Haste and slow probably don't need that added scaling. Their effect is a multiplicative scaler on everything already. Doesn't need to be stronger than that. If you have haste, all those other units that just gained scaling will now have twice the scaling because of the haste. And the opposite for slow, halving enemy scaling, effectively. Currently all the re-haste and re-slow abilities are so strong they literally break the game. So they don't exactly need *more* scaling. The fact that you're allowed to reduce CD of units over time kind of automatically makes re-haste and re-slow happen more often. For enemies since their cooldowns stay the same, I'd say the one thing that might be worth scaling is how long their hastes last for. So that eventually your enemy boards are very likely to get perma hasted, making trying to include slow in your own build a lot more incentivized. Currently I only really run slow to abuse the busted re-slow effects. Not for the slow itself, unless you can fit a slow in your infinite loop. It's simply too slow (hah) and too inconsistent at slowing what needs to be slowed, to be worth using for its actual effect.
Edit: The internal cooldown means in combat lag is now completely gone (at least from all the things that used to crash the game). However the load in performance issues still persist. At wave 84 currently and I'm spending more time frozen than not frozen and chrome is starting to throw "this page is not responding" messages just before it finally managed to load in. It's also auto-closing full screen mode every load.

That's what my CPU load looks like, the slope is actually playing the game. The plateau is trying to load into the next fight. And that ss was from like wave 82, it's getting much much worse every wave at this point. Also I'm getting integer overflow on all my regen units dropping them to 0 regen. But since they have put up aroung 700,000,000T regen by the time it happens. That's not so much of an issue. But sometimes they manage to pump enough regen/s that it too overflows to 0. Which might eventually kill me (but the game will crash before that point on load i'm 99% sure) also the scientific notation on the end of fight screen doesn't kick in until 10^21, which might be a bit too late, and when it does it doesn't cut off fractions. So the number still goes outside the tooltip by a lot.
Edit: New bug, when you get into this lategame stage the sound effects won't play during the fight. It's completely silent, then at the end of the fight it plays every single sound effect that should have played at once, over the top of each other. And as is often the case when the same sound effect plays over itself, it increases the volume. I damn near blew out my left eardrum as a result. So for now I'm playing full muted.
Edit2: Calling it quits at wave 90. The freezes are now several minutes long. Wanted to go for wave 100 since the enemies has literally no shot at touching me. But the lag is just too much.



