TL;DR: If boost is viable, it will be in every build, if it's not it will never be used because yes, it's simple math. yes, but that exact same argument could be made for every single defense in the game. Instead of revisiting all defenses, raising the overall DU would address them all at the same time. The real question is - is balance already there, but we just don't have the spare DU to spend on it, or is the overall DU off and does not allow for secondary type defenses? I think it is a little of both actually. the same argument *is* made for every defense in the game. boost defenses, though, are especially effected by this math. What makes a boost worth it is when using one provides more to a lane than just one more defense. Say you have 250 du to work with: and your build is 30 for a tree, 150 for 5 hornets, and 30 for a frosty and you have 40 du left... In boost aura's current form if if you have a similar relic, transfer, and destruction in it, you will gain about 10% dp and 20% dcd. and this bonus is added *after* other rune effects so the actual gain is less than those numbers. In game i just checked and it's a 13% boost to my flame aura. So if you want to add damage to the lane the choice you are left with is: add one more hornet for a 25% increase in damage or use boost for a 13% increase in damage. It's not really a choice though. There is no utility that the aura *can* bring that will make it worth it. The damage increase is the important thing here and what makes it hard to balance. At 13% increase it is never worth it. At 13% it needs to buff 8 dps towers to make it worth placing *if it were the same du cost. since it is 40, not 30, and most dps towers are 30, it would take 11 towers. That percentage increase is your break-even point on your du investment and 11 is unreasonable, we have the du to place 330 worth of a dps tower *and* a 40 du boost and that's not even considering fitting all 11 dps towers inside the aura's radius. If the break-even point is brought to where it fits reasonably into our available du, boost becomes a best choice in every lane, period. Some complained about *needing* boost before when it boosted as high as 60 or 70 percent if i remember correctly, in that case if you had two towers boost was your most efficient choice for the third, and if boost returns to anything over 33% actual increase in dps it will once again be a best choice in every lane because even if you only break even you now gain the utility shards from the boost (damage resistance, blockade health, slow, whatever you slot in it). In the end, there is no balancing boosts, either they are viable or they are not, and if they are viable they will be in every build (or players will 'feel pressured to use them'). The FOTM metas that arise currently have to do with defense type and damage application. Bees are tops right now because they are untargetable (immune to kobolts) with enough range to be clear of cyborks and frosty lanes while still getting time on target and don't use projectiles (immune to geodes) and that's it. Sure when dryads go corrupt it does take bees' dps past cannon-ball's but there is still more time between targets with bees than with cannons and bees and bees require 3 targets to actually do that dps... moving into the territory of mass clear, where flame auras would be tops if it weren't for cyborks and frosty lanes. Outside of this environment of hard-counters everywhere, bees are a mediocre dps defense with superior range for a non-targetable defense. edit: typo'd a number, fixed.