Board Thread:General Discussion/@comment-25564941-20150403205930/@comment-16894369-20150404053134

CrushOn&amp;On wrote: Hypotek789 wrote: Also depends on the quantity of the booster; still unnecessary.

Again something else that would need to be taken into consideration, oh well just ban boosters in difficulty rating, but just add usefull ones to the strategy tips. Solved

My avatar is calling me just a couple of days more.......Big Sighhhhhhhhhhh

bbfn

Crush O&O ;-)

It is very interesting that you brought up the "quality" of the booster. Indeed there are some that are more powerful than others, but only in certain levels. Some are pretty gimmicky and situational.

Also, keep in mind that there are differences of what boosters can be used. In mobile versions, there are starting boosters, but if you exit the level without making a move (this doesn't work in timed levels), boosters will not be consumed, just like you won't lose a life that way. This can drastically affect a lot of levels, especially those that have a heavy reliance on special candy combos. For example, one can keep on restarting the game until a color bomb is next to a striped candy as a result of two boosters. Granted, not all levels are like that, but there are some that can suddenly make a level easy with a good opening, further enhanced by the pseudo-unlimited booster usage.

On Facebook, there are more mid-game boosters, such as the bubblegum troll, sweet teeth, and so on. But on Facebook, you lose a life after quitting the game, therefore the starting boosters get consumed as well.

I am still agreeing that we shouldn't take boosters into consideration of grading the difficulty mainly because even the "cost of using these boosters" is different.

P. S.: In mobile versions, one can quit the level and then restart without losing lives. Currently I am not counting it towards the mobile difficulty, but it is very debatable since it essentially costs nothing for a player to gain advantage of that.