This is the core of the issue so many people are frustrated about. In the old system, getting a team (or even just one stat) completely maxed was ridiculous, not an expectation, and not something that 99.9% of the playerbase would EVER achieve. Taking almost 10 years of F2P farming or maybe half/a third of that with dropping tens of thousands of $$ to purchase every boost sale. T9 and T10 were 512 and 1024 cost respectively, to take you from 46% boost up to 50%. That means a whopping 75% of that TOTAL 2046 number for cost to â€śmax boostsâ€ť was tied up in the last 4% of boost strength, that no one in their right mind would pay unless they were infinitely rich or had everything else boosted up already (which would take having 4k of each boost to spend on the team already).

Under the new system, that **75% of the total cost** that most ever player was never even going to see, let alone have to actually pay it, **was spread out among all other boosts.** If the new system were instead designed around the old T8 that was the reasonable â€śendgameâ€ť expectation for boost levels, it would scale to **46% for 500 point cost, or 25 points per 2.3% boost**, which I will explain why I think approximately that is a reasonable progression rate farther down. Instead, because of the inclusion of a borderline unreachable T9/T10 max boosted dino in the old system, scaling to 50% boosts at 2000 boost point cost means weâ€™re all stuck paying that extra **75 boost points for only 0.2% more boost per tier**, which I donâ€™t think anyone in the old boost system would have done willingly. Essentially making it at best about 4x more expensive (or ridiculously more up to 20x more expensive for the 30% boost that was t5, now t12, or 33x more expensive for 5% t2 old, t2 new) to get anywhere sub-T19. The only time this new system is even close to being cheaper is when youâ€™d have *multiple* dinos boosted old t10/new t20, with that *one* T10 stat being the *only* thing boosted on that dino, add just a couple of tiers to offstats on one or two of those dinos, and youâ€™re now paying even more in the new system than the old despite 2000<2048.

And even now with the cap (cap is good, forces meaningful decisions), no dino is going to be able to reach T20 on all 3 stats, or even 2. At most theyâ€™d reach T20 on one and T10 elsewhere. Compare that to old costs of 2048 for T10 and 62 for a T5 (50% and 30%). Thatâ€™s a worst case scenario total cost of 2,110 boost points under the old system to reach the same power cap as the new system, spread that equally among all 3 stats that a player could boost and its an average of 703 per stat, also known as T8. At MOST that is the number that it should be considered to take to max out a stat. **But one old T8 and T5 is still 46+30=76% net boost, which I can concede as equivalent to the 75% current cap (2.5%x30 levels). So under the old system, if it had the new power cap, it would cost 510+62=572 old boost points to max out one creature at new T18/T12 split.** And THAT is the actual number the new change should have been designed around to keep things equivalent.

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Being generous, t8 is the highest that most anyone would expect to be boosting too, a 46% increase in dinoâ€™s stats for 510 boost points. At that rate of exchange, spread out over a flat scaling 20 tiers at 2.5% each, it would cost about 11 points per % to reach 46% at t18, for a total of about 550 boost points to reach 50% at T20. Letâ€™s even round that up to 600 point cost for T20, and make each boost tier (2.5% gain) cost a flat 30. Thatâ€™s a reasonable expectation for the new system to be paced at, to have roughly the same rate of gain at the highest **reasonable** tiers, while even **still** managing to be significantly behind the lower tierâ€™s old growth rate (62 for 30% old compared to 360 for 30% new). Staying behind it **all the way** up to that last bit of 45/47.5/50% level (would cost 540/570/600 total points to reach that level, again compared to the old 510 points to reach 46%). That would still be about 1 set of new stat tiers for 1 dino per week, 2.5%/2.5%/2, plus 1 extra for whatever the strike event was.

Thatâ€™s still taking a total of 7200 stat points to max out a team of level 30â€™s with the cap of 30 boosts (so again, only 1 stat even able to reach T20), for about a yearâ€™s worth of farming assuming all the dinos are kept the same and no tier refunds had to be used to change teams due to balance nerfs. And after everything on your main team is capped after that first year+ of farming, the more stats you can gain give you a buffer towards building up a team of â€śbacklineâ€ť boosted dinos that you can swap into the main team from time to time. Or let you have extra stats available to test out new build setups for an already boosted dino, as it would take a total of 450 points, about 1 month of farming every daily+strikes, to refund a 30 capped dino and reapply those 900 total boosts elsewhere. At 900 points/2 months to bring new level 30 dino up to boost cap level for your backline, or main team if itâ€™s a newly released dino you want to use. Using this system, to max out ALL of the current â€śmeta relevantâ€ť, of just Apex Mid through Tyrant tier, of 40+ dinos would take 40*900=36,000+ boosts, with new good legendaries and uniques being released faster than you can farm for each 900 boosts to max them. So running out of things to invest in as F2P wonâ€™t be a problem. And the whales can still buy enough stat boosts to show off maxing out every unique dino in their collection, then legendaries, and/or will want to build up a stock of boosts before content patches to instantly cap any new releases and start using them at team strength on day 1, or constantly re-allocate their dinoâ€™s stat allocations to try new things or match fotm patch note buffs. Theyâ€™re whales, itâ€™s what they do. Overall that makes for a much more appropriate progression pacing for everyone.

And if we wanted to make this proposed system incentivize spreading out boosts in a balanced way, without hurting the min/maxing capabilities of builds, have the cost start at 20 and go up by +1 for each tier. So it will still cost a net total of ~600 to max out one stat, and for any given boost distribution the net cap would still result in the same total stat gain for that distribution. But it would become slightly cheaper to create an even spread of boosts for your dino(s) than it would be to dump into one. You wouldnâ€™t be ultimately any stronger for doing so, but you would be able to get to that point just a little bit quicker. ~750 points to max balanced 25%/25%/20 level 30, vs ~850 points to max a 50%/25%/0 distributed level 30. With the balanced build incentive being more significant at lower levels where youâ€™re likely capped and an extreme stat skewing is more unbalanced, comparing tiers 5/5/5 @330 cost to 15/0/0 @405 cost, or you could have 6/6/6 at that same 405 cost. (again, all compared to 246 point cost in the old system to make a 5/5/6, 30%/30%/26 boosted dino that could be done at any level. Still a significant net decrease in *overall* boost power for a given cost)

â€”And because players donâ€™t like numbers getting smaller for some reason, a way to reach approximately these same effective values at the now boost costs = 100 would be to multiply all sources of boost generation by about x3-x4. Multiply the new total stat points for players by another x2.5 (2.5x1.5=x3.75 from where we first started). And change the cost scaling suggestion to 60 base + 4 per tier, or 70 +3 per tier, or 80 +2, or anywhere around there as a tuning knob to adjust how heavily you want to incentivize balanced builds being slightly cheaper/more efficient to create.

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But Aplier, thatâ€™s less than 1/3rd the cost to max out a dino! Youâ€™re right, because the last two tiers had almost no effect on gameplay (1.5/1.46=1.0274, or a little over half a creatureâ€™s level worth of stats for paying out an extra 3x the cost it took to even reach that point) and only existed to **massively** artificially inflate the time it takes to reach â€śmaxâ€ť boosts. With costs the way they are now, to max out a level 21(!) team, getting 12/day from daily incs (4 of each) at the 4k arena ranking and 25/week from strike battles (a solid expectation for players with that level team), would cost 21x100x8=16,800 boost points. Thatâ€™s 154 weeks at that pace, or about 3 years, to max out that team on boosts. Thatâ€™s pretty much the same rate as if the player had decided to dump their boosts into getting one old T10/50% boost (2046 cost compared to 2000) in just ONE stat for each dino on their team. Or, you knowâ€¦ still longer than if they had decided to spread out for T8/46% boost for EVERY stat on EVERY dino on their team (1530 cost compared to 2000).

To which you may still be like yeah, 3 years to max out a team with boosts makes sense, itâ€™s a big goal and should require a lot of effort. Except thatâ€™s for level 21â€™s. Staying at level 21 for 3 years. With â€śMAX BOOSTSâ€ť averaging 17.5%/17.5%/14 across the board. You wanna know what that used to take in the old system? Weâ€™ll even be generous and round everything up. T4/T4/T5 rank. 30/30/62 cost. 976 boost points. For a full team. Not 16,800. And at a not even significantly slower rate of earning. About 9 weeks worth of farming everything to reach that point. And still with significant room to grow, not being capped there. 2 months (old) vs. 3 years (new). To reach the same level of power that is only a little more than 3 levels worth of stats and makes up the cap for those creatures.

**THAT** is why we are up in arms. **THAT** is why this system is outrageous. **THAT** is why designing a new system around 75% of net cost that gave only 4% more boost is a horrendously poor design decision. **THAT** is why prioritizing pushing players towards the store as the only reasonable source of progression, when you had the opportunity to make a functional and engaging system instead, absolutely disgusts us. **THAT** is why taking what was 30%/30%/18 worth of boosts for every dino on the team (62 cost x 8 dinos=496, ~500 per stat), representing months of work, and turning it into *just shy of being able to afford even T1* across the whole team for 2.5%/2.5%/2 (62x1.5=93, x8=744, ~750), using YOUR chosen example numbers, was the absolute shoddiest â€ścompensationâ€ť math ever.

This was the biggest and perhaps most poorly thought out degradation to gameplay experience you could have given us since even deciding to introduce the boost system (which as a general mechanic I actually happen to enjoy and support the customization it offers, so long as it is presented properly.)