Far Far West Joker System Overhaul — 14 Slots, Rarity Costs, and the Biggest Build Change Yet

The Joker system in Far Far West is getting a massive overhaul. 14 slots instead of 4, rarity costs from Common (1 slot) to Legendary (5 slots), and a final unlock at level 50 — here's what it means for your builds.
This is probably the biggest change yet for Far Far West. The Joker system is getting a major overhaul in the next update, and it completely reshapes how you build your character. Here's everything we know from the preview.

The Old System
Currently, the Joker system is simple:
- 4 slots total to equip Jokers on
- Slots unlock every few levels
- Final slot unlocks around level 40
Rarity didn't matter for slot cost. A Legendary Joker took the same space as a Common one.
The New System — 14 Slots, But With a Twist

The new system dramatically increases your slot count:
| System | Total Slots | Final Unlock Level |
|---|---|---|
| Old | 4 | Level 40 |
| New | 14 | Level 50 |
That's a huge boost — over 3× the previous slot count. But there's a catch that makes it more strategic than just "more slots."
Rarity Determines Slot Cost

The biggest change: higher rarity Jokers take more slots. Based on the preview:
| Rarity | Slots Used |
|---|---|
| Common | 1 |
| Fine | 2 |
| Rare | 3 |
| Mythic | 4 |
| Legendary | 5 (likely, if the pattern holds) |
So while 14 slots sounds massive, if you stack Legendaries you're only fitting 2 or 3 of them with a few slots to spare.
What This Means for Builds

The Trade-off
You'll carry fewer golden (Legendary) perks than before if you want to fill your slots. In the old system, all 4 slots could be Legendaries. Now:
- All Legendaries: ~2-3 max
- Mix of rarities: More options, more variety
- All Commons: 14 different effects stacked
But Is It Actually a Nerf?
Honestly? Not really. There were only a few weapons where you really used 4 Legendaries in the first place. Most builds already mixed rarities.
The real impact: more room for unique builds. Instead of one dominant "stack 4 Legendaries" meta, we get:
- Mixed rarity builds — combine 1 Legendary with several Commons
- Wide utility builds — spread across many small effects
- Specialist builds — fewer, higher-rarity Jokers for extreme effects
- Hybrid setups — completely new synergies
The Verdict
| Change | Impact |
|---|---|
| Slots go 4 → 14 | Massive build flexibility increase |
| Rarity costs slots | Trade-off between quantity and quality |
| Level 40 → 50 | Slightly extended progression |
| Legendary count | Reduced but was rarely used at 4 |
| Overall | More unique build variety |
The system changes the calculation from "which 4 Legendaries do I want?" to "what mix of 14 slots' worth of effects best serves my build?"
This is a genuine build variety win. Even if you lose the ability to run 4 Legendaries at once, the new flexibility opens up dozens of previously impossible builds.
What This Doesn't Answer Yet
- Do certain Joker types (weapon vs. character) have separate slot pools?
- Are there any Jokers exempt from the rarity cost system?
- Will existing builds need to be reworked?
- Do old character progressions (past level 40) get retroactive slots?
We'll find out when the update drops. For now, start theorycrafting — this is going to change the meta significantly.
This is a preview based on the experimental branch — subject to change. For the full breakdown, watch the original video.



