…is that Boosts 2.0 is OK because “it’s the same for everyone.”
Since we just found out that the Boost multiplier is 1.5x, we can finally sit down and analyze the end result. Let’s use Tier 7 as the benchmark, since that is what most Boost-buyers had their team set up with. T7 in 1.0 cost a total of 254 boosts (for Health and Attack). It now would cost 1700 to get to approx. the same Stat increase (+42-43%).
First off, we need to ignore the massive Costs of Tiers 9 and 10 in Boosts 1.0 because they never made sense in the first place. Paying another 1500+ BC to get from T8 to T10 and go from +46% to +50% was always meant be reserved for the whales.
To my point, it is not OK to dilute the value of our existing Boosts by 78% (T7 costs 1700BC, up from 254, and then I factored in the Boost Multiplier. 254*1.5/1700=0.22) just because everyone is diluted. The reason comes down to Hard Cash purchases in Boost 1.0 System. It cost 500HC for 25 boosts (let’s use 37.5 after boost multiplier)…would players have paid that (often by converting real $$$ to HC) if they knew that they were paying 500HC for 37.5% of a Tier Upgrade for One Stat?
The answer was clear for Ludia: (1) refund Hard Cash, or (2) use a better measuring stick for the Multiplier. Using Tier 7 (which I believe is a fair representation), the boost multiplier should have been in the 6-7x range (1700 / 254 = 6.69). We got 1.5x.
Bottom Line: A change in the Boost system was probably necessary. What Ludia did to the valuation of player’s Hard Cash purchases was a travesty. It all comes down to fairly accounting for Hard Cash purchases in Tier 1, not the merits of the 2.0 system at face value.