direction for that run and not necessarily to boost my scores. Otherwise it's mostly based on which planet cards show up? Or are there more nuanced factors I still need to learn along with that? My card enhancements and deck building choices are usually driven by the jokers and/or planet cards I get. If I'm doing any form of pairs/high card/full house I try to duplicate a good face card and cull other cards. If I'm doing flush, I try to convert all my cards to one suit and get rid of others. I don't do straight without the right jokers.
I didn't catch 1.0.1c to try, unless there's still a way I can test it.
Ah then I think I know the fix for this - if you get the latest Visual C++ redistributable it might fix it https://learn.microsoft.com/en-us/cpp/windows/latest-supported-vc-redist?view=msvc-170#visual-studio-2015-2017-2019-and-2022
The full version will automatically download this for you once it's live but for now it's manual
Ah, that'll probably do it. This laptop is like 8yo or something. I prefer the newer build to the current one, and I need something to do for like 16 hours tomorrow during some plane flights.
That did it. Good to know that was the only issue
Also, some excellent news is that the game controls really well with a touch screen. Mobile release soon?
Yep, I play it frequently using moonlight from my PC to my phone. But I'm sure it's completely different actually porting it to mobile
I'm using a surface's touch screen and it works great. It isn't a perfect representation for a phone screen, but it's probably the best one.
Would you kindly share more information about your PC and what kind of stuttering occurs/when it occurs?
I'm troubleshooting it right now
kbm or controller?
Can you try this solution to see if it fixes the stutter for you?
When I enable CRT Bloom, it pushes my GPU to 100% utilization as seen in Windows Task Manager. I have an RTX 3070.
Part of the issue is that, when I run borderless, it renders at 4K even though I have a 1440p monitor and the ability to change resolutions is disabled for borderless so I can't force it to 1440p.
I found that, disabling CRT Bloom, using fullscreen and forcing 1080p resolution gets me down to like 15% GPU utilization.
Edit: I haven't compared these results with older versions.
Do you have vsync on?
I've tried turning it on and off. I believe I kept it on as part of my setup to get to low GPU utilization. I could experiment again though
when VSYNC is off, it basically pins your machine to pump out as many fps as possible
I really shouldn't even have that as a setting, it should just be on
i play with vsync off and don't think I have many performance issues on my PC , but I do notice audio lagging behind or just being desynced sometimes. Idk if that's related to vsync, but I noticed this problem after starting with the first experimental branch. Not sure why it happens tbh lol. Might have happened prior, but I have no memory of it before.
Running at 1440p fullscreen and CRT bloom off to start with... With vsync on I get around 40% GPU utilization. That jumps to 50% with vsync off.
Turning on CRT bloom with vsync off goes to 100%. Goes down to 41% with vsync on and CRT boom on.
So the culprit seems to be vsync off and CRT bloom on, for some reason. I think just hard-coding vsync to on and removing the setting seems reasonable. Some folks might complain though. But this game does not really benefit from high FPS š
You wouldn't be able to notice - since VSYNC caps it to your monitor refresh rate anyway
not sure if you meant unable to disable VSYNC, but probably shouldn't do that - defaulting to VSYNC on sounds good though!
For Balatro I just don't see a reason why it would ever be off
VSYNC decreases overall framerate (even when not capped) and increases input lag
I think it's probably good to have it on by default and having an option to turn it off
well you can't remove the option, that'll ruin the speedrun
we need that sub-frame precision /s
wait, good lord, 2 minute slow mode? glad I spent it on a shitpost lmao
While I understand why it won't matter for Balatro I do think it somewhat makes sense considering the benefit of vsync off is that you have a more up to date frame because generate more frames every frame, that gives a feel of better smoothness
so im not sure what changed in the last update or patch, but my framerate has tanked and im having noticable lag when opeing packs or loading into an bet for the first time, it also seems to be a problem when any new cards or calculaton has to be done. Ive tried turning everything off in the settings, crt, smoothing, shadows, vsync, all of it. Doesnt seem to matter, weather vsync was on or off. I can give my hard spec dump if needed, but yeah it seems like alot @sly violet was encountering as well.
Yeah I am working on a fix right now for these issues
Please note I have just pushed a new update for performance issues and need help to test and make sure it all works alright!
Even if you didn't have issues before, any feedback on how it runs in this new update would help a lot
pinging for visibility, @agile citrus @tawdry bane @crude bluff @warm lichen @topaz edge @sly violet
Sorry for the notification but I think the issues you had should be fixed now
do you have the required C redistros in steams "common redistro" thing; it should be easy enough to package it together when publishing? should be in the steamworks installation tab; sorry i know youre more professional than me but just checking cause it could help? idk š
Yes that's already in the pipe for when this update is actually released!
We have other unpublished changes still
this is a pretty neat skip first two blinds seed
The only time i ever skipping constantly is to play around Ancient joker, but at that point i dont even care what the skip does i just care that ancient joker doesnt ask the same suit as the boss blind. most of the time skipping arent that useful
idk if anyone agrees with this but I wouldn't mind if madness gained x.75 mult to regain the strength it lost before. i feel like its just underperforming for me. i feel much less interested in picking it up now.
personally i would just revert the change, but that's just my opinion and i could be biased since im #1 madness fan
i wouldnt be too against it. madness is a lot better in later stakes than the earlier ones
I have found a bit of a visual problem with the new smaller stickers, with enough jokers, the stickers could get covered by the next jokers, one solution that i could think of is to change the position of the stickers to be on the left instead of on the right
this becomes more apparent in 7 jokers, which could be easily done in black deck with a negative, with the bigger stickers the problem is still there, but it would only show up when you have even more jokers than 8~9, which is more uncommon than only 7 jokers
solution idea: jokers with their stickers obscured could display their stickers above them?
the best solution is that the stickers should float around the card bouncing off the edges like the screensaver
good change, now i can finally see my stickers when i have 12 thanks to anaglyph deck (forgot slo mode existed lmao)
Ohhhh moving the tags to the left. Interesting
..put them bottom left?
The code becomes a lot more complex to do it that way because of things like Photograph and Half Joker
And I am lazy
i think the stickers kind of 'ruining' the aesthetic of the card actually makes sense, like getting something with an ugly sale sticker on it
YOOO thats so nice now, now i can find my rental joker and strangle em
oh that reminds me, duping a wee joker with stickers using invisible joker makes the wee joker stickers be the wrong size and it looks odd. idk if it happens with other smaller jokers
joker duping is still wonky right?
yeah there's also the different card back but that is known
can you make this a toggle? i like the stickers on the right tbh, it scratches a brain itch for me lol
Ultimately when there are 10+ Jokers, the stickers won't be visible regardless :v Perhaps a button like "View stickers" (Like when you peek the deck) would be helpful, but I imagine it'd be too much to code (for now)
is there a bug involving the RNG for re-rolling at shops? There's been a noticeable amount of times where i've re-rolled and gotten the exact same jokers, in the same orientation, back-to-back which seems like a super super low probability event to happen. Given the possibly # of items that can appear at shop, it seems to be very low chance of occurring. And i also dont remember ever seeing them in the order 'flipped' if that makes sense.
Probably a coincidence. But it would be a nice QoL update to prevent jokers currently in the shop from coming up again immediately after rerolling, since it defeats the purpose of a reroll in the first place
^The jokers you see in the shop could be prevented from appearing in the next reroll if you press the reroll button
That's what I mean yeah
I just had a game where square joker was an integral part of my build and I don't think the nerf brought it to the point where it wasn't viable. I know thats been a controversial change so I thought I'd give my experience
those runs can still happen, but like, it still takes 20 hands being played with a caveat to be able to reach odd todd's average scoring benefit, and thats also a common
u play 20 hands in like, 2 antes
was square joker changed back to +4 chips š¤
ya, he's just super bad now, not sure what the goal was
I don't think it's super bad, still viable
I mean he wasn't amazing before, and now he's just worse. Viable, perhaps, but it was an unecessary nerf for no reason.
But what if I want a specific joker, but I get it in shop with perishable sticker. I want to reroll to get one without sticker, tho now if it's in the next reroll I would need to reroll more than once to have a chance of finding it (which is of course unlikely but you get the idea).
Also it makes seeds less consistent e.g. if you buy/don't buy overstock you'll have different results in shop from duplicates being replaced on rerolls (or if you buy overstock after also buying a few items to shift the shop queue)
Or what if you replay seed but instead of rerolling you go into the next round - would shop still need to replace jokers from previous shop for consistency with rerolls?
for seeds the seed are already different from each update anyway
That's not an argument, I mean after rarity updates are settled
thats why we should do it now? before it settles
I don't mean seeds less consistent between updates, more like between players or reruns, it adds an extra niche mechanic which is not obvious to 99.99% of players. I think the idea sounds nice tho, just not so sure how would it work in an already complicated world of seeded runs. Maybe nobody will care that much
does this mean we can get stake stickers in shop now
square post nerf is still the 2nd best common chips joker after runner
actually why were stickers moved to the left
The nerf to square is only 1 round of scaling. If your goal is an ante 8 win, I still think square is nearly an automatic take ante 1-2, probably still viable ante 3, and probably no-go in ante 4+
makes sense
that means square joker is 4 gold more expensive, under the best case scenario.
3$ because price was lowered
actually $1-2 because you are forced to play at least 1 hand per round anyway, and usually 2 hands most of the time in higher stakes
@runic frost name a better common chips joker than square aside from runner
yes but you'd also play those hands with old square, so not really an argument
the real question is 'what are 16 chips worth' in terms of money. Which is very hard to answer. maybe 2-3$, at the end of the game
My argument is this: since you'd otherwise clear rounds in 1-2 hands with a different joker than square, the marginal cost of scaling square by 12-16 chips per round instead of just 4-8 chips per round is only $1-2 more.
If you play with square but try to win in as few hands as possible, you will still net you probably 8 chips per round and you won't have lose extra money on those chips beyond what you would otherwise.
Basically, square grows at 4-8 chips per round for free vs the money you'd spend/lose playing hands with other jokers and then you can choose when to spend an extra $1-2 for those extra 4-8 chips as you see fit.
Yah but both versions of square joker benefit from this equally, is what stupid is saying.
I mean, I agree with the point you're making kind of. How much does it really 'cost you' to scale square.
Oh yeah, that's a fair point. Technically it is $3 worse than the current version after factoring in the price drop. But you won't actually have to pay that $3 if you can afford to wait an extra 2 rounds for it to scale up naturally without being forced into extra hands (assuming those 4-8 extra chips per round didn't actually matter)
edit: sorry for the edits, but it's very late & I'm struggling to communicate my point concisely & clearly 
Here's how i see it: Square will always be 16 chips behind his previous counter part, and he costs 1$ less when you pick him up. Is that worth it or not worth it? How much would you pay for 16 chips at the start of the game, if you could add 16 chips to a joker? idk but i think the ammount you should be willing to pay is very low. Maybe its 1$ maybe its 2$. Probably not that much of a nerf either way.
Another way to look at it is how often are those 16 chips the difference between winning & losing? It will come up sometimes, but probably not as often as people are making it seem. It matters more earlier on but as you progress through the run, 16 chips is a smaller & smaller % of your final score.
I think that if you can pick it up and survive though 2 more antes (6-8 rounds) after with the ability to scale it quickly, then you're good to go at that point with less concern regarding the 16 "missing chips"
if you die/win by 20k~ points it was because of the nerf/lack of nerf, given you're using square and are doing gold stake.
Guessing that means from all 4 hands?
So with like 50mult (lets say green joker) and 2 xmult jokers (lets say blackboard and ramen) you get 300 mult, 16 * 300 * 4 = 19.2k
You did the math correctly, I assumed you had 350~ chips and need to make 100k point hands each round, can't remember just did the quick math and rounded in head
those cards having a few chips just made it a little easier to take them speculatively in the early game, now they have 0 it feels like more of a commitment
it was made that way to be consistent with all other scaling jokers
I understand the change, but it still has game theory and psychological effects
It will make it so you never consider buying them solely for the chips. For instance, 4 slots and then buy runner just to give you a little 20 chip boost if its really close to dieing soon. Though i dont think that's a big detriment
its just how the mind works, even though you know the mechanics, its still spending on something that gives nothing immediataly (of course everyone loses their mind over invisible)
That's funny, so people think blueprint shop 1 = good, but invisible (at any point) = bad? Haven't seen a single invisible joker hater yet, ngl
i love invisible joker
you misread/interpreted
Ah, so "Loses their mind over invisible" in a good way, as an exception? that makes more sense, lol
So an update, since I finally had a vampire run (screenshot 1)
As I already guessed, it feels around the level of any other uncommon joker (a bit worse to me personally, cuz I very often rely on enhancements). Took it as an experiment, I think around ante 4 or 5? since I had perishable midas earlier in the run and almost all my face cards were gold already. In the end it was X3.2 ? or X3.3 after the last hand.
Almost got screwed by the vessel, had to play 3 straights (luckily, I managed to draw them, but it was very risky).
I could have invested a bit more in the steel&red seal card(s), but I was somewhat under the pressure of scaling vampire and being able to draw a second straight consistently, so I skipped red seal(s?) earlier* (when my deck was at like 51-49 cards).
*Just checked with calculator (screenshot 2), and 1 red seal steel would make it so I still would need to play 3 straights, and 2 red seal steel make it so I need to play 2 straights (which was technically possible since I picked up a death card before the boss).
Had I not invested in midas early game it'd feel way worse for sure, so I won't say vampire is something I look forward to on high stake run.
ive only had a few runs with vampire but i so far feel like its strength is fine for an uncommon now. not to mention that being an uncommon also gives it the x1.5 if you happen to get baseball card. i agree that it doesnt feel very dominant. i think it feels fine
based
but wouldnt it make more sense for the stickers to stay where they are, but have the leftmost card shown on top? because the jokers trigger from left to right, shouldnt it also trigger from top to bottom? correct me if I'm wrong
the word joker is to the left of the card art so it wouldnāt make sense for it to be covered up by layering of other jokers
it makes more logical sense for the leftmost card to be on the bottom, because if you "trigger" a joker first, then you add into it with the next joker, you add it on top of that joker, not on the bottom, like slowly stacking a pile of jenga. I guess this also depends if your native language is a left to right language rather than right to left like arabic
yeah i see that now
to clarify on the confusion, the word ājokerā on the card art is typically on the left side of the joker. If the leftmost joker is the topmost one, all those ājokerās would be covered up. Vayn also brought out a good point.
dont they also appear on the other side of the card? albeit written upside down
I like this idea a lot
IMO it makes more sense, left joker is the top of the pile and as such gets triggered first
Also fixes the sticker placement issue, but covers up the word Joker when you have a bunch. However the actual word Joker isnāt covered by the stickers so you can still see it in the shop and when you have 5 or fewer Jokers
as long as i can see the stickers im mostly fine about changing it this way
just found that the steam achievements are localized
look, we know they're jokers aight? i dont need to read the card to know! /hj
though the descriptions of 10k, 1000k and 100000k are mis-written in simplified chinese (you can see ē®ä½äøę localization channel here), maybe a double check on these localizations is needed :3
oops, checked all the localizations and everything is a bit weird :/
seeing the jokers stack top to bottom from left to right compared to the cards stacking left to right from bottom to top is very contrasting (waiting for slo mode to expire)
I tried the hand stacking the other way too but the pips need to be at the top left for them, so this is the only way it works for playing cards
that looks very odd ngl
why do i feel like the jokers were in a stack and then slide to the left from the right
Is there a way to make perishable tag more contrasting on the blueprint btw? I had a friend not noticing it twice š
Every solution has a downside right now
- Keeping it normal with the stickers at the top right hides the stickers when there are more than 6 Jokers
- Keeping it normal with stickers at the top left hides the word Joker, which means that the average occurance of the word 'Joker' on these cards is upside down
- Switching the draw order of the Jokers means that with more than 6 Jokers, all the occurances of the word 'Joker' are upside down
So this is a preference thing unless someone suggests a silver bullet. My preference is to have stickers top left and keep Joker drawing like normal
just have sticker position be a setting by have it be top left by default
i would rather something that small not be a setting, to keep things as simple as possible
If I added a setting for everything someone suggested should be a setting, menu navigation would be a nightmare. This is a 'pick it and stick with it' situation
the stakes are too low
I'm going with top left stickers
Also allows for top right stake completion stickers in the future
random thought related to stake sticker effects, what if cards can also be eternal/rental/perishable š¤
try bottom left stickers?
this is definitely my favorite so far
half joker rofl
the i am lazy at the end
so real
It's a non-trivial amount of work for something that just doesn't matter that much
I don't mind top left honestly
but how do you deal with wee joker? there's the same render issue when putting stickers on top right
Everything is top justified
i've got a solution, just put the stickers on the back of the jokers so they don't get in the way 
not bottom justified
this will take some growing into
Wee joker scales the entire overlay sprite so you don't need to worry about the height
no way, that makes Amber Acorn actually useful....
oh yeah can we make square joker even -squarer by making itās sprite square?
in fact you cannot sell eternal jokers (you click the joker and see the sell button greyed out
ok this sticker is definitely smaller than the others XD
iirc the proposed idea from modding channels is to have the stickers' locations randomized
i think them looking uniform looks more aesthetically pleasing. edit: yoo my boy square joker is even more square
finally, true squareness
Sharper corners?
seems a bit too big, should have more padding area
what does sharper corners look like š¤
feels like it'd be hard to notice the sticker sometimes (especially with e.g. hologram/legendaries)
tbh i feel like it makes sense for square joker to not have round corners
I dig it with the rounded ones
true squareness or round corners? very hard choice
It's still square
Changing Square Joker's appearance is definitely more flavorful, but I think it's a bit ugiler now. I like the uniformness of the Jokers
It's actually a buff 
better on Amber Acorn
(where chip joker order doesn't matter)
no I don't care about order of chip jokers
clearly you should print xchip jokers to make it a buff....
ok but my holographic/polychrome square says otherwise
I love this stocky boi
so why the back side of joker card is not foil / holographic / polychrome / negative
makes amber acorn even more easy + editions on irl cards usually donāt effect back
how about making it more square-ish like photograph is? might be a nicer in-between format
Because right now it's 69X69 pixels
make it 64x64 to be more squareish
can't argue with that
ngl i would add some padding to the square joker
taking the whole card space looks weird
if it's possible of course
should the "O" in "Joker" be square instead of rectangle as well?
This was just a quick change - It would be some work to workshop this sprite. As an A/B test, is this better than before?
i like the idea and it's probably better, but i still feel like it looks a little weird, making the square joker smaller would probably fix it but i know thats more work than just making the card a square
good > perfect
This patch will be going live this week on PC, we'll submit console immediately as well but that's a whole thing
Thanks for all the great feedback everyone! 1.0.1 Balatro is soooo much better than 1.0.0 Balatro IMO
Yay! Square joker is square!
Thx for all your hard work here!
itās truly a great game. thanks for all your continued support š«”
How about slightly changing the sticker to be a few pixels to the right in the top-left, so it doesn't obstruct the word joker anymore? (crude photoshop to illustrate)
Sticker placement there covers the art for some jokers, and for the rental sticker it covers the art for most of them
I'd rather cover the word I think
Uhm akhually what if you have blueprint and brainstorm 
oh damn youre actually adding that? i thought a fan made it
yep, itās pretty awesome (also welcome to 2 min slow mode land)
is this something thats planned? thats awesome! though i do enjoy my own solution to it lol (SORRY FOR PING OOPS)
repost: weird bug:
Skipped small blind for rare joker, played big blind, in shop i didn't want the joker but i had 5 jokers already, sold one of my jokers to buy the $0 rare and sell for $4.
after this i purchased the overstock voucher that was available and it did not update to 3 cards in the shop (every other time this would be the case)
Was thinking about this too and I figured the reason you mentioned moving the stickers slightly it in the patch notes was to not interfere with any of the art/text. Only other option I feel would be to move it off the card entirely into a separate tag. Not Ideal obviously but had to get his out of my head and on to digital paper
that looks like a bookmark on a joker
this is really cool
Yea its not ideal, i was thinking it being more like a tag you have on the bottom or on teh sleeve of a tshirt. When theres 3 stacked like that it def looks like book marks or dividers though. Was just a quick mock. Only other thing I could think of is maybe a punch out on the bottom left like stencil and hanging chad, but the icon would need to be clear and visible enough to denote thgat its rental/eternal/perishable.
Thank YOU for this awesome game
There's a universe where it's like, a paperclip on the top of it with the rental/perishable/eternal symbol on it
Sometimes suggestions pay off š„
this is a weird one
but I guess there's no easy way around it
this would be a very welcome change and i think would not be really OP whatsoever, just a nice one to make game more enjoyable. I could see it maybe getting a taaaad more OP as you get up to 3/4 shop slots obviously. But not too bad maybe? Or even if that was viewed as OP, making it so you get at least ONE joker you havent seen before, so if your original shop had 2 jokers, and you re-roll and get (1) joker + 1 tarot, that 1 joker is guaraunteed to not be one of the prior 2 you had.
make it white yellow paper as a contrast for the gold sticker 
or even simpler, each time u re-roll you are guaranteed to see at least 1 thing you didnt have prior to that specific re-roll
That's kinda like boon reroll works in hades, tho here you have much more joker possibilities
waitwaitwait, hold on, did flower pot get buffed from scoring cards to containing cards?!
edit: nvm ):
cards can be debuffed, but they need to be played (in the poker hand) > #š§Ŗć»experimental message
I think seeing double should follow same mechanic tbh, it is a bit confusing that they're different now
Perishable (banana, popcorn etc.) jokers with rental sticker still take money after they pop - the animation should be the other way around or no money should be taken
Huh, debuffed wild card counts as no suit for Flower Pot
I've encountered a bug after leaving the game and then relogging and continuing, the goal just disappeared.
oh my, it's beautiful š
Hmm. I don't quite like the way the rental sticker is almost "hidden" behind hologram here. Maybe it's not SO bad when you can see the price is only $1, like, it's bound to make you go "hmm, that's not right", but if it was free from a tag, that might be a nasty surprise. And if it were eternal...
it seems like it only happens when the blind doesn't any reward
the stickers are being moved to the left
it would still get hidden when hologram floats to the other side, wouldn't it?
yeah thats a specific issue with that joker being layered. im sure thunk will just more all stickers up a layer
how would that work?
getting this issue on startup when running the new beta
this is one of the reason why we turned the sticker a bit smaller and to the edge more no? so we can see hologram's more, so youre kinda late on that
If you verify file integrity on your version I just pushed a new update a minute ago that should fix this!
nice, i hope this one can fix the slow downs i was getting on very early antes
love the new square look haha
had this happen earlier, not sure why
Just a suggestion - for Obelisk, it would be helpful if your most played poker hand that would reset the card was shown in the description, maybe in smaller font
and again
apologies, I reinstalled the files, all fine now, one of my mods is doing that somehow...
lmao square joker
bro got a trim 
how would this work when there are multiple hands tied for most played, you think? maybe some sort of truncation to the displayed text?

I'm gonna have to issue a retraction 
@dense meteor look at this
oh shit it is my b
Wait is it 69x69?
thats gonna be real hard when you can have several
Just a last second bug... Verdant leaf did not debuff my stone cards that were drawn in my initial hand. Subsequent drawn stone cards were debuffed.
Well maybe obelisk shouldnt reset on tied hands so you donāt get soft locked š just kidding. Maybe if thereās a tie it picks one at random? Or the lowest ranked one resets it. But that might be too complex
Is it just me or does square joker look rectangular?
This is my makeshift solution. This seems against your standards however so I'm not sure
If I were to change Obelisk to make it better to remember, Iād make it Jiggle if you have a hand selected that will make it reset
Also a good idea! That could also apply to blinds like Psychic and The Eye
The UI stuff is too complex and doesnāt save any actions by the player, you still have to hover over it to see instead of clicking the one button to see
add a parenthesis with all invalid hands similair to 'currently x1 mult'
Saves 1 action I suppose - exiting the menu
seconded
the jiggle solves everything in balatro (well not everything everything but you get the idea š )
Just out of curiosity, do you have any plans on adding more jokers and are you willing to say around what updates we would see them?
making it jiggle like tradin card would be a nice change. i agree
we need more jiggling jokers agreed