Good find. That will hopefully fix the remaining performance issues. And yeah, currently the gameplay experience past like wave 40(ish) doesn't really change in any way. So if that's where things cap out for now. It's probably a good thing. Your build is more or less complete by then and you're mainly just clicking "skip" 3 times between every wave, unless you luck out and get an "upgrade" option. Since once you get either one 1.1x to x allies and one crit to allies on x. Or two 1.1x to all allies. Upgrading your core is what pushes you into overflow territory very, very fast on upgrades. I'd say if you intent to keep the 1.1x effect, which you probably shouldn't. Make it like at most 1.05x and never scale that number with upgrades, only make it hit more targets with upgrades. And I'd also say it's probably a good idea to make those reactions "unique" as in, if you get one 1.1x reaction the others are removed from the pool for that run. Same with the crit ones (until crit scaling is fixed, and probably even then Edit: Just noticed that crit has been fixed and now does basically nothing past 100%). The flat numbers on those +x per 10y reactions also get really really out of hand. So the formula for that needs to be toned waaay down.
For unit balance that one Phantom Knight or w/e it's called that steals column power for itself is a scheduled loss until like wave 10(ish) when on the enemy team. For player units the really big problem units are:
Prot Core: It's already basically a top 2 shield unit, then the 5* or 10* from wave 1 is just absurdly powerful.
Water Elemental: Part of what makes the infinite "T" work. Also the +6* to regen units is super overtuned and give you basically infinite regen early.
Arcane Anomaly: The other part that makes the infinite "T" work.
Growth something something white dog with regen and charge row: You put this on the same column as Water Elemental and Arcane Anomaly and you get 2 free infinite slots to do whatever you want and infinite regen all in one.
Crystal Dog thingy with +4* to Column on Row Haste: This thing gives you all the scaling you'd ever need for most builds early. Then you yeet it later to put in something like that when left units does any +7 crit to right unit, since that works well on the infinite row as the middle unit.
Currently you do actually kinda need all these trouble units and you need to do degen stuff to beat the insane power level of early boards with unlockable gold units on them. But once those get fixed to only spawn later game, the above units will make you literally unbeatable. Going full tank is still largely OP. But Poison Core poison unit spam with picking only +health to core is surprisingly effective. Since the core itself is only there for the +5* on slow. You literally don't care about upgrading its power or lowering its CD. You want the scaling and the level up reactions. Then you stick the core itself in the corner and let it cry itself to sleep, or something.
Edit1: The every 100 heal do x is currently broken. It was working at first giving +10 to my Prot Core over and over, but after a few upgrades it shot up to +3600 per 100 healing and as far as I can tell it either isn't giving any +power at all, or it is giving so little that it's a rounding error that won't show up in the UI.

Edit2: Upgrading Destiny Balancer makes it objectively worse. Goes from -100 power from max ally and adding 1.5x to weakest ally. To -200 to strongest ally and 1.2x to weakest ally.
Edit3: The Re-Slow all allies of shield gain is also broken, doesn't do anything. The Every 10 Poison one does work however.
Edit4: The power curve of enemies has been almost entirely flattened. Instead of having 160m power enemies around wave 83 you have 93k power enemies. So, they pretty much can't do anything against my build despite 2/3 of my reactions being broken to the point of not working at all. On the plus side, no performance issues so far.
Oh and power share is still completely broken as is permanent +10% power and +10% crit. The latter two get wiped as soon as you hit the next "shop phase". The former will sometimes last 1 fight, sometimes 2, sometimes more. But it will eventually disappear. I think the only way I've gotten shared power to ever stay was when I shared power from my Water Elemental buffed Mana Source to my Prot Core, then next shop phase I upgraded Core power. This seems to have at least locked in the +power from the shop upgrade. Thus starting the exponential growth of my core with a nice base.
Edit5: Two QoL things that would be appreciated. First having thousands dividers on the numbers in the end screen, so 9,000,000 instead of 9000000. Really helps with readability, and secondly some kind of ability to filter/skip shops. Currently the only option I care about is picking +power to my core and then any random upgrade option I get. Everything else is an auto-skip. So the vast majority of shop phases I just click skip 3 times and end up taking longer to go through those than I do in the actual fights. Soulstone Survivors has a relatively neat way of handling their "shop phase". Where you have a few toggles, one to skip active skills (skip unit shops here). One to skip unit upgrades would also be nice. Then one to skip power sharers too. That way you'd be able to only populate a single shop per wave instead of 3 if the player has both those options ticked. And that shop would either have 1 upgrade, 2 upgrades, 3 upgrades, or it would be empty and just send you straight to the next fight.
Edit6: The Every 10 Regen give all regen allies +x power and the similar damage/shield versions should probably be reconsidered, as they give all units of that type exponential growth. I ran into an enemy with 4 regen units and a Platinum Lifegiver. The enemy had about 1.2b regen by the end of the fight and it went until the game auto-killed both of us and I won the tie.
Edit7: Another nice QoL would be to make the order of the upgrades in the Core specific shop be consistent. Currently the order is random, but I want to pick power every time. So instead of just being able to click that same spot, I have to see which option it spawned as every single time.
Edit8: The game appears to simply stop offering force upgrade options in the shop after a certain point. Either that or I'm insanely unlucky. I'm on wave 202 and I swear I haven't seen an upgrade option since around wave 100.
Edit9: I retired the run after wave 300. The power scaling caps out at 1k per wave and I was at 1000T power on my core and obviously gaining 10% of that every wave. So losing is literally impossible.


