It seems to me the boosting model is inherently flawed in GLB2. As you get to Pro / Vet - are the 4000 skill points that valuable (even for top teams?). I can see that for some positions - the Journeyman boost is still a 'must' -- but at some positions it just isn't...as some positions cap out in their main skills there.
Spending that 4000 points in a primary skills is only going to get you 2-3 points. Sure - you might be able to look at a more secondary skill and get 6-8 points in heart or toughness or intimidation - but is that worth 300 flex?
At the same time - 250 for the extra Action Points seems like highway robbery!
Breaking down the boosting even more - looking at one of my HB's (who I just noticed hit journeyman a game early - but his team stinks so no problem)
125 flex per 2000 skill points -- especially at Pro / Vet - how can that be worth it? A single point of speed or pass tech or pass rush tech for 125 flex? Unless there is some kind of a steep curve on skill level and output -- spending the 125 flex to go from 90 pass tech to 91 pass tech -- 125 flex for a 1.11% skill increase seems useless.
I would think a better model would offer more points through the boost as your level increases-- for the same flex cost. That would make the boosts in pro/vet more attractive. Yes I know you get the "bonus" for buying all of the boosts -- but I think that is only 5K -- which is only 3-4 points in a high skill...
In that same vein - I know I'm rambling (sorry) - I think Cap Boosters would be a LOT more exciting if they raised a cap by 5 --- AND -- added the actual 5 points rather than just adding the potential to add 5 points...
So - what are your thoughts on:
-Boosting at Pro/Vet - is it worth the flex?
-Action Point costs (250 per point)
Spending that 4000 points in a primary skills is only going to get you 2-3 points. Sure - you might be able to look at a more secondary skill and get 6-8 points in heart or toughness or intimidation - but is that worth 300 flex?
At the same time - 250 for the extra Action Points seems like highway robbery!
Breaking down the boosting even more - looking at one of my HB's (who I just noticed hit journeyman a game early - but his team stinks so no problem)
125 flex per 2000 skill points -- especially at Pro / Vet - how can that be worth it? A single point of speed or pass tech or pass rush tech for 125 flex? Unless there is some kind of a steep curve on skill level and output -- spending the 125 flex to go from 90 pass tech to 91 pass tech -- 125 flex for a 1.11% skill increase seems useless.
I would think a better model would offer more points through the boost as your level increases-- for the same flex cost. That would make the boosts in pro/vet more attractive. Yes I know you get the "bonus" for buying all of the boosts -- but I think that is only 5K -- which is only 3-4 points in a high skill...
In that same vein - I know I'm rambling (sorry) - I think Cap Boosters would be a LOT more exciting if they raised a cap by 5 --- AND -- added the actual 5 points rather than just adding the potential to add 5 points...
So - what are your thoughts on:
-Boosting at Pro/Vet - is it worth the flex?
-Action Point costs (250 per point)






























