I think I have to respectfully disagree about changing the permanent marker. I think it would be too easy to dodge the bosses if no enhanced cards could be debuffed, since the cards you want to play are probably already bonus or mult cards at the very least. With that being the case, it takes away one of the interesting parts of the game and makes it feel too samesy like Chicot does. In its current state, it earns its spot in straight flush and flush house builds where you don’t need many scoring jokers, and otherwise works as a common version of the luchador, where you have to put in the sufficient work - scrambling to get wild cards - to be safe. I think Permanent Marker has an overall less interesting impact on the game with this type of (maybe unnecessary) buff. I’d love to be convinced otherwise though. Obligatory completely unrelated joker idea: Tycoon - Common, $4 Gives Mult equal to double the $ earned from previous cashout (Currently +X mult)
Disrespectfully disagree. Only 6 out of 25 normie Bosses debuff, and not all of those will be relevant to your build. Permanent Marker doesn't protect you against the /actual/ hard Bosses like the Wall, the Eye (no repeat Hand Types), the Water (no Discards), the Flint (base Chips and Mult halved), etc.
@@Alice1appleJust having it make 2 is a pretty boring buff and it makes lovers start to scrape by the suit changers in efficacy. (Though wild cards have their own positives and negatives compared to manipulating suits directly.) I'm in the camp of wild cards can't be debuffed by any source. Gives you extra options like making your faces wild to beat the plant or the mark and so on.
@@themrrental2509 Yeah I was thinking the same. Making Wild cards unaffected by debuffs gives them an interesting niche besides making suits-matter stuff more consistent.
@@themrrental2509 I don't actually think it steps on the toes of the suit changers, because Wild Cards take up your enhancement slot on the card itself. Yes, you can make Flush Houses or Straight Flushes easier at two Wild Cards per Lovers, but you're missing out on Lucky Cards, Gold Cards, Glass Cards, etc. You'd still eventually want to change them to your proper suit, anyway, just so you could make the enhanced in a way that generates points or money. Wild Cards are intrinsically a stopgap, temporary solution.
The 12 round skip one was my hardest. The wild card was easy because I set out from the beginning to unlock it. A few lovers and a little luck and it was over.
anyone with completionist+ will one shot this achievement whenever they decide they want it. it's a super easy achievement to grt but it is weird because wild card is slightly underpowered as is (if it gave two cards though I'd be worried about flower pot and the suit jokers becoming too strong?)
I think wild card hate is maybe over stated but not completely undeserved. It's by and large the most feel bad enhancement. While the math might state other boss are harder but off suit wild card debuffs are the bad beets kind of stories that stick with you. "If only I didn't choose to enhance this card" is gonna stick way more in the mind over maybe not hitting the scoring need on the wall or the flint
I feel like Wildcards really should be buffed to be immune to debuffs, no suit debuffers, no Plant, no Pillar it still wouldn't be good but it'd stop actively shooting itself in the foot against the suit bosses and give it a tiny niche on stuff like Face Card builds (Baron, Pareidolia, etc)
It’s not a given that one can draw any hand in case he can go through all of the cards in the deck: suppose he draws 4 cards of his desired 5-card hand in the beginning, so with handsize of 8 cards he discards four and it’s possible that his 5th card doesn’t ever show up
10:10 i don't know if i agree in all cases, if you get 4/5 cards of your 5 card hand really quickly, you can only discard 4 cards at a time which means you go though your deck less then normal, and that goes down to 3 if you are trying to keep a blue seal or gold card in your hand (i get that you should be blue/golding the cards you want to play, but especially for blue seals you usually don't have a choice which card it's on because they are from standard packs usually)
The annoying thing to me is seeing Magician got buffed to targeting 2 cards per tarot, but Lovers only targets 1? I feel that, on average, I'm waaaay happier to see any given Lucky card vs any given Wild card. I don't think Magician needs a nerf, but Lovers needs to let me convert my deck to all wilds twice as fast.
if you're going for flush house, would you say that you might as well can go for flush five? or is there like a very strong reason other than more deck manipulation that goes into this equasion?
i feel a good change to wild card would be losing the debuffs they receive by the head/club/goad/window. i would love to try a wildcard build, but it feels like such a drawback to sacrifice scoring enhancements for what feels something i could have done with suit changing tarot cards AS WELL as having up to four boss blinds that directly counter scoring with them
The joker that gives you +mult when a wild card is played (i forgot the name sorry), what if it were similar flavour to erosion instead? Wild cards are pretty inconsistent to draw in a 52 card deck, seeing as you can only get 1 at a time (via standard pack or lovers). I understand they get *more* consistent as you remove cards from your deck, but by that point, you will be on your way to playing higher ranking poker hands anyway, and the +12 (or 18 or 21) mult for a wild card might not be good enough (the joker is only a common after all). So altogether, the +18 that you might get is pretty inconsistent. A more interesting (in my opinion, which is to say, not really that important of an opinion, though I do enjoy discussions of joker balance even if only for myself) reward could be in the form of having more consistency for having wild cards. Maybe, +6 mult for each wild card in your full deck. Maybe this idea is completely redundant however in a distant world where we get 2 wild cards at a time from lovers. I know you want to keep the design similar to the sinful jokers, but I think that consistency is *one* of the issues with wild cards, which this could very slightly help with. [realistically though, what do i know with my 250 hours compared to the doc's 2500, i am happy to be disproven given any convincing argument :P ]
These are 30 (two sets of 15) Jokers lovingly crafted by the Balatro University community and modded into the game. They are intended to maintain a mostly normal Balatro experience, unlike some other mods (Pokérmon, Cryptid). New official Balatro content (surely including new official Jokers) is slated to be released sometime in 2025.
I think I have to respectfully disagree about changing the permanent marker. I think it would be too easy to dodge the bosses if no enhanced cards could be debuffed, since the cards you want to play are probably already bonus or mult cards at the very least. With that being the case, it takes away one of the interesting parts of the game and makes it feel too samesy like Chicot does.
In its current state, it earns its spot in straight flush and flush house builds where you don’t need many scoring jokers, and otherwise works as a common version of the luchador, where you have to put in the sufficient work - scrambling to get wild cards - to be safe. I think Permanent Marker has an overall less interesting impact on the game with this type of (maybe unnecessary) buff. I’d love to be convinced otherwise though.
Obligatory completely unrelated joker idea:
Tycoon - Common, $4
Gives Mult equal to double the $ earned from previous cashout
(Currently +X mult)
Disrespectfully disagree.
Only 6 out of 25 normie Bosses debuff, and not all of those will be relevant to your build. Permanent Marker doesn't protect you against the /actual/ hard Bosses like the Wall, the Eye (no repeat Hand Types), the Water (no Discards), the Flint (base Chips and Mult halved), etc.
@@drspectreddeserved
@@drspectredyou tell him!!!!!!!!!
@@drspectredok fine you convinced me. It’s a pleasure to be dunked on
@@drspectred The original comment was very polite, there's no reason to be disrespectful even if they didn't seem to mind.
wild card hate is deserved sorry
if it made 2 itd be ok but the fact that its only 1 and its an enhancement (no gold or lucky or steel or anyhing useful) and so easily debuffed
@@Alice1appleJust having it make 2 is a pretty boring buff and it makes lovers start to scrape by the suit changers in efficacy. (Though wild cards have their own positives and negatives compared to manipulating suits directly.) I'm in the camp of wild cards can't be debuffed by any source. Gives you extra options like making your faces wild to beat the plant or the mark and so on.
@@themrrental2509 Yeah I was thinking the same. Making Wild cards unaffected by debuffs gives them an interesting niche besides making suits-matter stuff more consistent.
Wild Cards really should be made to be immune to suit debuff bosses
@@themrrental2509 I don't actually think it steps on the toes of the suit changers, because Wild Cards take up your enhancement slot on the card itself. Yes, you can make Flush Houses or Straight Flushes easier at two Wild Cards per Lovers, but you're missing out on Lucky Cards, Gold Cards, Glass Cards, etc.
You'd still eventually want to change them to your proper suit, anyway, just so you could make the enhanced in a way that generates points or money. Wild Cards are intrinsically a stopgap, temporary solution.
flush with 5 wild cards is the hardest achievment in the game because i cannot think of a situation where i would have even more than 1 wild card
I remember I had to use perkeo to copy the wild card tarot cards to get it
The 12 round skip one was my hardest. The wild card was easy because I set out from the beginning to unlock it. A few lovers and a little luck and it was over.
@@zoidin same
I did it with four fingers lol (I reported it as a bug at the time because the achievement says 5 wild cards but they said it was intended)
anyone with completionist+ will one shot this achievement whenever they decide they want it. it's a super easy achievement to grt but it is weird because wild card is slightly underpowered as is (if it gave two cards though I'd be worried about flower pot and the suit jokers becoming too strong?)
“This is fine, it’s only five bucks,” said the man who was clearly dismayed to miss out on five bucks.
prof came to class angey >:|
i've been waiting for more flush houses, feels like it's been forever
return to form
I was one of the bad ones who wouldn't shut up about wild cards, I'm very thankful that the professor is so patient with us students 😆
I think wild card hate is maybe over stated but not completely undeserved. It's by and large the most feel bad enhancement. While the math might state other boss are harder but off suit wild card debuffs are the bad beets kind of stories that stick with you. "If only I didn't choose to enhance this card" is gonna stick way more in the mind over maybe not hitting the scoring need on the wall or the flint
I can't believe this game won Mobnile game of the year. Not here to spread negativity but this is insane.
Balatro won the best indie award this year. It's really good news, but unfortunately the game maker couldn't attend the award ceremony
Nah, he chose not to go; he's a private dude, and I think it's healthy to respect his boundaries.
@@drspectred if you had paid attention you would see him on the stage
I feel like Wildcards really should be buffed to be immune to debuffs, no suit debuffers, no Plant, no Pillar
it still wouldn't be good but it'd stop actively shooting itself in the foot against the suit bosses and give it a tiny niche on stuff like Face Card builds (Baron, Pareidolia, etc)
optionally you can also make them always face-up, but I don't think that's necessary
This is a nomination for goty....
It’s not a given that one can draw any hand in case he can go through all of the cards in the deck: suppose he draws 4 cards of his desired 5-card hand in the beginning, so with handsize of 8 cards he discards four and it’s possible that his 5th card doesn’t ever show up
Thanks doc. I actually managed to reignite my Flush strats and finally unlocked purple stake!
10:10 i don't know if i agree in all cases, if you get 4/5 cards of your 5 card hand really quickly, you can only discard 4 cards at a time which means you go though your deck less then normal, and that goes down to 3 if you are trying to keep a blue seal or gold card in your hand (i get that you should be blue/golding the cards you want to play, but especially for blue seals you usually don't have a choice which card it's on because they are from standard packs usually)
The annoying thing to me is seeing Magician got buffed to targeting 2 cards per tarot, but Lovers only targets 1?
I feel that, on average, I'm waaaay happier to see any given Lucky card vs any given Wild card.
I don't think Magician needs a nerf, but Lovers needs to let me convert my deck to all wilds twice as fast.
if you're going for flush house, would you say that you might as well can go for flush five? or is there like a very strong reason other than more deck manipulation that goes into this equasion?
WHY WOULD ANYONE HATE GLASS JOKER ITS SO MUCH FUN
New Mythical Legendary idea: Wild Cards are also Steel, gold, and lucky
i feel a good change to wild card would be losing the debuffs they receive by the head/club/goad/window. i would love to try a wildcard build, but it feels like such a drawback to sacrifice scoring enhancements for what feels something i could have done with suit changing tarot cards AS WELL as having up to four boss blinds that directly counter scoring with them
Glass joker is good enough. I usually get stressed when playing glass cards, and glass joker alleviates some of that stress for me.
The joker that gives you +mult when a wild card is played (i forgot the name sorry), what if it were similar flavour to erosion instead? Wild cards are pretty inconsistent to draw in a 52 card deck, seeing as you can only get 1 at a time (via standard pack or lovers). I understand they get *more* consistent as you remove cards from your deck, but by that point, you will be on your way to playing higher ranking poker hands anyway, and the +12 (or 18 or 21) mult for a wild card might not be good enough (the joker is only a common after all). So altogether, the +18 that you might get is pretty inconsistent. A more interesting (in my opinion, which is to say, not really that important of an opinion, though I do enjoy discussions of joker balance even if only for myself) reward could be in the form of having more consistency for having wild cards. Maybe, +6 mult for each wild card in your full deck. Maybe this idea is completely redundant however in a distant world where we get 2 wild cards at a time from lovers. I know you want to keep the design similar to the sinful jokers, but I think that consistency is *one* of the issues with wild cards, which this could very slightly help with.
[realistically though, what do i know with my 250 hours compared to the doc's 2500, i am happy to be disproven given any convincing argument :P ]
I just think if tower and lovers made two cards I would like it more
I neeed that sweater
VOID
Why am I seeing new jokers? Does this game have updates/expansions?
These are 30 (two sets of 15) Jokers lovingly crafted by the Balatro University community and modded into the game. They are intended to maintain a mostly normal Balatro experience, unlike some other mods (Pokérmon, Cryptid). New official Balatro content (surely including new official Jokers) is slated to be released sometime in 2025.
Cool cool.
No way! Whenever you say Ceres it activates Siri on my phone!!! 😮
Can't believe that a poker game actually has beaten ZZZ and Wuwa at the TGA2024
I'm so disappointed rn
I FINAALY DO 1'000'000 POINTS YIPPEEEEE
(Also the best hand do 18'000'000 points)
Underrated
VOID!! AhhhhhhhhHhhhhHHHHHHHHH
1:12:28
No one heard this obviously
Aburrido el juego 🥱