Also with mime it will guaranteed give you 2x of the planet if it works like it did before. Makes grabbing a couple blue seals far more worth it, might even end up being too powerful honestly. the mime is already very good with just a couple golds or steels, and in my head at least it seems like it might just outclass both burned joker and space joker straight up at their own job, just by having 1 or 2 blue seals in the deck. Have to play it in practice to see for sure but we'll see, the one drawback is that in practice the blue seal is going to basically become -1 or 2 hand size, so maybe it won't be as free as it seems. Inadvertently going to make the painted deck more powerful by proxy since it already has the extra hand size to support holding cards AND playing better hands, which in turn means you'll be able to more easily generate higher value planet cards earlier.
@@jasonerty space and joker are bad comparisons in my view, primarily because the conditions of their use are so different. The jokers obviously require a joker slot, but can be duplicated/improved by other jokers. And are relatively easy to get Blue seals by comparison are a lot harder to get, usually requiring you to put a bad card In your deck and as you mention, it will often be a -1 hand size which you'll have to discard anyway to get scoring hands. Purple seals are a fairer comparison (for obvious reasons) their acquisition is symmetrical, both usually require putting a bad card into your deck. You can control what planet you get, and potentially duplicate it, but it's capped by your available slots and doesn't help you on the round you are on. Purples on the other hand usually gives instant value, almost always there's 3-6 good tarots in the pool and at worst it's $1, and can be continuously deathed/cryptided because they generate their own card removal. I can see them being really good, I think I've only ever got them from the certificate, but their still going to be much worse then purple seals, and far less impactful on endgame scoring then red seals
New 8 Ball makes more sense thematically. Localthunk should make it so that when it hits it says "signs say yes" and when it misses it says "ask again later".
Literally, hit ante 14 for the first time last night by stacking free negatives and getting a Baseball joker. All I wanted to do was get a buttload of negatives for the sake of it, and accidentally got my highest score yet.
I think what would "solve" the hiker is to give the affected cards an arrow or a few arrows, similar to when you upgrade the cards to bonus (hierophant). It could even go adding arrows, so when it reaches 30 chips it looks exactly like a bonus card, and when it reaches 50 it "converts" to a foil or something, and then arrows again
Bloodstone is now a guaranteed trigger with OA6, which holy moly Glass Joker is a good change, because now it rewards people using glass to thin their decks. Which also makes OA6 better Overall, this patch makes OA6 a much more interesting card. I can see that at least ten of these changes are buffs to it, which heck yeah
I agree. They're supposed to mostly synergize with wild cards. Great idea, it gives wild cards a reason to exist. The problem is that you now have 4 more run killing boss blinds to worry about. I feel like there should be some sort of compensation for wild card suit debuffs. They don't have to be immune, but those bosses should hurt your score less. Otherwise it feels too risky to run.
In my opinion wild cards should only get debuffed if the suit that is being debuffed is actually relevant to the hand being played. Like if I play a heart flush and spades are being debuffed my wild card shouldn't get debuffed since it is performing the role of a heart.
@@ziggle5000 I like that. That would be more in line with the spirit of a wild card anyway: you obviously wouldn't play it as a spade if spades were debuffed.
I like how he's mentioning how swapping jokers between rare and uncommon affect specifically wraith, meanwhile my dumbass is just thinking about how it changes baseball card
I think Glass joker should be something like: +0.1x mult for each glass card in your deck. When a scoring glass card breaks, permenantly gain 0.5x mult. Which in my view pairs well with the catch 22 between making good glass cards and not wanting to play them. Edit: certificate should sell for $1 for each seal in your deck.
What if Madness doesnt destroy Jokers, but instead gives a random one Perishable (In fact, you can even set the number of turns of the Perishable tag to be lesser than the base 5 turns, like maybe even 1 so the Joker perishes by the next blind)? In this way, it would give you a few rounds to look for replacement jokers and not immediately neuter your power upon entering a blind. Also, Eternal Jokers would still be immune to the effect because Eternal and Perishable tags are mutually exclusive.
I like that they buffed lucky cat and magician but I don't like that they nerfed vampire. And I really like that the joker tags now make the joker free that's probably my favorite change
i think vampire needed a nerf but not this big of one. leaving it at +0.2x was fine, but changing to rare + only on scoring cards makes WAY more sense. doing that AND removing some mult kinda kills vampire
@@snowdevil002 not necessarily, stuntman was the win ante 8 joker, vampire actually required you to buy card buffs, debuff them, and invest way more than you otherwise would have to get the same value
The situation I would usually complain about with Bloodstone is as follows: Bloodstone + Oops All 6s = 2/3 chance to proc. Play a flush 5 or flush house, whatever, it procs 0 times. Unlucky. Spend my remaining discards and hands finding another good flush hand, it procs once or twice. A single triple proc wins, that's 8x mult (perhaps more like 7x bc missing a bit of Lustful Joker or Holographic jokers maybe since the procs were on the first few hearts, not the final ones). Then what I really complain about is my best pre-endless run ever - Bloodstone, Oops, Hack, Fibonacci, and a brand new (as in, I got it at the start of ante 8, replacing The Duo) Wee Joker, plus DNA and Blueprint bc two things (IDR which two) were negative. Flush 5 with 2s of hearts build, had 18 of them in a 40-ish card deck (scattered enhancements, didn't focus on those much like I should've but I had limited options with expensive tarot packs and no money generation and a late NDA and an even later red seal from a spectral pack). I played two Flush 5s, 18 potential triggers on the first hand (trying to scale Wee, figuring that if it was like normal, expected average of 10 procs, I'd get enough x2 mult hits to win off of one hand) and 16 potential triggers on the second hand. I lost to Violet Vessel because I got like 3 or fewer procs both times - thinking about it in hindsight, probably should've had Blueprint copy Oops All 6s for guaranteed procs, oops. Or can Blueprint not copy Oops? Anyways, last hand I never managed to find a 15th (or even 14th) 2 of hearts so I had to settle for a 3oak that left me like 2% short. I don't complain when I don't hit any 1/3s in a 5 card hand. I complain when I miss 2/3s in a 5 card hand, and especially when I miss that many 2/3s in a multiple-times retriggered 5 card hand. I don't think the buff was needed, and now Bloodstone Oops is a bit too strong. But I do appreciate it no longer being as rage-inducing since I tend to have bad luck when it matters.
I think the uncommon and rare (and poly/foil/etc) tags are fine as-is, kinda weak but reasonable for ante 1~3 small blinds on higher stakes, but a change I might take is instead of them changing the jokers in the shop, just make them be jumbo buffoon packs that will always have 4 uncommon jokers, or 4 negative jokers, or whatever the tag specifies. Show 4, pick 1 - and specifically doing so before the next blind, not after. The Mega Buffoon pack tag might need to be reworked so that it's not strictly worse, such as buffing it to have, like, one guaranteed uncommon, one guaranteed rare, and between all 4 jokers, one guaranteed special edition.
In every channel that I’ve ever seen do an update video (on any game) it’s always the most rushed content just to get the video out first. Look at Minecraft for example, everyone competes for the quickest video just showing the update so that they are the first to get recommended. I’ve gotta say, it’s really refreshing for a creator like you on the platform. Making a long form video that’s purely you. Even though the content of the video is about the update, that takes a backseat to you and your thoughts on it which is amazing and should be the standard for this type of content. Man I wish every game had a balatro university, but just one is good with me :)
I definitely agree with this. In the beginning he said that there wasn’t much he could add to the discussion but I highly disagree as just hearing his opinion on it and seeing how he thinks abt each change in great detail is better than any other video on the update imo
@@CaTastrophy427 I mean a lot of people beat him to it but just said changes line by line so I’d argue the video concepts are completely different but I get what you’re saying. Balatro is popping rn so I feel like more people care about it than the Minecraft update, percentage wise.
@@Ealron356 My point was exactly that if you don't count the soulless readings of the patch notes with no other contributions (basically just put the page onscreen and TTS it with either a robo-voice or your own), there's not many. And yeah, playerbase percentage-wise, Balatro has a more dedicated base, but there're _thousands_ of minecraft update videos every update, even if you only include the ones that actually show relevant in-game footage (like showing an example of a bug that's getting patched or a mechanic that's about to be changed), compared to the like 7 or so balatro update patch note reviews I've been able to find.
@@CaTastrophy427 yea we ain’t arguing I get what your saying. I was tryna show my love to mr university. May you have a good day and may you be well brother
A few interesting... buffs? To Oops All 6s this patch. More likely to take it to help with Cavendish aspirations, better Bloodstone, more frequent lucky cards... Very interesting how easily one aspect of the game can be altered STRICTLY by proxy.
I find the ability to foresight the upcoming ante very interesting. Yesterday I found a rather nice interaction with it: when you have just defeated final boss in ante 8 and the next shop has Hieroglyph, you can drop back to ante 8 while still keeping ante 9 boss instead of getting another final boss.
I think a potential way to fix the skip tag issue is to make it whenever you skip a joker tag You get a special buffoon pack that contains five of whatever the corresponding tag is. This way it's still keeps the more gambling focused element while still giving you some power over what joker you get.
honestly banner was already the weakest chip joker in the game and i dont think it needed the nerf. it was already only 80 chips(blue stake+) while having the drawback of not being able to discard at all, this is while banner also has anti synergy with other great jokers like burglar and straight up loosing to the no discard boss. Another point for why banner did not deserve the nerf is that blue joker is straight up better without external discards while enabeling synergies with burglar and not loosing to a ceritan boss. it was also weaker than the best chip scaler wich is also a common (square joker)
reason it is so strong: early game high-card buildup. if you get this and nebula, bus, green, etc. you just kinda win for free. you’ll never use the discards and you always get the chips for super cheap and they help WAY more than you’d think. high card is just too op
For whatever it's worth, I think the game could use more incentives to have a deck with many different suits, not less. An ancient joker build with a small deck and balanced suits is way more interesting to play than just going for hearts (or whatever) every hand and round.
A lot of these changes target early game, which is when the tags are relevant. The free joker from most of the new tags during the first couple of rounds can let you scale up your interest, and it can give your build a solid direction.
I haven’t played or looked into it so I could be wrong, but when talking about the new blue seal it seems like you’re suggesting that it now requires the blue seal card to be played (and scored) in order to trigger, but my understanding just from reading the patch notes is that it is still a held in hand effect, but instead of a random planet it is just the last hand of a round. Would love some clarification from anyone! 47:05
Mr University a thought about the Straights don't need a buff comment. It seems like there are many ways to build a flush deck but lots of limitations on building a straight deck. I'm not even sure what that joker build looks like or what kind of tarot cards we would be looking for. Thank you for class
hes been playing too much jokerless although i think as long as you're not going for endless high score, straights don't really limit your tarot cards (best ones are still money, steel, hangman, death), or jokers (best ones are x mult, and only stuff like idol / baron strongly reward flushes over straights).
On one hand, Prof indeed plays too many jokerless. Additionally taroting for Flush is also easier (get the suit) and more intuitive (more of your suit -> more likely to draw flush of your choice). Plus, Flush (and 5oak) want same suit (and rank), so they can squeeze one-suit (and one-rank) jokers better, making Straight seemingly behind here. On the other hand, there is a reason Prof usually takes straight on jokerless. It (currently) has the 3rd strongest non-secret planet and is easier to build and fish than the 2 above it (4oak and SF) with medium-low amount of tarots (4oak needs Ouija or at least 6 Deaths to be reliable, and for SF you obviously need to build straight in the meantime). His playstyle is also leaning very hard to straight building, most used tarot and spectral are Hanged man and Immolate, respectively. He burns a lot of cards to increase chance of seeing the straight he wants, most extreme example being gold stake Abandoned. For joker, without consulting his gold stake straight runs, I imagine good-stuff jokers that one would use when building High card would be useful e.g. Supernova, Abstract, and Fortune Teller (minus Green Joker, Bus, Stuntman, and maybe Raised Fist) other than the obvious straight jokers e.g. Runner, Order, and Shortcut. Saturn has insane scaling so if you planet yourself well you don't need that good of scoring jokers (we're talking Ante 8 here though).
Checked the patch after reading that rebate patch note, and yes it now pays out $5 per discarded card of the specified rank. I don't think it even needed a buff but we take those!
Fibonacci’s nerf is one of my favourites from the whole balance. I am always more a fan of increasing costs of too-good cards rather than making them weaker
I like the idea of the higher stakes not only increasing the difficulty but layering in more complexity with new mechanics. It will make the high stakes more interesting to replay rather than beating decks on gold stake once and never wanting to go through it again
It could potentially a decent bit less than 1/3 odds of getting a perishable joker depending on the "order" it rolls the joker modifiers. If it rolls eternal first, then any successful roll for eternal would stop the roll for perishable from occuring or nullify it. The opposite is true if it rolls perishable first. I wish I knew more about how it worked.
After testing this extensively today.... Blue seal is beyond overpowered. A few blue seal cards is enough to deterministically win a gold stake run on any deck just forcing high card. The game is beyond trivial for gold stake completion now. I have no idea how this patch can justify nerfing burnt joker while buffing blue seals to a level vastly beyond the power level burnt joker was ever at.
The blue seal change looks busted, I totally believe it. Acquiring blue seals got easier with the cheaper packs at high stakes too. Only other way is Trance spectral, iirc
I did not like the Legendary hunting change. I think there is a much better way to make Completionist++ less stressful: New Deck idea: unlocks after beating Gold stake for the first time. Effect: It reduces all Joker rarities (Uncommon Jokers will be Common, Rare Jokers will be Uncommon, Legendary Jokers will be Rare). Downside: No spectral packs. Maybe someone else could suggest a better Downside, but I think the main effect of lowering the rarities of Jokers would be really cool and fun, and will make the search for Legendaries on Gold Stakes way less stressful and it will keep the randomness of finding a specific Legendary.
I think it might need a harsher downside, although I also don’t know exactly what it should be. Game balancing is hard However, I do like the idea of a deck that can find legendaries without the need of the ultra rare soul card Also, no rare joker tags because that would be too strong
@@zylo4029 Maybe no booster packs at all? Or maybe no booster packs on small/big blinds? And downgrade only Legendaries to Rare and Rares to Uncommon. I think that would be more balanced.
Ancient Joker is extremely easy to play with though. If you've been able to get rid of, or nearly get rid of, all but one/two suits by ante 4 or 5 as in your example, then you're already good. When you haven't it's just easy 1.5**5 mult on a flush build, that synergises with a lot of stuff. Secondly, it doesn't eliminate homogenization of a deck. Instead of going for all of one card (polychrome/steel/red seal king/two or whatever else) you do exactly the same, but with 4 cards, one for each suit (say polychrome/steel/red seal Kings of hearts, spades, diamonds, and clubs). Think about it. You like Flush Houses because they're more interesting than Flush Fives (and generally harder to make work), think of Ancient Joker in a similar vein.
im moreso certain that the buffoon pack being in first shop is intended to go along with the skip tag buff, since ive had some runs in beta where after 2 starting skips and soloing the boss i didnt have any jokers in shop and needed the buffoon pack for the small blind in ante 2
i think flower pot should give you xmult for each different suit scored. so if you play a flush, it’s just x1, but if you play a full house with diamonds and clubs, it would give you x2. this would mean the max is x4, but that is what “completely delete half the other parts of the game” (death, sun/world etc.) is worth. then it would be more strategic, “do i discard for x3 instead of x2, or do i just save my discards”
One thing I think they need to change that will make 4 of a kind better is to make jokers that have 2 pair synergy work with 4 of a kind as well, since 4 of a kind is literally 2 pair of the same card. Would make 4 of a kind a lot stronger as a go to hand.
I finally got my first gold stake win a few days ago and now the goal posts are moving. I think it’ll be easier now but it’ll be interesting to see how impactful the perishable and rental jokers are in comparison to the pack prices and -1 hand size Obviously there’s plenty of buffs to help out too, and lower score requirements in the middle game so more runs have a chance of seeing the endgame which is always nice
Im usually skeptical about a single player game making big sweeping changes just out of the natural fear of something I already liked being changed for the worse. But for the most part I like these changes, hopefully it just makes the game even better.
I disagree on the tags early game because a free holo you can't afford doing the first or second round of the first ante changes stuff in a pretty big way. Say round 1 is a skip holo, play round 2 and get 450 points easy, but only have 7 dollars because you never make enough to buy any of these tag jokers before unless you played gold deck, NOW you can have some sort of joker that inherent functions as a scoring joker in addition to whatever it was by the first boss, which makes like the first 4 antes very easy with no risk of NOT getting a scoring joker that can solve rounds in 1 hand
In this video and the other one where you show the power of having every tarot card in the consumable area, you said that Jimbo is the default value for Joker but isn’t he the default value only for common Jokers ? I mean, in a run where you have all the uncommons and you take an uncommon tag, would the tag be used and then generate a Jimbo ? It wouldn’t make sense in my opinion Btw, love your content, I do feel like I’m back to school in maths where the teacher is explaining the demonstration process and there’s this « oh! » moment when you get where they are trying to get you and what the « twist » was
Should skipping just let you go to the shop directly after taking the tag ? Meaning you miss on the joker bonuses from playing/discarding and the money you would have generated from the round It might be one way to make them considerable even tho I'm not sure how balanced that would be...
I feel like Oops All 6s should've been given the cute price nerf from $4 to $6, and maybe instead of going from $6 to $7, Cloud 9 should've gone all the way to $9 - even though, that way, it doesn't pay itself back until 3 rounds later (and including interest, it pays itself back in 4 rounds almost exactly). But in a deck with a lot of 9s, which is the decks that'll be taking it most of the time, it'll pay itself back much faster and have much higher payouts later.
could youm in the future, do an educational video on how to scout/ dig for promising seeds? i.e. how to most time efficiently go through seeds in order to find potential "cool stuff" :)
It's a bit strange to see B.U not comment on how valuable the joker skip tags are as a run starter. Ante 1 small blind gives you at max 3 dollars, so most often times it's much better to skip it and start on the big blind, to then get a free powerful joker for the early game while also allowing you to get your economy going.
Do the joker tags not make them basically must takes in the first ante for higher stakes now? Wouldn’t it be incredibly good to get your interest up early?
Can someone help me understand? How does the existence of ×2 mult make it better to improve mult over chips? Getting ×2 mult doesn't really mean you're multiplying the mult value, it just means youre multiplying the final score. Say you have 10×4 score and then ×2 mult, whether you think of it as 20×4 or 10×8 doesn't matter, it's 80 points either way
idk if I'm playing incorrectly, but gold stake feels even harder now? from a couple of games, my initial impression is that I only get perishable/rental jokers (a lot of times both in one) and it seems very hard to actually make a good build.
the challenge seems to be more like you need to be able to dynamically change your build as the perishables demand; and with rentals, keep up with their insane expenses i didn't find it terrible on black deck which was definitely my worst gold stake experience pre-patch, but it was actually fun on the new gold stake! still really hard though still not going to forget the time i rolled perishable blueprint on shop 3🙃🙃🙃
@@errorperson13 but isn't that much harder in general than just the -1 hand size? I get that on black deck it was brutal since you were already at -1, but for others I found it way more difficult. May be just psychological though, idk. The ones I've tried so far I haven't won on the previous patch either haha Also, rolling eternal rental egg is kinda funny.
I don't understand. How are straights just as easy to draw as flushes? With a flush, the chances of drawing the missing card is around 1/4. The chances of drawing the missing piece for a straight is around 1/13. 2/13 if you're missing one of the end pieces. Is my math wrong?
buffoon pack on round one is huge for black deck; surprised this wasn't mentioned. Only have 10 hrs or so in the game so far but still have yet to win with this damn deck. early chip nerfs should help with that as well.
The Vampire changes seem way too extreme to me. It should give more Xmult than constellation since it's generally harder to actually trigger and while constellation improves as you improve you hands Vampire improves while making your deck actively worse.
I don’t know if anyone else plays on switch but for the first week or so the game had straights as +3 not 2 and some of these other planet changes on launch but then was put to what steam has about a week or two in
how would there ever be a fallback for jokers? because having every joker would mean having showman? unless you have overstock+ and leave showman as your last joker to purchase
think a way to rework Ancient Joker: x1.5 mult for each different suit scored. would probably be a bit similar to flower pot, but it would not require too much from player.
The information I got from this was only deduced by me watching skoottie videos, specifically his modded balatro videos where he got Greener Pastures, a joker that gives you free negative but that negative gets replaced every round, with blueprint/brainstorm it bugged and it just gave free negative jokers without destroying all of them. He eventually got around 100+ jokers and he got multiple copies of jimbo + getting jimbo in his shop, but if he had an uncommon or rare joker in the shop, it wouldn't be jimbo. From that I think common jokers, uncommon jokers and rare jokers all have their own pools, so if you have every common joker, if the shop has a common joker, it would just give you jimbo, and same goes for uncommons and rares.
That change to gold stake jokers is going to be annoying to players that aren't going for completionist+. I can see someone playing the abandoned deck getting frustrated that they keep getting Canio and not knowing that they were locked into Canio because they didn't read the patch notes. I see why the fool got changed to strength. It was an easy way to get an infinite number of whatever tarot card you wanted. Vampire got nerfed hard. I don't think it needed to get nerfed as hard as it did especially as Midas Mask also got nerfed. Surprised sinful jokers got nerfed as they weren't even that good to begin with.
Disagree on straights being as good as flushes. might be technically true but Flushes and all the other high scoring hands are a lot easier to deckbuild for it's very clear what you need to thin out of your deck and death cards strength cards wildcards all become a lot more useful on flush builds vs straights. also adding cards is in my experience a lot more straightforward certainly possible my highest scoring run ever was straights but flushes are just better atm
Are you sure the card with the blue seal will have to be played ? From what I understand, you'll still have to hold it in your hand
Oh. I just misread it.
Can confirm it’s still activated when held in hand. Been playing on the patch this morning
yeh its still held in hand ability. But now you can guarantee what you want to get tho.
Also with mime it will guaranteed give you 2x of the planet if it works like it did before. Makes grabbing a couple blue seals far more worth it, might even end up being too powerful honestly. the mime is already very good with just a couple golds or steels, and in my head at least it seems like it might just outclass both burned joker and space joker straight up at their own job, just by having 1 or 2 blue seals in the deck. Have to play it in practice to see for sure but we'll see, the one drawback is that in practice the blue seal is going to basically become -1 or 2 hand size, so maybe it won't be as free as it seems. Inadvertently going to make the painted deck more powerful by proxy since it already has the extra hand size to support holding cards AND playing better hands, which in turn means you'll be able to more easily generate higher value planet cards earlier.
@@jasonerty space and joker are bad comparisons in my view, primarily because the conditions of their use are so different. The jokers obviously require a joker slot, but can be duplicated/improved by other jokers. And are relatively easy to get
Blue seals by comparison are a lot harder to get, usually requiring you to put a bad card In your deck and as you mention, it will often be a -1 hand size which you'll have to discard anyway to get scoring hands.
Purple seals are a fairer comparison (for obvious reasons) their acquisition is symmetrical, both usually require putting a bad card into your deck.
You can control what planet you get, and potentially duplicate it, but it's capped by your available slots and doesn't help you on the round you are on.
Purples on the other hand usually gives instant value, almost always there's 3-6 good tarots in the pool and at worst it's $1, and can be continuously deathed/cryptided because they generate their own card removal.
I can see them being really good, I think I've only ever got them from the certificate, but their still going to be much worse then purple seals, and far less impactful on endgame scoring then red seals
New 8 Ball makes more sense thematically. Localthunk should make it so that when it hits it says "signs say yes" and when it misses it says "ask again later".
thanks for the analysis but you can tell me skipping for negatives will literally kill my family and im still gonna do it sorry
Negatives but *free*
That change made me play the deck that gives you double tag, I like getting like 8 jokers for free
Aradia just wants to see what happens when the whole place breaks apart
Literally, hit ante 14 for the first time last night by stacking free negatives and getting a Baseball joker. All I wanted to do was get a buttload of negatives for the sake of it, and accidentally got my highest score yet.
I think what would "solve" the hiker is to give the affected cards an arrow or a few arrows, similar to when you upgrade the cards to bonus (hierophant). It could even go adding arrows, so when it reaches 30 chips it looks exactly like a bonus card, and when it reaches 50 it "converts" to a foil or something, and then arrows again
nice idea
Didnt expect a 2 hour analysis but honestly knowing you i should have
Really? You didn't expect this
@@Zarek-fl5ioI expected a three hour analysis! what a ripoff (/joke)
Like a, y'know, a university lecture.
And this is only part 1 of 19
Balatro 101? More like Balatro 1.0.1! Thank you, I'll be here all week
we got a Hack Joker here
@@OliveOilDrinker damn, i'm one of the best jokers in the entire game? thanks
Bloodstone is now a guaranteed trigger with OA6, which holy moly
Glass Joker is a good change, because now it rewards people using glass to thin their decks. Which also makes OA6 better
Overall, this patch makes OA6 a much more interesting card. I can see that at least ten of these changes are buffs to it, which heck yeah
not just that, but Magician + Lucky Cat buffs also make OA6 more viable!
The problem with it is that over 64 hours of play time, I've seen it like 3 times total. I swear, Baron was more common for me to find
I can't stop reading OA6 as "One of a 6"
Oops All 6s by the way
I think the point of ancient and flowerpot et. al. is not to incentivise you to keep all suits, it is meant to incentivise you to get wild cards.
I agree. They're supposed to mostly synergize with wild cards. Great idea, it gives wild cards a reason to exist. The problem is that you now have 4 more run killing boss blinds to worry about. I feel like there should be some sort of compensation for wild card suit debuffs. They don't have to be immune, but those bosses should hurt your score less. Otherwise it feels too risky to run.
In my opinion wild cards should only get debuffed if the suit that is being debuffed is actually relevant to the hand being played. Like if I play a heart flush and spades are being debuffed my wild card shouldn't get debuffed since it is performing the role of a heart.
@@ziggle5000 I like that. That would be more in line with the spirit of a wild card anyway: you obviously wouldn't play it as a spade if spades were debuffed.
I like how he's mentioning how swapping jokers between rare and uncommon affect specifically wraith, meanwhile my dumbass is just thinking about how it changes baseball card
Sixth sense is now uncommon and buffs baseball card, pog
Literally thought to myself "Oh I wonder what BU thinks of the patch" and see the analysis posted 1 min ago. Pogging out of my gourd
Prof Spectred always has me pegged
oh boy a purge-level patch note video for balatro
Hey I know that reference
Im already looking forward to the next 2h patch analysis
I think Glass joker should be something like:
+0.1x mult for each glass card in your deck. When a scoring glass card breaks, permenantly gain 0.5x mult.
Which in my view pairs well with the catch 22 between making good glass cards and not wanting to play them.
Edit: certificate should sell for $1 for each seal in your deck.
What if Madness doesnt destroy Jokers, but instead gives a random one Perishable (In fact, you can even set the number of turns of the Perishable tag to be lesser than the base 5 turns, like maybe even 1 so the Joker perishes by the next blind)? In this way, it would give you a few rounds to look for replacement jokers and not immediately neuter your power upon entering a blind. Also, Eternal Jokers would still be immune to the effect because Eternal and Perishable tags are mutually exclusive.
I like that they buffed lucky cat and magician but I don't like that they nerfed vampire. And I really like that the joker tags now make the joker free that's probably my favorite change
i think vampire needed a nerf but not this big of one. leaving it at +0.2x was fine, but changing to rare + only on scoring cards makes WAY more sense. doing that AND removing some mult kinda kills vampire
before this patch vampire was basically win ante 8 the joker
@@snowdevil002 not necessarily, stuntman was the win ante 8 joker, vampire actually required you to buy card buffs, debuff them, and invest way more than you otherwise would have to get the same value
The situation I would usually complain about with Bloodstone is as follows: Bloodstone + Oops All 6s = 2/3 chance to proc. Play a flush 5 or flush house, whatever, it procs 0 times. Unlucky. Spend my remaining discards and hands finding another good flush hand, it procs once or twice. A single triple proc wins, that's 8x mult (perhaps more like 7x bc missing a bit of Lustful Joker or Holographic jokers maybe since the procs were on the first few hearts, not the final ones).
Then what I really complain about is my best pre-endless run ever - Bloodstone, Oops, Hack, Fibonacci, and a brand new (as in, I got it at the start of ante 8, replacing The Duo) Wee Joker, plus DNA and Blueprint bc two things (IDR which two) were negative. Flush 5 with 2s of hearts build, had 18 of them in a 40-ish card deck (scattered enhancements, didn't focus on those much like I should've but I had limited options with expensive tarot packs and no money generation and a late NDA and an even later red seal from a spectral pack). I played two Flush 5s, 18 potential triggers on the first hand (trying to scale Wee, figuring that if it was like normal, expected average of 10 procs, I'd get enough x2 mult hits to win off of one hand) and 16 potential triggers on the second hand. I lost to Violet Vessel because I got like 3 or fewer procs both times - thinking about it in hindsight, probably should've had Blueprint copy Oops All 6s for guaranteed procs, oops. Or can Blueprint not copy Oops? Anyways, last hand I never managed to find a 15th (or even 14th) 2 of hearts so I had to settle for a 3oak that left me like 2% short.
I don't complain when I don't hit any 1/3s in a 5 card hand. I complain when I miss 2/3s in a 5 card hand, and especially when I miss that many 2/3s in a multiple-times retriggered 5 card hand.
I don't think the buff was needed, and now Bloodstone Oops is a bit too strong. But I do appreciate it no longer being as rage-inducing since I tend to have bad luck when it matters.
I love the swirly background switch because it is terrible for bitrate when you remote desktop
wait that makes so much sense. I didn't think about that when I was remoting in from...not work...
I think the uncommon and rare (and poly/foil/etc) tags are fine as-is, kinda weak but reasonable for ante 1~3 small blinds on higher stakes, but a change I might take is instead of them changing the jokers in the shop, just make them be jumbo buffoon packs that will always have 4 uncommon jokers, or 4 negative jokers, or whatever the tag specifies. Show 4, pick 1 - and specifically doing so before the next blind, not after. The Mega Buffoon pack tag might need to be reworked so that it's not strictly worse, such as buffing it to have, like, one guaranteed uncommon, one guaranteed rare, and between all 4 jokers, one guaranteed special edition.
In every channel that I’ve ever seen do an update video (on any game) it’s always the most rushed content just to get the video out first. Look at Minecraft for example, everyone competes for the quickest video just showing the update so that they are the first to get recommended. I’ve gotta say, it’s really refreshing for a creator like you on the platform. Making a long form video that’s purely you. Even though the content of the video is about the update, that takes a backseat to you and your thoughts on it which is amazing and should be the standard for this type of content. Man I wish every game had a balatro university, but just one is good with me :)
I definitely agree with this. In the beginning he said that there wasn’t much he could add to the discussion but I highly disagree as just hearing his opinion on it and seeing how he thinks abt each change in great detail is better than any other video on the update imo
TBF, there aren't many competitors here compared to Minecraft. Being in the first three requires getting the video out within a few days.
@@CaTastrophy427 I mean a lot of people beat him to it but just said changes line by line so I’d argue the video concepts are completely different but I get what you’re saying. Balatro is popping rn so I feel like more people care about it than the Minecraft update, percentage wise.
@@Ealron356 My point was exactly that if you don't count the soulless readings of the patch notes with no other contributions (basically just put the page onscreen and TTS it with either a robo-voice or your own), there's not many. And yeah, playerbase percentage-wise, Balatro has a more dedicated base, but there're _thousands_ of minecraft update videos every update, even if you only include the ones that actually show relevant in-game footage (like showing an example of a bug that's getting patched or a mechanic that's about to be changed), compared to the like 7 or so balatro update patch note reviews I've been able to find.
@@CaTastrophy427 yea we ain’t arguing I get what your saying. I was tryna show my love to mr university. May you have a good day and may you be well brother
A few interesting... buffs? To Oops All 6s this patch.
More likely to take it to help with Cavendish aspirations, better Bloodstone, more frequent lucky cards...
Very interesting how easily one aspect of the game can be altered STRICTLY by proxy.
Big props to the professor here for popping this video out so damn quick. What a guy!
really good changes overall, glad to see they nerfed and buffed different jokers, and you love to see the saturn buff
Looked at my stats and saw that my most played hand was straights (played around 1800 times) so I’m very happy with this change
@@Boe-Dudeactually kinda crayz woah
I find the ability to foresight the upcoming ante very interesting.
Yesterday I found a rather nice interaction with it: when you have just defeated final boss in ante 8 and the next shop has Hieroglyph, you can drop back to ante 8 while still keeping ante 9 boss instead of getting another final boss.
Yorick's 5/23 numbers are a reference to Discordian beliefs.
I think a potential way to fix the skip tag issue is to make it whenever you skip a joker tag You get a special buffoon pack that contains five of whatever the corresponding tag is. This way it's still keeps the more gambling focused element while still giving you some power over what joker you get.
honestly banner was already the weakest chip joker in the game and i dont think it needed the nerf. it was already only 80 chips(blue stake+) while having the drawback of not being able to discard at all, this is while banner also has anti synergy with other great jokers like burglar and straight up loosing to the no discard boss. Another point for why banner did not deserve the nerf is that blue joker is straight up better without external discards while enabeling synergies with burglar and not loosing to a ceritan boss. it was also weaker than the best chip scaler wich is also a common (square joker)
reason it is so strong: early game high-card buildup. if you get this and nebula, bus, green, etc. you just kinda win for free. you’ll never use the discards and you always get the chips for super cheap and they help WAY more than you’d think. high card is just too op
I do not follow other balatro youtubers, you give me more than enough content so getting this update from you is appreciated, thank you.
For whatever it's worth, I think the game could use more incentives to have a deck with many different suits, not less.
An ancient joker build with a small deck and balanced suits is way more interesting to play than just going for hearts (or whatever) every hand and round.
The worst part of this patch is I don’t feel like playing until it’s fully out!
great vid btw man. we know a lot of people made vids, but its great hearing you go over this. thanks professor
"Cloud 9 used to cost 6, now it costs 7. Mail in Rebate... I don't know how to evaluate that"
Ok Professor
I personally think flower pot should be X4 mult to account for there being four suits
Can't get enough from your content! loving it a lot
A lot of these changes target early game, which is when the tags are relevant. The free joker from most of the new tags during the first couple of rounds can let you scale up your interest, and it can give your build a solid direction.
I did read tooltip of shortcut and misunderstood how it works... So it would help people like me to have a better tooltip
I haven’t played or looked into it so I could be wrong, but when talking about the new blue seal it seems like you’re suggesting that it now requires the blue seal card to be played (and scored) in order to trigger, but my understanding just from reading the patch notes is that it is still a held in hand effect, but instead of a random planet it is just the last hand of a round. Would love some clarification from anyone! 47:05
Nvm a comment has been pinned clarifying this lol
A two hour patch analysis. Now this is the content I sub for.
This man feels like the BlaDe of Balatro
Mr University a thought about the Straights don't need a buff comment. It seems like there are many ways to build a flush deck but lots of limitations on building a straight deck. I'm not even sure what that joker build looks like or what kind of tarot cards we would be looking for. Thank you for class
hes been playing too much jokerless
although i think as long as you're not going for endless high score, straights don't really limit your tarot cards (best ones are still money, steel, hangman, death), or jokers (best ones are x mult, and only stuff like idol / baron strongly reward flushes over straights).
On one hand, Prof indeed plays too many jokerless. Additionally taroting for Flush is also easier (get the suit) and more intuitive (more of your suit -> more likely to draw flush of your choice). Plus, Flush (and 5oak) want same suit (and rank), so they can squeeze one-suit (and one-rank) jokers better, making Straight seemingly behind here.
On the other hand, there is a reason Prof usually takes straight on jokerless. It (currently) has the 3rd strongest non-secret planet and is easier to build and fish than the 2 above it (4oak and SF) with medium-low amount of tarots (4oak needs Ouija or at least 6 Deaths to be reliable, and for SF you obviously need to build straight in the meantime). His playstyle is also leaning very hard to straight building, most used tarot and spectral are Hanged man and Immolate, respectively. He burns a lot of cards to increase chance of seeing the straight he wants, most extreme example being gold stake Abandoned. For joker, without consulting his gold stake straight runs, I imagine good-stuff jokers that one would use when building High card would be useful e.g. Supernova, Abstract, and Fortune Teller (minus Green Joker, Bus, Stuntman, and maybe Raised Fist) other than the obvious straight jokers e.g. Runner, Order, and Shortcut. Saturn has insane scaling so if you planet yourself well you don't need that good of scoring jokers (we're talking Ante 8 here though).
While this will make both white and gold stakes much easier the increased consistency may make replaying gold stakes casually more viable
That change to mad and clever joker means it now works in two pair, fullhouse, and flushhouse and is easier to use in flushes.
All the tag changes will make Anaglyph runs way more interesting.
Checked the patch after reading that rebate patch note, and yes it now pays out $5 per discarded card of the specified rank. I don't think it even needed a buff but we take those!
Two Hours!?
He can't keep getting away with it.
Fibonacci’s nerf is one of my favourites from the whole balance. I am always more a fan of increasing costs of too-good cards rather than making them weaker
Mail in just costs $2 more in the shop... You were overthinking it... Wording is exactly same as the joker right above it that judt changed the cost
Nah, dog. The payout is increased. They went full on crazypants bananatown with this one.
I like the idea of the higher stakes not only increasing the difficulty but layering in more complexity with new mechanics. It will make the high stakes more interesting to replay rather than beating decks on gold stake once and never wanting to go through it again
It could potentially a decent bit less than 1/3 odds of getting a perishable joker depending on the "order" it rolls the joker modifiers.
If it rolls eternal first, then any successful roll for eternal would stop the roll for perishable from occuring or nullify it. The opposite is true if it rolls perishable first. I wish I knew more about how it worked.
After testing this extensively today.... Blue seal is beyond overpowered. A few blue seal cards is enough to deterministically win a gold stake run on any deck just forcing high card. The game is beyond trivial for gold stake completion now.
I have no idea how this patch can justify nerfing burnt joker while buffing blue seals to a level vastly beyond the power level burnt joker was ever at.
The blue seal change looks busted, I totally believe it. Acquiring blue seals got easier with the cheaper packs at high stakes too. Only other way is Trance spectral, iirc
I did not like the Legendary hunting change. I think there is a much better way to make Completionist++ less stressful:
New Deck idea: unlocks after beating Gold stake for the first time.
Effect: It reduces all Joker rarities (Uncommon Jokers will be Common, Rare Jokers will be Uncommon, Legendary Jokers will be Rare). Downside: No spectral packs.
Maybe someone else could suggest a better Downside, but I think the main effect of lowering the rarities of Jokers would be really cool and fun, and will make the search for Legendaries on Gold Stakes way less stressful and it will keep the randomness of finding a specific Legendary.
I think it might need a harsher downside, although I also don’t know exactly what it should be. Game balancing is hard
However, I do like the idea of a deck that can find legendaries without the need of the ultra rare soul card
Also, no rare joker tags because that would be too strong
@@zylo4029 Maybe no booster packs at all? Or maybe no booster packs on small/big blinds? And downgrade only Legendaries to Rare and Rares to Uncommon. I think that would be more balanced.
Ancient Joker is extremely easy to play with though. If you've been able to get rid of, or nearly get rid of, all but one/two suits by ante 4 or 5 as in your example, then you're already good. When you haven't it's just easy 1.5**5 mult on a flush build, that synergises with a lot of stuff.
Secondly, it doesn't eliminate homogenization of a deck. Instead of going for all of one card (polychrome/steel/red seal king/two or whatever else) you do exactly the same, but with 4 cards, one for each suit (say polychrome/steel/red seal Kings of hearts, spades, diamonds, and clubs).
Think about it. You like Flush Houses because they're more interesting than Flush Fives (and generally harder to make work), think of Ancient Joker in a similar vein.
im moreso certain that the buffoon pack being in first shop is intended to go along with the skip tag buff, since ive had some runs in beta where after 2 starting skips and soloing the boss i didnt have any jokers in shop and needed the buffoon pack for the small blind in ante 2
i think flower pot should give you xmult for each different suit scored. so if you play a flush, it’s just x1, but if you play a full house with diamonds and clubs, it would give you x2. this would mean the max is x4, but that is what “completely delete half the other parts of the game” (death, sun/world etc.) is worth. then it would be more strategic, “do i discard for x3 instead of x2, or do i just save my discards”
The stunlock on trying to interpret the rebate change had me dying 😂
One thing I think they need to change that will make 4 of a kind better is to make jokers that have 2 pair synergy work with 4 of a kind as well, since 4 of a kind is literally 2 pair of the same card. Would make 4 of a kind a lot stronger as a go to hand.
1:43:35 I haven't seen it yet to verify, but the wording suggests that the PAYOUT is increasing to $5 from the current $3.
The only lecture video I pay attention to
Seeing the cards for rare and uncommon skips is the perfect fix
I finally got my first gold stake win a few days ago and now the goal posts are moving. I think it’ll be easier now but it’ll be interesting to see how impactful the perishable and rental jokers are in comparison to the pack prices and -1 hand size
Obviously there’s plenty of buffs to help out too, and lower score requirements in the middle game so more runs have a chance of seeing the endgame which is always nice
After some runs the perish tag showing up on scaling jokers really just cut down the number of useable joker's you can find in a run which sucks
Yeah perish tags seem like rng losses will go up and I guess the low chips are supposed to countrrbalance that? Not a fan.
Im usually skeptical about a single player game making big sweeping changes just out of the natural fear of something I already liked being changed for the worse. But for the most part I like these changes, hopefully it just makes the game even better.
I agree that the mult on Saturn is mostly signaling to new players that it's better than flushes
The only change I want is to make legendary jokers appear more often. I’ve played like 500 rounds since the last time I’ve seen one.
I disagree on the tags early game because a free holo you can't afford doing the first or second round of the first ante changes stuff in a pretty big way.
Say round 1 is a skip holo, play round 2 and get 450 points easy, but only have 7 dollars because you never make enough to buy any of these tag jokers before unless you played gold deck, NOW you can have some sort of joker that inherent functions as a scoring joker in addition to whatever it was by the first boss, which makes like the first 4 antes very easy with no risk of NOT getting a scoring joker that can solve rounds in 1 hand
In this video and the other one where you show the power of having every tarot card in the consumable area, you said that Jimbo is the default value for Joker but isn’t he the default value only for common Jokers ? I mean, in a run where you have all the uncommons and you take an uncommon tag, would the tag be used and then generate a Jimbo ? It wouldn’t make sense in my opinion
Btw, love your content, I do feel like I’m back to school in maths where the teacher is explaining the demonstration process and there’s this « oh! » moment when you get where they are trying to get you and what the « twist » was
Should skipping just let you go to the shop directly after taking the tag ?
Meaning you miss on the joker bonuses from playing/discarding and the money you would have generated from the round
It might be one way to make them considerable even tho I'm not sure how balanced that would be...
I feel like Oops All 6s should've been given the cute price nerf from $4 to $6, and maybe instead of going from $6 to $7, Cloud 9 should've gone all the way to $9 - even though, that way, it doesn't pay itself back until 3 rounds later (and including interest, it pays itself back in 4 rounds almost exactly). But in a deck with a lot of 9s, which is the decks that'll be taking it most of the time, it'll pay itself back much faster and have much higher payouts later.
could youm in the future, do an educational video on how to scout/ dig for promising seeds?
i.e. how to most time efficiently go through seeds in order to find potential "cool stuff" :)
It's a bit strange to see B.U not comment on how valuable the joker skip tags are as a run starter. Ante 1 small blind gives you at max 3 dollars, so most often times it's much better to skip it and start on the big blind, to then get a free powerful joker for the early game while also allowing you to get your economy going.
My parents laughed at me for spending my student loans to get tuition at Balatro U but who is laughing now?
Me. I didn't pay a dime and got the same education you did.
Do the joker tags not make them basically must takes in the first ante for higher stakes now? Wouldn’t it be incredibly good to get your interest up early?
I'm really glad to hear that 8 ball is being changed. I was just thinking how it might be the worst joker in it's current form.
I feel like a better buff to Invisible Joker would've been to make a negative copy of a random joker after 3 rounds.
I might be wrong but I read the blue seal change as making it make the final hand planet when held not when played
Oops just saw the pinned comment
Can someone help me understand? How does the existence of ×2 mult make it better to improve mult over chips? Getting ×2 mult doesn't really mean you're multiplying the mult value, it just means youre multiplying the final score. Say you have 10×4 score and then ×2 mult, whether you think of it as 20×4 or 10×8 doesn't matter, it's 80 points either way
idk if I'm playing incorrectly, but gold stake feels even harder now?
from a couple of games, my initial impression is that I only get perishable/rental jokers (a lot of times both in one) and it seems very hard to actually make a good build.
the challenge seems to be more like you need to be able to dynamically change your build as the perishables demand; and with rentals, keep up with their insane expenses
i didn't find it terrible on black deck which was definitely my worst gold stake experience pre-patch, but it was actually fun on the new gold stake! still really hard though
still not going to forget the time i rolled perishable blueprint on shop 3🙃🙃🙃
@@errorperson13 but isn't that much harder in general than just the -1 hand size?
I get that on black deck it was brutal since you were already at -1, but for others I found it way more difficult.
May be just psychological though, idk. The ones I've tried so far I haven't won on the previous patch either haha
Also, rolling eternal rental egg is kinda funny.
@@user-rl7hm7ix5n ive seen it go both ways for people but its generally the same difficulty for me
... as soon as you get Yorick to test it, please call the video "alas, poor Yorick"
I don't understand. How are straights just as easy to draw as flushes?
With a flush, the chances of drawing the missing card is around 1/4. The chances of drawing the missing piece for a straight is around 1/13. 2/13 if you're missing one of the end pieces.
Is my math wrong?
This man is the purge (from Dota 2) for Balatro
I think invisible joker should copy the joker to its right instead of randomly
im ready for the massive debt challenge with the new rental system
Dang, even Balatro cards are affected by inflation!
buffoon pack on round one is huge for black deck; surprised this wasn't mentioned.
Only have 10 hrs or so in the game so far but still have yet to win with this damn deck. early chip nerfs should help with that as well.
The Vampire changes seem way too extreme to me. It should give more Xmult than constellation since it's generally harder to actually trigger and while constellation improves as you improve you hands Vampire improves while making your deck actively worse.
I don’t know if anyone else plays on switch but for the first week or so the game had straights as +3 not 2 and some of these other planet changes on launch but then was put to what steam has about a week or two in
What if the uncommon/rare joker tags made a “normal” buffoon packs where you can choose out of three?
I think that the glass joker would be more viable if it was retroactive.
The anaglyph negative run needs a reprise
how would there ever be a fallback for jokers? because having every joker would mean having showman?
unless you have overstock+ and leave showman as your last joker to purchase
does blue seal actually require being played now? the patch notes suggest that it only has to remain in your hand
Finally, now to keep asking for more jokerless
think a way to rework Ancient Joker: x1.5 mult for each different suit scored. would probably be a bit similar to flower pot, but it would not require too much from player.
Can’t tell if I was gaslit or not today…
With 4 fingers, you can play a pair in the straight and all 5 cards will score
the free jokers are wilddddd
Is there a fallback joker? Wouldn't you have showman and so could get copies, and if you didnt have showman it would turn up.
The information I got from this was only deduced by me watching skoottie videos, specifically his modded balatro videos where he got Greener Pastures, a joker that gives you free negative but that negative gets replaced every round, with blueprint/brainstorm it bugged and it just gave free negative jokers without destroying all of them. He eventually got around 100+ jokers and he got multiple copies of jimbo + getting jimbo in his shop, but if he had an uncommon or rare joker in the shop, it wouldn't be jimbo. From that I think common jokers, uncommon jokers and rare jokers all have their own pools, so if you have every common joker, if the shop has a common joker, it would just give you jimbo, and same goes for uncommons and rares.
I played mad world for the first time yesterday, got the plant thought I was a gonner then destroyed it.
That change to gold stake jokers is going to be annoying to players that aren't going for completionist+. I can see someone playing the abandoned deck getting frustrated that they keep getting Canio and not knowing that they were locked into Canio because they didn't read the patch notes.
I see why the fool got changed to strength. It was an easy way to get an infinite number of whatever tarot card you wanted.
Vampire got nerfed hard. I don't think it needed to get nerfed as hard as it did especially as Midas Mask also got nerfed.
Surprised sinful jokers got nerfed as they weren't even that good to begin with.
Rebate costs 4, so from 3 to 5 has to be the payout
What if Invisible Joker took 5 rounds but created a negative copy of a random Joker?
Disagree on straights being as good as flushes. might be technically true but Flushes and all the other high scoring hands are a lot easier to deckbuild for it's very clear what you need to thin out of your deck and death cards strength cards wildcards all become a lot more useful on flush builds vs straights. also adding cards is in my experience a lot more straightforward
certainly possible my highest scoring run ever was straights but flushes are just better atm