Balatro: 10 Biggest Changes From The 1.0.1 Patch
Balatro’s experimental new beta patch will be live soon and changes a lot about how the game’s systems work to feel a little friendlier. MenuSign in nowCloseGamesBy Rae GrimesPublished Apr 16, 2024
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Balatro Prioritizes Jokers Players Haven’t Used To Beat Gold Stake
Jokers can completely change how players approach their run of Balatro, and there are achievements for beating various difficulties with each of Balatro’s one-hundred-and-fifty Jokers. The most difficult, Completionist++, requires players to use every Joker to defeat Balatro’s Gold Stake using any deck. Not only is it just difficult to defeat Gold Stake in general, players are at the mercy of luck to both find every Joker they need and successfully complete the run using it.
Thankfully, with Balatro’s 1.0.1 patch, it’s easier for players to hunt for those last few Jokers. When playing on Gold Stake difficulty, the first Legendary Joker players come across each run is guaranteed to be one they haven’t yet used to complete Gold Stake with. This helps make earning Completionist++ easier, without completely locking players into only using new Jokers that might not synergize well together.
9 Scaling In White, Green And Purple Stakes Is More Forgiving
Numbers Have Been Adjusted To Make Those Early Hurdles A Little Lower
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There are eight total stakes in Balatro, with the White deck being the base stake each deck starts at, while both the Green and Purple stakes increase the base scaling further and faster. Depending on what players’ early shops and skips offer them, it can be easy to lose in these stakes during the first few antes, so LocalThunk has tweaked Balatro’s numbers to make early Antes on these stakes a little more forgiving.
Balatro’s White stake scaling has been lowered from 2,800 to 2,000 in Ante Four, and from 6,000 to 5,000 in Ante Six. Balatro’s Green stake’s scaling is now 900 in Ante Two instead of 1,000, Ante Three is now 2,400 instead of 3,200, and Ante Four has had a significant decrease, being 7,000 instead of 9,000. Finally, Balatro’s Purple stake scaling has been decreased from 1,200 to 1,000 in Ante Two, from 3,600 to 3,000 in Ante Three, from 10,000 to 8,000 in Ante Four, and finally, from 25,000 to 22,000 in Ante Five.
8 Orange Stake Has A New Perishable Joker Mechanic, And Gold Stake Has Rental Jokers
These New Joker Types Have A Thirty Percent Chance Of Appearing In Their Respective Stakes
Before Patch 1.0.1, Balatro’s Orange stake had an increasing cost for packs purchased, and Gold stake had one less hand size than normal. With the new experimental patch, the mechanics on Orange and Gold stakes have been completely changed, now containing new Joker mechanics instead — Perishable and Rental. These types have a thirty percent chance of appearing in any given Balatro shop.
Rental Jokers only cost one dollar up front, instead of their usual cost, but players will have to fork over three dollars every played round to keep them. This can snowball the total cost of a Joker well beyond what it would normally be and has to be carefully played around. Perishable Jokers, on the other hand, only last for five rounds and then will be debuffed and unusable.
7 The First Shop Always Has A Buffoon Pack, And Pack Jokers Can Be Eternal
Getting Off The Ground Is Easier, With A Guaranteed Early Joker
CloseBalatro’s early game can be challenging before players have a solid build going and are completely reliant on luck to give them something to work with. LocalThunk hopes to ease players’ early-game woes a bit with a change to the first shop — it’ll now always contain a Buffoon pack, letting players pick from between two Jokers to give them an easier time at the start.
This makes it easier to navigate Balatro’s first few rounds, in situations where the first shop outside the Buffoon pack doesn’t give players anything to work with. In rounds where the shop gives other beneficial Jokers, this extra pack can also tremendously boost players’ early scores. Jokers from Packs can now be Eternal as well, meaning they can’t be sold or destroyed, adding another tag possibility for pack Jokers.
6 Some Blinds Are Banned On Specific Challenge Runs Now
Jokerless, Typecast, Non-Perishable, And Mad World Have All Received Changes
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Balatro’s current challenge runs, twenty as of release, each shake up how the base game is played in a major way. There’s Jokerless, where players have to complete a run without using any Jokers, Mad World which completely changes how players make their money, and many more. Not every Balatro Boss Blind meshes well with every challenge, with some being entirely run-breaking, and the 1.0.1 patch makes positive changes in this regard.
Crimson Heart, Verdant Leaf, and Amber Acorn are now banned on Jokerless. Verdant Leaf being banned is especially important, as it debuffs all cards until players sell a Joker, which would brick Jokerless runs, as players didn’t have any to sell. Verdant Leaf is now also banned on Typecast since it revolves around players having all of their Eternal Jokers locked in by Ante Four. Verdant Leaf is banned in Non-Perishable, too, since Jokers can’t be sold. Finally, The Plant is banned on Mad World, because there’s no need to debuff face cards in a challenge that doesn’t use any.
5 Uncommon, Rare, Negative, Polychrome, Holo, And Foil Tags All Make Their Jokers Free
The Days Of Being One Dollar Short In Ante One Are Over
In Balatro, prior to the 1.0.1 patch, tags like Negative and Polychrome add extra value to Jokers, at the cost of also making them more expensive. While this isn’t much of an issue once a few Antes have passed and players have their income rolling, skipping early blinds in the first Ante or two to get Polychrome or Negative tags can backfire — as there’s a good chance players won’t have enough money after the Boss blind to purchase them.
In 1.0.1, though, this will never be a problem again. The Uncommon and Rare Tags — not all Uncommon and Rare Jokers in the shop, but only the ones players get from skipping certain blinds — now make their respective Jokers free. Similarly, the tags for Negative, Polychrome, Holo, and Foil Jokers now make their Jokers free, instead of making them even more expensive.
4 Many Cards Have Buffed Numbers Or Effects To Make Them More Viable
Investment, 8-Ball, And Blue Seal Are Now More Viable Than Before
A ton of Balatro’s Jokers and cards have had buffs to help make less-used or less-helpful cards more viable. Investment is almost twice as effective, now giving twenty-five dollars instead of fifteen. Instead of creating a planet when players play two or more eights, 8 Ball now has a one-fourth chance of spawning a Tarot card anytime an eight scores. Blue Seal got a huge buff, now creating the Planet card for the hand type players use on their last hand, making it easy to get upgrades for their preferred type.
Instead of needing a four-of-a-kind, Mad and Clever Jokers both now apply to any hand that contains a Two Pair. The Magician Tarot applies the Lucky Card effect to two cards now instead of one, and the Midas Mask only applies the Gold Card effect to scoring face cards but is a dollar cheaper. Madness doesn’t apply on Boss blinds anymore, and Swashbuckler’s mult is no longer position-dependent. Hanging Card re-triggers the first scored card of each hand twice instead of once. Finally, Glass Joker gives twenty-five percent more multiplier for each destroyed card.
3 On The Flip Side, Other Jokers And Cards Have Been Nerfed Or Made More Expensive
Ancient Joker, Yorick, And Vampire Aren’t As Powerful As They Used To Be
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Not all of Balatro’s Jokers needed buffs — others needed to be brought down a peg, as their effects were simply too powerful. Instead of giving a five-times multiplier after discarding twenty-three cards, Yorick now gives an extra one-times multiplier for every twenty-three discards. Vampire only removes enhancements from scoring cards but gives half the multiplier. Ancient Joker’s selected suit can’t repeat between rounds anymore, making it slightly less effective for single-type decks. All the Sinful Jokers now only give 3 mult each instead of 4.
Banner only gives thirty chips per remaining discard now instead of forty, and Fibonacci now costs eight dollars instead of seven. Steel Joker only gives two-times multiplier now, instead of two-and-a-quarter. Riff-Raff is now six dollars instead of four, and Vagabond is two dollars more expensive, applying at four dollars instead of three. Campfire is only half as effective now, giving 0.25 mult instead of 0.5.
2 The Next Three Blinds Can Be Seen In The Shop, Rather Than After
Planning Ahead Is Now Easier And Can Be Done Before Making Purchases
In the base Balatro patch, even after defeating all three blinds for the current ante, it’s impossible to preview the next three without leaving the shop and continuing on. In a roguelike game that puts so much emphasis on strategy and deck-building, it doesn’t make sense to not be able to preview the next ante’s blinds — and potential rewards — before purchasing anything from the shop.
Balatro’s developer, LocalThunk, agrees. As of Patch 1.0.1, players can preview the next ante’s blinds, and their rewards, before moving on. This allows players to arm themselves with more information before buying anything from the shop and helps them plan ahead before jumping into the next ante completely blind and not saving enough money for a good reward.
1 Several Planet Cards Have Had Their Effects Increased To Improve Their Viability
Straights, Straight Flushes, Flush Houses And Flush Fives Are Now More Powerful Than Ever
Balatro’s Planet cards help players buff their preferred hand type, adding both extra chips and multiplier every time they’re used. When combined with certain Jokers that enhance specific hand types, Planet cards can exponentially increase players’ score. Certain Planet cards weren’t amplifying their respective hand types quite enough when considering their rarity, so they’ve received buffs in Balatro’s 1.0.1 patch.
Specifically, the Saturn, Neptune, Eris, and Ceres cards are now stronger, buffing Straights, Straight Flushes, Flush Fives, and Flush Houses, respectively. Straights get three extra mult instead of two, Straight Flushes get four mult instead of three, Flush Five gets fifty chips instead of forty, and Flush Houses now get four mult instead of three.
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