#Concept: Enhancement Levels/Rarities.

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lofty trail
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(Mainly based off of this old image of Balatro playtesting that LocalThunk shared.)
Add in a rarity system for multiple levels of Enhancements, most of them being bigger numbers, but some also getting some unique effects. Some Jokers, Tarots/Spectrals, Vouchers, and even Decks/Sleeves are added as well, to make full advantage of this system.

Consumables:
The Blacksmith: New Tarot that allows you to upgrade up to 3 selected Common Enhanced Cards into Uncommon Enhanced Cards, or 1 Uncommon Enhanced Card into a Rare Enhanced Card.

Merge: New Spectral that allows you to upgrade up to 3 selected Uncommon Enhanced Cards into Rare Enhanced Cards, or 1 Rare Enhanced Card into a Legendary Enhanced Card.

Vouchers:
Upgrader: T1 Voucher that allows non-Common Enhanced Cards to appear naturally, and gives you a Blacksmith Tarot.
Merger: T2 Voucher that will prevent Common Enhanced Cards from spawning/appearing (using Enhancement Tarots will start them at Uncommon instead.), and gives you a Merge Spectral.

Jokers:
Pixely Joker (Common): After scoring Enhanced Cards 4 times, upgrade the level of the next scored Enhanced Card (Max of Rare).

Grinder ||Grindr|| Joker (Uncommon): 1 in 2 chance to upgrade the level of played cards that are in a Pair and completely identical. (Suit, Rank, Enhancement, etc., and max of Rare)

P2W Joker (Rare): Spend 3$ on a selected Enhanced Card to upgrade its level. (Max of Rare)

Deck/Sleeve:
Focusing Deck: 1 random Suit will be converted to a single random Enhancement, and start with the Upgrader Voucher.
Focusing Sleeve: (Same as Deck on its own).
Stacked (Focusing Deck/Sleeve): The suit's random Enhancement will start out as Uncommon, and start with the Merger Voucher.

Finally...

Enhancements

cinder shuttle
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oh wow thats really interesting

waxen kernel
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I would probably just limit enhancements to being their base version and then their upgraded version, to keep it more elegant, but yeah that's a cool idea

lofty trail
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Bonus Cards:

  • LVL1/Common: +30 Chips (Same as Vanilla).
  • LVL2/Uncommon: +60 Chips.
  • LVL3/Rare: +90 Chips and 1.1x Chips.
  • LVL4/Legendary: +150 Chips and 1.25x Chips.

Mult Cards:

  • LVL1/Common: +4 Mult (Same as Vanilla).
  • LVL2/Uncommon: +8 Mult.
  • LVL3/Rare: +16 Mult and 1.1x Mult.
  • LVL4/Legendary: +32 Mult and 1.25x Mult.

Wild Cards:

  • LVL1/Common: Is considered to be every suit simultaneously (Same as Vanilla, I'll stop saying this).
  • LVL2/Uncommon: Counts as every suit, and won't be debuffed by Suit-based effects.
  • LVL3/Rare: Counts as every suit, and won't be debuffed period.
  • LVL4/Legendary: Counts as every suit, can't be debuffed period, and retriggers any Suit-based Jokers when scoring.

Glass Cards:

  • LVL1/Common: 2x Mult, 1 in 4 chance to destroy itself upon scoring hand.
  • LVL2/Uncommon: 2.5x Mult, 1 in 6 chance to destroy itself.
  • LVL3/Rare: 3x Mult, 1 in 8 chance to destroy itself.
  • LVL4/Legendary: 4x Mult, 1 in 16 chance to downgrade to Rare level when scoring hand.

Steel Cards:

  • LVL1/Common: 1.5x Mult when kept in hand.
  • LVL2/Uncommon: +2 Mult and 1.6x Mult when kept in hand.
  • LVL3/Rare: +15 Chips, +3 Mult, and 1.75x Mult when kept in hand.
  • LVL4/Legendary: +30 Chips, x1.5 Chips, +4 Mult, and 2x Mult when kept in hand.

Stone Cards:

  • LVL1/Common: +50 Chips, no rank/suit, always scores when played.
  • LVL2/Uncommon: +75 Chips, no rank, but counts as the most beneficial suit in that arrangement. Always scores when played.
  • LVL3/Rare: +100 Chips, counts as the most beneficial rank/suit in that arrangement. Always scores when played.
  • LVL4/Legendary: +200 Chips, counts as the most benefical rank/suit in that arrangement, and copies the Enhancement of the card to the right of it. Always scores when played.
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Gold Cards:

  • LVL1/Common: +3$ when kept in hand at end of round.
  • LVL2/Uncommon: +6$ when kept in hand at end of round.
  • LVL3/Rare: +10$ when kept in hand at end of round. If not in hand, then give +3$.
  • LVL4/Legendary: 1.5x your $ when kept in hand at end of round. If not in hand, then give +10$.

Lucky Cards (This is gonna be a fun one):

  • LVL1/Common: 1 in 5 chance for +20 Mult, 1 in 15 chance for +20$.
  • LVL2/Uncommon: 1 in 5 for +150 Chips, 1 in 5 for +25 Mult, 1 in 15 for +25$, and 1 in 50 to create a random consumable (does not require space, but can overflow).
  • LVL3/Rare: 1 in 5 for +180 Chips, 1 in 5 for +30 Mult, 1 in 10 for 1.5x Chips, 1 in 15 for 1.5x Mult, 1 in 15 for +30$, and 1 in 50 to create 2 random consumables (does not require space, but can overflow).
  • LVL4/Legendary: 1 in 5 for +250 Chips, 1 in 5 for +50 Mult, 1 in 10 for 2x Chips, 1 in 15 for 2x Mult, 1 in 15 for +50$, 1 in 50 to create 3 random consumables (no space required yada yada yada), 1 in 100 chance for +1 Joker/Consumable slot (at random), and 1 in 666 chance to permanently double your probabilities.
cinder shuttle
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these seem super busted lmao_the_third

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kinda love it

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i would be massively broken depending on how you get them

lofty trail
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Yep, I kinda went no-holds-barred for this, lmao.

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You can only go up to a max of Rare without the Merge Spectral, and even just upgrading to Rare will take quite a bit of effort.

cinder shuttle
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i see

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how do you upgrade?

lofty trail
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(Maybe my mind is just rotted from constant playing of Cryptid/Jen, IDK.)

cinder shuttle
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i thought it would be like- you just use the tarot card that does the effect on a card that already has it

lofty trail
# cinder shuttle how do you upgrade?

You have to get the normal Enhancements onto a card first, then use either the Tarot or Spectral mainly to upgrade them. There's also the Vouchers/Decks/Jokers that can help you out with that.

I would plan for more Jokers, but my hands are tired from all of this typing.

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Though...this does give me some ideas.

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Maybe at the end of the Ante, you'll get shown 2 of your non-Rare Enhanced Cards (so you still can't get Legendary without the Spectral, though something related to that could be interesting), and choose one to upgrade?

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Hold on, might've just gotten a brain blast for that.

cold sierra
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Also gotta say that old enhancement art kicks ass

lofty trail
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Leonardo (Legendary): All Upgrades can go up to Legendary, and you can choose the card that you upgrade from your full deck at the end of the Ante.

worn hornet
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@brazen sierra would this idea be hard to implement into your mod?

brazen sierra
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I haven't tried yet — at the moment, all enhancements (except for wild) are numerical.

Here are the current stats in upgrademod:

        LVL1                  LVL2                  LVL3                  LVL4
Bonus | +30 chips           | +55 chips           | +80 chips           | +105 chips          |
Mult  | +4 mult             | +7 mult             | +10 mult            | +13 mult            |
Glass | X2, 1/4 break       | X2.25, 1/6 break    | X2.5, 1/8 break     | X2.75, 1/10 break   |
Steel | X1.5 when held      | X1.75 when held     | X2 when held        | X2.25 when held     |
Stone | +50 chips           | +80 chips           | +110 chips          | +140 chips          |
Gold  | $3 held end round   | $4 held end round   | $5 held end round   | $6 held end round   |
Lucky | 1/5 +20, 1/15 $20   | 1/4.5 +21, 1/14 $25 | 1/4 +22, 1/13 $30   | 1/3.5 +23, 1/12 $35 |

Though the levels are not rarities; they just get upgraded using the "Enhancement Upgrade" item (image below).

final hull
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I like this concept

lofty trail
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.

cold sierra
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Ooh a thread bump. A bit of a blast from the past

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I also like this idea. It's be cool if @jaunty briar did the art, to match their enhanced enhancements texture pack

jaunty briar
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ooh this is rad

odd tartan
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Peak