72
Balatro - 1.0.1f - Patch notes (store.steampowered.com)
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[-] Shadow@lemmy.ca 13 points 6 months ago

This is such a great steam deck game to play casually while watching TV or something, horribly addictive too.

[-] Ashyr@sh.itjust.works 1 points 6 months ago

I tried it and refunded it. It did not work for my brain. I'm glad they're seeing such success and it's clearly a terrific idea, but man, it just made me feel bad.

[-] ignism@lemmy.world 3 points 6 months ago
[-] Ashyr@sh.itjust.works 2 points 6 months ago

I couldn't ever make the engine work. It just never clicked for me. So everyone talks about how exciting big numbers could be, but I never got big numbers. I just keep struggling and dying over and over again.

[-] ignism@lemmy.world 2 points 6 months ago

Ah ok, yeah you need to have some luck at the start. Once you unlock more decks it gets easier. And every once in a while it just clicks and numbers go up!

[-] GissaMittJobb@lemmy.ml 1 points 6 months ago

It's crazy good on mobile as well. Given that you have to create an unofficial port to play it on mobile it's not strictly speaking well optimized - it drains your battery like mad - but it's the best thing I've played on my phone since Slay the Spire.

[-] sag@lemm.ee 12 points 6 months ago
[-] wasted_in_time@lemmy.world 1 points 6 months ago

Joined. Hoping to teach me how to beat a run. 😤

[-] mister_newbie@sh.itjust.works 3 points 6 months ago* (last edited 6 months ago)

Focus on the jokers, NOT the hands. You can easily win the first few stakes with a high card build.

Also remember that cards are scored left-to-right, so chip jokers on the left, mult jokers on the right.

Card Sharp is a very powerful early joker, imo.

[-] Cavemanfreak@lemm.ee 3 points 6 months ago

Actually, chip jokers can be wherever. The important thing is that any +Mult jokers are to the left of your xMult jokers.

[-] meteokr@community.adiquaints.moe 1 points 6 months ago

This is correct, +chips and +multi order doesn't matter. Xmulti order DOES matter.

[-] wasted_in_time@lemmy.world 1 points 6 months ago

Thanks for the tip. I'll apply it to my next run.

[-] makeshiftreaper@lemmy.world 9 points 6 months ago* (last edited 6 months ago)

Lots of great changes here! The standouts for me are:

Changed Rare tag - Now makes the rare joker free

Negative, Polychrome, Holo, Foil tags all make their respective joker free

Changed Orange Stake - Scrapped increasing pack cost Added new 'Rental' mechanic, Jokers have a 30% chance to have a 'Rental' sticker (stacks with eternal/perishable), making them cost $1 up front and $3 every round

Changed the first shop in every run to always include a normal Buffoon pack as one of the pack options

And of course:

Square Joker now has a square sprite

[-] loobkoob@kbin.social 5 points 6 months ago

Those and reducing the requirements for the early blinds definitely stand out to me, yeah. Reducing the early blinds is a very good change - I think most of my early losses aren't necessarily because I've played badly, but rather because it's too early in the run to have found something to build around or to put any combos together. This change makes you less beholden to RNG in the early game, and also allows you to think a little more about your endgame strategy rather than focusing on surviving right now.

[-] makeshiftreaper@lemmy.world 3 points 6 months ago

What I think is a bigger early game changer than blinds (at higher stakes mostly) is guaranteed jokers, and free jokers from tags. In orange+ I found rare joker tags impossible to take on ante 1 because you can't usually afford it and sometimes you can't pay for uncommons too. It was easy to get unlucky and not have a joker by ante 2 which can make clearing the small blind tricky. Now with buffoon pack guaranteed and more tags giving a free joker I think you'll more reliably have 1 or 2 going into ante 2

[-] Theharpyeagle@lemmy.world 4 points 6 months ago

Changed Fibonacci - costs $8 instead of $7, because Fibonacci

lol

The nerfs to vampire and campfire (bars) hurt, but they make sense. On the other hand (heh), blue seals actually feel worth it now.

The free uncommon/rare/enhanced jokers are huge too.

[-] SillyPuppy@lemmy.world 2 points 6 months ago

Blue Seals are now strategically viable - I helped a friend through a Spare Trousers run yesterday, when she had a few blue seal cards that we were able to retain at the end of a round and get a pair of upgrades to two pair, or full house once those became easier to obtain.

Also, the change to 8-ball has been a very welcome addition (I enjoyed it with the new Hanging Chad buff).

[-] Donjuanme@lemmy.world 4 points 6 months ago

Pretty beefy patch notes! I'm happy it's being supported with such gusto!

Props to nerfing fibbinochi, because it really is better this way.

[-] ConstantPain@lemmy.world 3 points 6 months ago

Be careful to not balance the fun out of the game.

[-] CybranM@kbin.social 2 points 6 months ago

Higher difficulty stakes are more interesting now as you keep the same hand size

[-] Prox@lemmy.world 2 points 6 months ago

Any clue how long it will take Switch players to get this patch?

[-] rbits@lemm.ee 1 points 6 months ago* (last edited 6 months ago)

However long it usually takes Nintendo to approve updates. Dev said approximately a week or two

[-] wasted_in_time@lemmy.world 1 points 6 months ago

After 9 hours of gameplay, I still suck at the game. Although, I am having fun with it. Addicted to having just 1 more run.

[-] funkless_eck@sh.itjust.works 1 points 6 months ago

after a while you get to the point where you have to play on gold stake because winning every run gets boring.

this post was submitted on 02 May 2024
72 points (97.4% liked)

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