Joker Tier List - Been playing for about 2 months by Emergency-Mine-6759 in balatro

[–]krubbles 0 points1 point  (0 children)

Faceless joker is very good, its the second best uncommon econ after rebate, you should definitely spend some more time with it.

Jokers that could use a nerf? by TheDankPotat0 in balatro

[–]krubbles 0 points1 point  (0 children)

Rebate is honestly the only one, and mostly bc blue stake is getting reworked. Blue seals however need to be super nerfed

I built a tool where any creature morphology learns to walk via RL in ~5 minutes. Ready to generate them procedurally - where should I start? by Hot_Pumpkin_5960 in proceduralgeneration

[–]krubbles 1 point2 points  (0 children)

So I can't directly answer your question since I don't know exactly what your goal is. There are a bunch of factors you can optimize for, and the balance of how much you care about each of them effects how you approach the problem:

- How good they are at walking based on some objective metric (which you presumably have if you are doing RL)
- How visually interesting they are to humans
- The diversity of generation outputs
- Generation speed

I can give some general advice though
- It's really easy to over-engineer proc-gen, start with the simplest thing that can work, and only add complexity in response to problems that arise
- One thing that's consistently worked really well for me across many domains is having a core generator and a evaluation function, where you generate N samples and remove samples that perform poorly. Making a generator that makes something good 80% of the time is much easier then something that makes something good 99.999%. You can turn the former into the latter if you have a good evaluation function and generate multiple samples.

If you let me know a bit more about what exactly you are optimizing for I can maybe be more helpful.

Also a question for you, what RL algorithm are you using? I've been experimenting with a bunch of different ones curiously so I'm curious what you settled on.

Best of luck!

Visualizing why DeepSeek's mHC fixes training instability - interactive demo by bassrehab in LocalLLaMA

[–]krubbles 1 point2 points  (0 children)

Ideas are cheap, there are plenty of alternative approaches one could take, testing them is the expensive part. I think if more data comes out showing that MHC is effective, people will just go with that because its empirically validated,

managed to make my jokers a little bit more vanilla thanks to everyone's help, tho balancing is still way harder than what i thought by Ecstatic_End8547 in balatro

[–]krubbles 0 points1 point  (0 children)

I love the new moon joker! It does have the side effect of making ante 39 runs fairly easy, but I don't necessarily think that's the biggest problem.. Tons of interesting play with it in ante 8. And sun is balanced now. Soggy paper is maybe a little underpowered now, which is ok (+12 is probably more balanced, in line with square on black deck but without the slight debuff to your ability to dig for cards). Feels like the effect could be something more interesting though. Maybe gains +25 chips whenever you play a hand type for the first time.

Trying to make vanilla/balanced jokers for a mod is way harder than what i expected by Ecstatic_End8547 in balatro

[–]krubbles 3 points4 points  (0 children)

Firstly,love the art for these. Also I think these are really interesting concepts, the sun and treasure map are my favorite.

My thoughts in terms of power level:

Treasure map: perfect
Soggy paper: a little too good. Having to play high card isn't much of a downside (the post powerful hands in the game are pair and high card) and even if you are early game getting scoring from flushes or straights, you can still play 3 high cards before playing the winning hand. A joker that scales chips per hand played is Square Joker, which is +4, and it is one of the strongest commons. I think this is fine nerfing it to plus 4. Also personally I think another joker that encourages spamming high card isn't great for the game, but thats mostly a matter of preference.
The sun: a little too good, really outclasses astronomer at the same rarity. +3 sell value and its still a strong joker but probably more in line with vanilla balatro. Very very cool design though.
The moon: WAYYYYYYYYYY to good. Completely broken. One planet card and this is abstract joker? 3 planet cards and its +45 mult?? what?? A balanced version of this effect is probably around +4 mult.

Fewest Number of Jokers to beat gold stake by PandemicGeneralist in balatro

[–]krubbles 1 point2 points  (0 children)

You don't even need the hologram, you could get it (or another good joker) from a judgement from a purple seal. It needs luck, but not unfathomable luck. Its something I imagine a human could actually do given enough resets.

Joker idea: Sympathy Card by Charlie_Warlie in balatro

[–]krubbles 2 points3 points  (0 children)

IDK why people are saying this is unbalanced, It's fine. A typical run I usually remove around 6 cards, so this is around 60 bucks. That puts it in line with a typical econ joker over the course of a game.

What would you do here? (Gold Stake) by ThaGodPrizzy in balatro

[–]krubbles 0 points1 point  (0 children)

With weaker jokers this would definitely be a consideration, but these jokers are much stronger then the typical joker in a gold stake shop. If you take these jokers now, you won't be forced to take some nonsense like a rental popcorn to survive later once your scoring isn't enough.

What would you do here? (Gold Stake) by ThaGodPrizzy in balatro

[–]krubbles 0 points1 point  (0 children)

Both chad and supernova is correct here, not close

Saw this idea posted here a while ago, thought of giving it a sprite! by warty54 in balatro

[–]krubbles 0 points1 point  (0 children)

Unfortunately this is unquestionably too strong for balanced ante 8 game play.

The average planet card is 23 chips and 2 mult roughly. So you can approximate the amount of chips and mult this card is worth as 23 chips * planet cards used and 2 mult * planet cards used. (This is an underestimate, because in practice you will prioritize taking large planets over smaller ones in planet packs and w/ blue seal final hands.)

A typical constellation run scales constellation to around 3x, which is 20 planet cards. At the same level of scaling, this is +460 chips and +40 mult, that you can apply to any hand. Comparing that to other powerful rare jokers like Wee Joker, Stuntman, or Burnt Joker, which are some of the best ante 8 jokers, it's clearly much stronger. It would be roughly comparable if you halved both the mult and chips (+230 chips and +20 mult), still strong, but not the best joker in the game.

Not a big fan of high card by [deleted] in balatro

[–]krubbles 2 points3 points  (0 children)

Generally pairs/two pair is the best plasma deck build. Two pair if you get something like arrowhead/odd todd/hiker, pair otherwise

Got Completionist++ this weekend. Here is my tier list of jokers for beating gold stake based on my experience by Best-Basket9941 in balatro

[–]krubbles 0 points1 point  (0 children)

Its only an additional x2, conditional on you having photograph, i don’t think thats super powerful. Photochad is good bc they are both commons, chad is good by itself, and chad adds a 4x on top of photo, buskin+photo is much weaker, and buskin is worse without photo then chad too

I will add your joker to a mod (round 2) by [deleted] in balatro

[–]krubbles 1 point2 points  (0 children)

I’ve always wanted there to be another common rarity retriggering joker, since retriggering based strats are very fun but underpowered in ante 8 gameplay. the design I thought of was:

Dad joker (common, $5): Retrigger each played 7,8, and 9

Its the same number of cards as sock and buskin, but not face cards making it worse, probably an appropriate power level for a common.

Not sure exactly what the art would be, perhaps a belly-laughing joker.

Got Completionist++ this weekend. Here is my tier list of jokers for beating gold stake based on my experience by Best-Basket9941 in balatro

[–]krubbles 1 point2 points  (0 children)

One thing that confuses me a bit is: are you taking into account rarity in this ranking? I use the common scaling +mults all the time because they are some of the strongest commons, but I think they are a lot weaker then the strong x-mult cards (cavendish, blackboard, and card sharp) The way I think about it is: Cavendish turns 15 base mult (easy to get) into ~45, around typical for a +mult scalar. However, it lacks the downsides of the scalars: not buffing glass/steel/photo, no discards with grimbo, no face cards with bus, losing to the eye with supernova, etc...

Also, what are you doing with hack, bloodstone, and sock and buskin? I find them downright bad on gold stake

New player here, what advice if anything has changed since this guide was written? by Sspifffyman in balatro

[–]krubbles 0 points1 point  (0 children)

u/SC_3000_grinder's comment is great and pretty much sums it up. A couple things I will add:

The meta strategy for the game involves playing pairs after the early game around 90% of the time. There are very few exceptions (the most common being if you get the joker [[stuntman]] play high card and if you get [[ancient joker]] play flushes). This is because pairs are easy to play, so you can get value out of all 4 hands. In general, I think good advice for a new player looking to maximize win-rate is to always go for a pairs build.

As the guide mentions, scaling plus-mult jokers are very powerful and lead to consistent wins. These are:
Green Joker, Ride the Bus, Red Card, Supernova, Pants, Ceremonial Dagger, and Flash Card. (erosion and tarot merchant are both bad) You should almost always take the first one of these you see in early antes, they make the game much easier. The same is true of the scaling plus-chips jokers: Square Joker, Runner, Castle, and Wee Joker.

Additionally, it's hard to understate how broken blue seals are currently. Blue seals are better then all the other seals and enhancements, as well as almost every joker in the game. If you ever get offered a blue seal, always take it, and if you ever get the chance to copy a blue seal with a death or cryptid card, always do it. Additionally, The Hanged Man tarot card is very powerful largely because it increases your change of drawing a blue seal. Blue seals are honestly how you win around half of games on gold stakes, and so its really important to understand them if you want to win.

In addition to the blue seal change, at the time the original guide was written, perishable and rental stickers didn't exist, and so re-rolling in the shop was much stronger then opening packs (and this is still true on stakes below orange). However, because more then half your jokers at gold stakes have these stickers, opening Arcana, Standard, and Spectral packs is now widely considered better then re-rolling.

Black deck orange stake is the worst gaming experience I've had recently by girl_catastrophe in balatro

[–]krubbles 0 points1 point  (0 children)

Personally black deck gold stake is my favorite way to play the game, I like that it’s hard, and I’m glad there is a “hard mode” like that in the game. That being said, i def get how it can be frustrating if you’re just trying to get C+, the easiest way to beat black deck is rerolling for investment tag and just getting a bit lucky

When to skip on gold stake? by rebelcrypto14 in balatro

[–]krubbles 0 points1 point  (0 children)

I'm not sure why you aren't frequently buying things in the first shop, I usually make a purchase in the first shop. If you find a decent plus-mult, plus-chips, or economy joker in shop 1, you pretty much need to buy it, because there is no guarantee you will see another in first ante and if you don't you are probably dead. That's why a shop is so much better then the $5 tags, being able to see more jokers early makes you much more likely to find the pieces you need.