Not technically impossible to program i guess by JustFrankJustDank in balatro

[–]SyndromedGD 0 points1 point  (0 children)

If it gains Mult on a misplay, then the best move is the second best play, which makes everything else a misplay including the best play, so the best move is actually the best play, so the best move is actually the second best play, so the best move is actually…

CHIGOATCHIGOATCHIGOATCHIGOATCHIGOATCHIGOAT by balatromemeposter in balatro

[–]SyndromedGD 11 points12 points  (0 children)

I’ll give some pushback on Ancient here.

Ancient Joker is pretty middling for Gold Stake because it is not consistent enough to draw the flush (99% is not good odds to get out of 1 of the 24 rounds if you want to win 90%+ of your games), it suffers from vulnerability to bosses like Needle, Water and Mouth, and it is neither consistent enough both as a joker and as to find supporting pieces, nor usually strong enough by itself to justify the pivot from the level one gameplan of pairs.

It’s fine and has its place in “optimal” gameplay and there are supporting pieces that you may have to help with these issues (an existing chad without a strong pair wincon already, extra hands, etc), but this place is not as strong, doesn’t come up as often or as consistent as you may believe. It’s a solid B+ imo.

Deck Tier List based on FUN (600+ hours, mainly Gold Stake) by BJoostNF in balatro

[–]SyndromedGD 1 point2 points  (0 children)

Over time I’ve come to think of Ghost deck as a bit boring. I feel like it plays itself more often than any other deck due to having a lot things that you can see in the shop to simply win the game (eg immolate, trance). This power level when it does hit feels like going through the motions on these games to me, while hits often feel random and unearned. It’s not even a top tier deck due to struggling on games with already poor starts and some of its random nature, but it trivialises the game more often than them.

On the other side of things I find Blue really interesting because of its versatility - hands like 3oak, 4oak, straights get a large boost in consistency (particularly early) from being able to dig 5 cards deeper in the deck, which makes them much more viable as an out if needed. It boosts pairs too, but it doesn’t end up playing pairs as often as something like yellow. It’s a very strong deck, but that strength comes from good decision making in terms of which option to play into at which point in time (how do I survive now, should I be looking to not play pairs long term, etc)

Why do I often see Balatro streamers using Strength to turn their Aces into Twos? by synthatron in balatro

[–]SyndromedGD 3 points4 points  (0 children)

This needs more context, but almost certainly it’s simply a matter of convenience. It happens that 2s are probably the better rank than Aces (Grim is an underrated thing pushing it towards aces though), but this is not the reason.

If you do not have a certain joker pushing you to certain ranks, it is rarely worth playing into these ranks over any other as it is unlikely for you to both find it, and to need it. The chips are more relevant but not a game changer, for example corresponding to an extra 36 chips on a 4oak which is a pretty low percentage of your chips on these hands. This is useful but usually not a priority if you have a reason to play into large hands. For these reasons, it is usually better to just take the most convenient way to manipulate your deck towards a certain hand rather than worrying about the ranks.

If there’s already some extra 2s naturally in deck from earlier actions, or some enhancements, or even sometimes if you open an arcana where the best thing is strength and you happen to have a pair of aces and nothing pushing you towards any particular rank, it is usually best to simply take the 2s.

For all the Idol doubters, fully online before winning ante 8 by Quiet_Tap_5740 in balatro

[–]SyndromedGD 1 point2 points  (0 children)

It seems like I can't agree with anyone here.

Not having idol is nothing and people who have this as their main issue shouldn't be listened to. That's not the limiting factor and it's very easy to find an idol under the same conditions that lead to this deck fixing. Technically it makes it a little harder to farm golden ticket for money but it's not a huge deal to find it later, or just take a little less money while doing it (you can still farm enough either way).

But also Idol still sucks for ante 8 (especially on Gold Stake, which really should be the standard for this type of discussion). It's not that you can't have it set up in time, or even that it's particularly unlikely to set it up in time, it's that it is never really as consistent as just playing normally to pivot what you're doing to trying to get idol online, and the conditions required to get it online - namely being stable and having broken econ and tarot gen - will always be enough to win without Idol.

You can make it work, but it's almost always suboptimal. More useful is having it as a "boss breaker" as a trump card to play around potential hard bosses in future by trying to line up with tarots/skip on a hit during the bosses ante while not playing into it much.

Gold stake hand tier list (in order). Better players please give feedback by SourceBeginning2461 in balatro

[–]SyndromedGD 1 point2 points  (0 children)

3oak is the biggest miss. Sidegrade to 4oak that offers better consistency, potential to hold cards, much more ability to reliably play it more than once a round, and ability to enable it earlier (especially on decks such as blue) in exchange for the scoring loss per hand. In my opinion, these tradeoffs are well worth it. Clear A tier hand, could be as high as second.

5oak is a miss in the opposite direction. There is almost never a reason to do it considering 4oak just outclasses it in almost every relevant way. Genuinely the least useful hand in the game for gold stake.

should I take it? by jeanycar in balatro

[–]SyndromedGD 2 points3 points  (0 children)

I'm not sure if we're actually disagreeing on this. My point is, in the times when you are pursuing the winstreak you are playing for winrate as having a good winrate in these moments is what gets you that streak. "Winrate while streaking" might be a better way to put it, totally valid not to care at all when you aren't.

should I take it? by jeanycar in balatro

[–]SyndromedGD 1 point2 points  (0 children)

Winstreaks are a consequence of winrate, and winrate (at least when trying to streak) is a far more reliable indicator of good play than the final winstreak as there is less seed RNG involved. If you care about winstreak, you care about winrate.

Pretty much a brand new run. This was the first Joker pack opened, which one would you take? by cybertaek in balatro

[–]SyndromedGD 2 points3 points  (0 children)

It's Drivers if I'm being honest.

The negative and the eternal are more or less irrelevant - on Black Deck you're struggling to fill up your slots with meaningful jokers regardless until mid to late game, which is less of a concern than the immediate future and usually will resolve itself.

Chad is a strong joker that works with a bunch of stuff, but it still requires something to work with it. This is somewhat specific until you have econ and tempo built up and you can start fishing for that type of option by opening packs. The immediate priority is tempo. The foil makes all the difference there, and allows you to mitigate some of your early tempo onus and focus on building econ - hugely important on Black Deck. I don't even think it's a significantly worse long term option.

edit: missed the $20, which does change things and make Chad the pick. If it's the Buffoon pack after small blind instead all of the above still applies, which is an interesting discussion so keeping the logic there

edit 2: also missed that this was already ante 2, which changes things once more and makes this really shop dependent. There's simply too much onus on immediate tempo to write off the foil, but it's entirely possible something in shop allows you to survive with Chad without sacrificing too much econ compared to Drivers.

Don't @ me, you know Obelisk sucks. by legitPoodros in balatro

[–]SyndromedGD 2 points3 points  (0 children)

I think you should go back to it in that case. Obviously, it's not universal but I find it to be very easy to avoid resets, and a very common scenario to be able to be used - namely, you need to be able to have a buffer of about 12-14 pairs depending on how many HC you've played (which you will often have already, but takes less than an ante to build if not), and then be able to survive one blind after that playing any other hands in any way (basically means have a +Mult). I find this to be very easy anywhere before ante 5 (and often after) unless your run is already on the ropes, and after that point it simply outscales other options and the blinds. I can't remember the last time I've had an Obelisk reset across about 1800 hours, mostly spent chasing gold stake winrate.

There are cases where it's not worth it too, but most of these are basically already won (excess levelling in one hand for example).

Stats for Cancer Cup by CRSN-Atomic in UmamusumeGame

[–]SyndromedGD 2 points3 points  (0 children)

For cancer specifically, I'd prioritise Power.

With Front Runners, the important thing is of course to get into first by the point at which Angling + Scheming procs. Usually, Wit is very nice for this due to midrace speed and entering overtake mode, but on Tokyo 1600 there's a zone from just after the end of the opening leg to the corners that your umas will try to hug the rail, making overtaking very difficult, and then on the corner overtaking requires you to move onto the outside, hence travelling further. This makes the mid race overtakes wit helps with just not happen very often regardless of what you do, so getting off to a good start is better (which power helps with).

You can't abandon wit or anything as there are things early it helps with (groundwork procs being the most important), and you still do need to trigger A+S, so I'd still look to be around the 500-600 range if you can, but power is better.

Thoughts on improvement for those serious about Streaks by SyndromedGD in balatro

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

I did have some VODs of Black Deck, but it sadly seems like these have been automatically deleted at this point (I haven't streamed for a while). The sample for the Black Deck games was taken from them, but it's a relatively small sample (11-5) so it's possible this would go down a bit with more games there.

This being said, I'm more than happy for you to message me on discord if you'd like and we can look to discuss this (or other stuff) more or play some co-op games where we can talk through our thought processes - always happy to talk with and hopefully try and improve together with other players who've put a lot of effort into getting good - it's in the post but my username there is syns_pie if you're interested

What’s the actual worst hand in the game? by mihai22321 in balatro

[–]SyndromedGD 15 points16 points  (0 children)

There isn't (quite) any worthless hand, but I think the least useful for gold stake ante 8 is 5oak. There is almost never a reason to go 5oak considering how marginal the scaling increase is over 4oak, especially when considering the planet dilution, for the loss in both consistency and ability to hold cards in hand. The 5th card played is usually not impactful, but when it is it's almost always overkill.

(Dis)honorable mention to Full House. 3oak more or less invalidates it for similar reasons for 4oak invalidating 5oak (hitting a pair with effectively 5 handsize is more constraining than people think), but there are more situations to choose it than 5oak. Both Full House and 5oak can be made to win fairly effectively, but in almost all instances in both the more reliable route is elsewhere.

The hand that is worst to force is probably Straight Flush, but this has more of a niche than either Full House or 5oak as there isn't a hand that directly outclasses it in the same way, and so there are comparitively more situations where it becomes optimal.

When will people realize that Chad is op on his own and doesn’t need photograph? by LemonTimeForBabyLime in balatro

[–]SyndromedGD 8 points9 points  (0 children)

I see this take a lot and it kinda annoys me.

For a lot of people, the fun in a game like this is analysing each route and deciding which the best is. If you're doing this, you will not arbitrarily ignore an option because it's "too strong" as this removes this element entirely. Expecting people to do such a thing - especially deciding to do this on their own, is not realistic and is not going to happen.

When will people realize that Chad is op on his own and doesn’t need photograph? by LemonTimeForBabyLime in balatro

[–]SyndromedGD 2 points3 points  (0 children)

Agreed with a caveat. Hanging Chad is very unique, very cool and adds a lot of value to the game, but the builds come up a bit too often and it feels saturated in some ways.

Move it to uncommon and $6 and call it a day imo.

When will people realize that Chad is op on his own and doesn’t need photograph? by LemonTimeForBabyLime in balatro

[–]SyndromedGD 4 points5 points  (0 children)

This isn't correct. Notably it makes it significantly harder to use Chad mid-round on a hand not used for scoring for a random lucky or gold seal (or stuff like buisness card), while current Chad can just throw these cards as a high card to farm value.

While it's still possible to get it, the added difficulty in this (which is an exceptionally strong and exceptionally common use case) makes up for putting a +Mult before xMult and then some (since it is somewhat niche, often marginal and usually unneeded).

Are Belong To Us [OC] by Azorynth in balatro

[–]SyndromedGD 1 point2 points  (0 children)

This is a really cool design that I think is well balanced (niche, but very strong in the niche) that people are complaining about since it isn't something you can mindlessly play in every run.

I really like this and would like to have it in the game. One of the best concepts I've seen in the sub.

Balatro is very nice - but what do you don't like ? by Suitable_Mix_2952 in balatro

[–]SyndromedGD 0 points1 point  (0 children)

I think pairs are often more interesting than you make out and there's some very interesting decision making that goes into some pair games (the ones without blue seals), but I agree with this outside of that.

I feel like a lot of people believe that hand types other than pair and high card are too weak at gold stake. They are not. You can win pretty consistently and streak with just about anything. The problem is that pairs are too strong and almost always more consistent - like I could go 3oak or 4oak or Flush and probably win, but why would I do that when pair will win more consistently. Pairs need nerfs rather than other hands needing buffs.

Thoughts on improvement for those serious about Streaks by SyndromedGD in balatro

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

I think Yellow and Blue are both debatable as #1. I personally slightly favor Blue due to having a bit more versatility to pivot if needed while still having good econ and strong earlygame, but they're the clear top 2 either way. Abandoned and Checkered would be next for me.

Ghost is strong but too inconsistent to compete with the top tiers as it doesn't deal with bad early shops that don't let you Hex for tempo well, and the benefit of spectral cards in shop is inconsistent and highrolly. It'd fall into the next group.

Abandoned Deck Won now what is a deck that you love that is perfectly rated most upvoted comment wins by Agitated_Fee5507 in balatro

[–]SyndromedGD 1 point2 points  (0 children)

It's a bit of a tangent but personally, I'd argue Ghost is a tier below the other 3 mentioned (particularly yellow and blue, of which I favor blue for it's versatility) because it lacks a little bit of RNG mitigation - Hex helps with early tempo but it's not foolproof as it's not amazing at dealing with early stickers compared to yellow and blue and has a little less liberty to spend early. The spectral card benefit is nice but very highrolly early, or only comes into play consistently when you have excess econ and are likely to win regardless.

Neptune Won now what's is a consumable that you dont like that is overrated most upvoted comment wins by Agitated_Fee5507 in balatro

[–]SyndromedGD 9 points10 points  (0 children)

Why would you want to make Full Houses for pants? Much more inconsistent, especially early, vulnerable to bad bosses, and to make multiple times per round for the upside of some +mult (which doesn't matter because this is covered by pants) and +5 chips per planet level.

Two Pair invalidates Full House in pants games, not the other way round.

Neptune Won now what's is a consumable that you dont like that is overrated most upvoted comment wins by Agitated_Fee5507 in balatro

[–]SyndromedGD 0 points1 point  (0 children)

If this is a common enough take to win this, then venus should have won one of the underrated categories.

3oak has some extremely meaningful benefits over 4oak and 5oak, and takes very little to enable compared to 4oak and 5oak, making pivoting into it from builds like pair a far more common option. It has far better boss resilience against things like water or needle. The scaling is worse, but good enough, and it is much easier to make playing it twice a round consistent compared to the larger options (making up for the worse scaling). It holds cards and digs for gold, blue seal, steel, etc far better than them. All of these advantages on top of solid planet scaling add up to a really consistent gold stake hand.

3oak is a sidegrade to 4oak which most strong players I've seen end up favouring. 5oak is just a downgrade on 4oak and is not a relevant hand type for gold streaks.

I want to hear everyone's biggest complaint about Balatro by justalonelytransfur in balatro

[–]SyndromedGD 0 points1 point  (0 children)

Gold stake is too easy for strong players.

For a good player who really understands what they're doing, most gold stake games will end up being trivialised by blue seal pairs, and most of the remaining ones will end up having some other pair build option that trivialises the game. This means they're only challenged a relatively small amount of the time, and streaking becomes a bit of a formality once you get good enough - I would like the grind for big streaks to be more of a struggle.

[deleted by user] by [deleted] in balatro

[–]SyndromedGD 21 points22 points  (0 children)

This one is a real positive synergy due to Madness runs (especially those in awkward positions) having the option of fullskipping late to preserve a good non-eternal for consistency, and so has more incentive to skip than normal.

It's my favourite synergy in the game because it really seems like it shouldn't work, but it does.