User blog comment:CarlRaven/My thoughts on the Car Blueprints (Spring 2017) Update/@comment-108.203.34.205-20170402141532

Besides the all token cars, I think the updat had many great ideas, but executed them horribly. The idea of a blueprint system is great, but the way it's have been included into this game is horrible. First off, you can get blueprints for cars you already own. This is annoying, considering you could have gotten a blueprint for a car you really want. Additionaly, from what I can tell, blueprints are as or even more rare than engines (gotten 3-4 legendary engines in this update, no legendary blueprints), making the droprate far too low. For example, today I got my first Huracan blueprint from a box, after opening around 60 cards. This means to get my Huracan, I will need to get 145 x 60 = 8700 cards. This is an extreme example, but almost all BP cars need a ridiculous number of blueprints (Huracan, Alcador, SR1) or require legendary BPs you're lucky to get one of (Fenyr, GT by Citroen, One-77). Unless you have the money to burn through Exclusive Deals, it's not even worth going for.

Speaking of which, Exclusive Deals. On paper, it's a great thing: you can get cards and BPs that you need! However, the system is horribly overpriced. First, everything must be bought with tokens, which are already a rare commodity. Additionaly, common cards you'll get out of any box already require 30-100 tokens, while something like a CRE or legendary BP will set you back 1,500 and 2,250 tokens, respectively. This means buying a Renault Alpine, which requires 6 legendary blueprints, through Exclusive Deals will cost 2,250 x 6 = 13,500 tokens for an already overpriced 4,500 token C class car. The prices required for both of these systems makes them ultimately useless and a total cash-grab, and I hope GL will take their greedy heads out of their asses and change these systems to actually be useable.