(RIP, fair horse, you never saw that Draco coming, did ya?)
I posted a proposal last week about how to fix the boost debacle, and while I still like that conceptual framework better than what we have now, I thought of something that’s more elegant and supports the need for boosts to be limited in scope, measured in how they’re applied, and not so OP that they imbalance the game:
- each player is given a total of six boosts, one each of HP/attack/speed
- boosts are a permanent inventory item
- we can boost a dino a total of 2x per stat, for a max of 3 per dino
- you can un-boost a dino if you want to redeploy that boost to another dino
I’m sure, at this point, that Ludia has picked a path, but I still think these conceptual discussions/proposals are meaningful in the sense that our collective ideas and conversations, on the whole, help to shape the path of the game.