Phantron wrote: So this Simulator I actually saw stuff in the level 250s which I haven't seen for a long time and since R60 is supposed to be around the corner this would be a good time to address some of the problems with them now that you can no longer expect the Magneto bailout. Enemy past the natural cap should have their match damage increase greatly reduced as a function of level. You can't even form any kind of strategy when a level 200ish enemy is dropping a 1000 damage match 4 on you. Yes in theory you're supposed to take someone who can put protect tiles but that kind of damage is just too fast and unpreventable for too long. Back in the level 395 days you'd be taking 2K from a match 4. That's simply unplayable without some kind of quasi infinite turn cheese. Goons should use the TU damage equivalent for all their damage, not the max damage for all their colors. They're not supposed to be the master of rainbow match damage. You can deal with an encounter like 3XDeadpool at level 250 because if you keep them off red/purple they don't do anything significant, and if you also keep them off black you take very little match damage. But add a 'all my color are max damage of an equivalent level hero' goon and this suddenly changes. Even when you're denying the right color you'll still end up taking serious match 3 damage. From eyeballing TU damage looks like about 60% of the highest color match, which I think is a reasonable amount for a goon. It'd still be better higher than a hero's weak colors but it's at least not 'we got them to make a match 4 of their weak color except that just did 1500 damage because they got a goon'. Finally, don't put AP acceleration on direct damage skills. I'm looking at you, Devil Dino. There is just nothing interesting to be gained once you can no longer do super cheap moves against stuff like taking a Fireball every 3 turns or similar ability. If you want to mix goons and heroes, make sure they boost skills that aren't directly damaging. Dr. Doom + blue accelerator is fine, since Technopathic Strike can be defended by clearing out blue/black before it hits. Gravity Warp is fine. Even Anti-Grav is at least manageable. Maybe even accelerated Flame Jet is manageable because it's a CD, but accelerated Fireball is not because it will just flat out overpower you. If you want to do an AP accleration on damaging skill, do it on the normal bracket.