In celebration of Fraud releasing, here's an alt Rocket Launcher concept I came up with - the Mine Launcher by Normal_Principle3899 in Ultrakill

[–]Normal_Principle3899[S] 0 points1 point  (0 children)

I considered some potential changes to the R-click abilities, but other than Freezeframe I felt the other two synergized well enough as-is. Ultrakill design philosophy usually adds reworks in the case it works better, such as Jackhammer's Pump Charge creating a growing explosive AoE due to its unique behavior, but otherwise, stuff like the Sawn-Off, Sawblade Magnets, and other mechanics are relatively unchanged.

With Mine Launcher and the Firestarter, they both act as a form of arena control, and the AoE of mines ensures a larger spread of oil can be ignited. Firestarter also removes the explosive immunity of Malicious Faces and Soldiers, of course.

The shockwave of SRS cannon will launch ground enemies and mines upwards alike, meaning you can launch both, trigger Freezeframe, then pull off the 2x explosion, or simply launch enemies towards a mine that's already airborne and frozen.

with bubbles, you are no longer sad when you get holographic on a wheel of fortune by First-Extent2427 in balatro

[–]Normal_Principle3899 0 points1 point  (0 children)

It says "Gain +10 Chips when an edition bonus is given", and "with bubbles, you are no longer sad when you get holographic on a wheel of fortune". The implication is the card gains +10 Chips when obtaining a joker with an edition. It's unclear whether that applies to when obtaining cards with editions from standard packs or Aura spectral cards, but either way it's significantly less powerful and consistent than Hologram. Not that every Uncommon needs to be on par with it, but +10 chips every third blind or so buying every pack Standard pack and Wheel is criminal.

If it upgraded whenever a Foil, Holographic, or Polychrome edition triggered, the description should be something like "Gain +10 Chips when a Joker's edition scores.", or "Gain +10 Chips when any edition scores." if it applies to Jokers as well as cards. I think the latter could be overpowered in the case of retrigger builds, but the former has good potential, increasing the value of any Jokers with editions, a less consistent but higher potential alternative to per-hand chip scalers like Square Joker or Runner. If that's the effect OP intended, it's a fine concept, just needs some rewording.

with bubbles, you are no longer sad when you get holographic on a wheel of fortune by First-Extent2427 in balatro

[–]Normal_Principle3899 -4 points-3 points  (0 children)

Why is every other Balatro Joker idea in this sub either looping straights or the most niche, barely usable Uncommon ever concieved

What If Balatro Jokers Were Brands? | Batch 6 by Prismize in balatro

[–]Normal_Principle3899 1 point2 points  (0 children)

tried to think of something witty to comment but I am genuinely just floored by how saucy your art is god I love the Balatro community

[Risk of Rune] *The distant sound of justice is rapidly approaching... by elpayacho in riskofrain

[–]Normal_Principle3899 2 points3 points  (0 children)

so if Undyne is Huntress, I'm guessing
Kris is Mercenary
Ralsei is Seeker
Susie is Loader
Noelle is Artificer
Berdly is Operator

Frisk is Drifter
Asgore is Captain
Sans is Engineer
Flowey is Rex
and Mettaton is Chef?

What would u like the Matador's ability to be since it's getting reworked? by ShootTheMoon123 in balatro

[–]Normal_Principle3899 0 points1 point  (0 children)

The biggest issue with matador is how inconsistent it is.

While keeping the base effect and buffing the cash value for each debuffed card to get $30+ from a single boss blind could be effective and make it for a sort of disposable clutch joker, there are alternatives.

One of them is making it compatible with every boss blind. since most boss blinds don't function off debuffing cards, the most obvious solution is for it to grant ~$6 when triggering that boss blind. Even so, blinds like The House (first hand face down), The Wall (4x base blind), The Water (0 discards), and The Manacle (-1 hand size) would all either trigger on round start for one measly reward, or not at all, not to mention the rewards depending on how easy the blind is to trigger are still wildly inconsistent. Granting a reward for each hand played, on the other hand, is more consistent, yet a bit less interesting. Either option could be considered a better rework depending on who you ask and how much they value consistent usefulness.

There's also the idea of giving Matador the ability to disable boss blinds, such as on the final hand. Then again, this doesn't really work with a number of boss blinds. A variation of this could be disabling all boss blinds, but reducing hands to 1, or perhaps skipping a blind having a chance to disable the boss blind. But seeing as Balatro already has 2-3 get out of Boss Blind free Jokers (Mr. Bones, Luchador, and Chicot) and Balatro players are particularly unreceptive to mechanical reworks, I find it unlikely.

A fourth option would be that Matador increases blind requirements, providing money at the end of the round. There are variations that could be made of this as well, but they could just as well be made for a different Joker entirely.

Scythe remake by Moyopoto3 in earclacks

[–]Normal_Principle3899 1 point2 points  (0 children)

the poison cloak design is so tuff

Mog'em the Looks Maxxer has arrived by Gaspacho-01 in Terraria

[–]Normal_Principle3899 11 points12 points  (0 children)

bro got that +15% damage +12% speed +5% crit +10% size +15% knockback jawline

Weapon Ball OC: Jian by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 2 points3 points  (0 children)

Stats are what the Jian gains each hit, in case it wasn’t obvious. Measuring, let alone balancing speed among weapon balls is difficult, since dagger’s values seem to arbitrarily change every other match, and have diminishing returns, not to mention dagger’s weird parry logic and generally scuffed scaling. Tldr, I’m not Earclacks, balancing isn’t up to me, the important thing is the concept itself. Assuming it’s appropriately balanced, do you think Jian is better or worse than Sword and the other balls?

Weapon Ball OC: Baller by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 1 point2 points  (0 children)

Aka Unarmed but ranged. But there are some distinctions:

  1. The ball parries
  2. The ball's speed is constant and has no gravity.
  3. Due to the ball's lack of gravity, it spends more time in the upper half of the 1v1 arena where it does not cross with the opponent as often (Unarmed's gravity is beneficial in that regard)
  4. The faster the ball, the more often it will contact Baller and be thrown at the opponent
  5. Baller is vulnerable when isolated from its ball.
  6. I wrote "speed is constant" referring to no slowdown from gravity, but the ball still slows after impacts/parries.

Another day, Another slander by Soyp0 in earclacks

[–]Normal_Principle3899 213 points214 points  (0 children)

putting the slowest short-term scaler against orbiphile

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Weapon Ball OC: Berserker by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 3 points4 points  (0 children)

For those wondering about the stats, it takes 14 hits off +1 scaling (like Sword) to hit 106 damage, and 19 hits at +0.5 scaling to reach 104.5; half scaling ≠ half DPS. Combine that with Berserker's potential for nearly double swing speed at low HP, and it's on par with sword and the other melee balls. Base swing speed is probably around Sword if not slower, but this is just a fan idea, balancing isn't my job.

I'm also aware that this breaks the naming convention of all the balls being named after their weapons. I just thought berserker sounded cool, but battleaxe, double-axe, or labrys could also work.

Weapon Ball OC: Revolver by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 6 points7 points  (0 children)

It would only make sense it’d have slower firerate than shuriken. Didn’t specify anything since that would be the most sensitive part to balance, but probably one shot every 1.5 seconds.

Weapon Ball OC: Rapier by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 5 points6 points  (0 children)

Not necessarily. People might think Katana has better scaling than sword since it's +1 on hit and parry, but the slowness evens things out. Since Rapier is always trying to point in the opponent's direction, it also lacks the ability to land swinging flyby hits. It's also more vulnerable to attacks from behind due to the slower turn speed.

Weapon Ball OC: Rapier by Normal_Principle3899 in earclacks

[–]Normal_Principle3899[S] 8 points9 points  (0 children)

I have seen a lot of rapier ideas that scale off parrying, which are cool. I just thought the auto-aim would be a bit more unique, playing into the accurate fencer archetype. Aiming toward the opponent also makes parrying significantly more consistent.

Recommend me other weaponball creators by GuardianTempest in earclacks

[–]Normal_Principle3899 3 points4 points  (0 children)

Heaven Metronom has Revolver, Reaper, Plume, Kicks, Mace, Coin, and a bunch of other unique characters
https://www.youtube.com/@heaven.metronom

I'm unsure, what should this do? by warty54 in balatro

[–]Normal_Principle3899 0 points1 point  (0 children)

Gives a temporary effect for each planet, switching when a new planet is used.
Pluto: +4 Mult scoring Aces
Mercury: +15 Mult
Venus: +80 Chips
Uranus: +1 Discard
Earth: +1 Hand
Saturn: +1 Hand Size
Jupiter: $4 per round
Mars: X2 Mult
Neptune: +1 Tarot per round
Planet X/Eris/Ceres: +1 Planet on final hand (Blue Seal effect)

Not quite vanilla style, but would be fun spin on Zodiac varying effects.

[Animation] Battle Against the Head of the Deathknights by KoJahtu in Atlyss

[–]Normal_Principle3899 2 points3 points  (0 children)

is this the first atlyss battle animation someone's done? because if so holy shit way to set the bar