That's not really the type of skip I meant. More like once you get past a certain point (though once balance gets more in line this will be less relevant) all you do between waves is just click "skip" 3 times on the shops. Because none of them do anything anymore. So more like it would be nice to have a few things added both to the "fight" screen and the "shop screen". In the fight screen I'd like the game speed slider from the menu to instead be like 1x 1.5x 2x speed (or w/e) values you desire in the fight screen. So that you can see what is actually happening at 1x when building a board. Then swap to 2x or more when you already know what's happening with your board and just want to see how far you can go in infinite. The other thing(s) I'd like to have be present both in the fight and shop screen is just a few tickboxes:
1. Skip unit shops. So if you already have all the units you want at plat, you don't get shops that you would never pick.
2. Skip unit upgrade shops. So once your units are all at 1s CD (the ones you care about) you don't get shops you'd never pick. If you fixed +10% crit and +10% power actually working. You'd never want to skip these, so that would make it probably pointless to add.
3. Skip "power share" shops. Again, if these actually work now, you'd probably never want to skip them. But previously you very much wanted to skip them.
That way once you're just zooming through infinite, you only get given the shops you actually care about and you don't need to click through 3 screens to get to the next fight every time. An option to set something like "auto pick +power" or "auto-pick +health" for your core would also be nice QoL to skip that screen in infinite mode. Since really there is 0 choice there in infinite. Since both those options give exponential growth you pick one and then pick that every time. There is 0 reason to mix and match.
Personally I'd honestly be okay with it working such that if you ticked the "skip unit shops" and you've gone into infinite mode. You always just get the one shop that has some combinations of 3 picks between "upgrade unit" "improve x unit(s)" and "power share". Just to speed up the process and lower session length. But I have to try playing again with the scaling having been fixed and see if we just lose fast enough that none of that matters anymore. Last patch when I went for Wave 300 I was just reviewing footage on my main monitor and clicking skip skip skip ready every wave on my 2nd monitor without paying any attention. Because the session length was getting pretty insane and there were literally no choices for me to make anymore.
Edit: Made it to Wave 53, lost every single round to Warbringer. To the surprise of no one, a unit that makes the opponent effectively instantly hit, isn't balanced. It's even more insane from a player perspective, since you can just go Arcane Anomaly + Warbringer and go instantly infinite at 0s. So yeah, that is not a particularly great design. My reactions worked (the -power on crit meant that unless I got instantly oneshot all enemies had 0 power for the whole fight, so numbers are a bit insane), and the one time I used power share that worked too. But I got a super early Lifegiver that just juiced my whole board nonstop since I was running a Quick Core in one corner, Row charger in the corner above it, Water elemental in the corner to the left of that setup. Which meant I had 3 free infinite slots and basically infinite scaling from the overheal that provided. Doesn't matter if Warbringer just one-shots you 2s into the fight before you have any time to scale though. Same issue as old Shadow Assassin, except you can't counter it by not running heal. So it just literally kills you no matter what at 2s, have fun.
Edit2: Yeah, Warbringer as player is...disgusting. I'm on Wave 120-something and the enemies can do absolutely nothing. Also once your own units hit e21 power their tooltip still shows their real power, but their board power becomes 2. When your actual applied shield hits 1,000,000,000T (however much that is) it also becomes 2. For QoL it would be nice if the "improve x type" also had persistent ordering of %damage, CDR and Crit. No performance issues so far.
Edit3: It's only a visual bug. The units still have their power, and I still have my shield/regen. It's just that e21 and above I think you just get nothing but the leading number. Or it's how many e over 21 it is. It's kind of hard to tell, cause it's acting really weird. At Wave 221 the enemies health becomes 1, but that's actually 1 e21. And you do need 1e21 damage to kill it, not 1. The -power on crit is so dumb, combined with Warbringer I put every enemy power to 0 (from 100,000,000T) before they get to do anything.
All the "improve type x" seem to work, except +10% power to heal. That one keeps resetting every single wave. But crit to damage works, %damage to damage seems to work, hard to tell with my setup, crit and +10%power both appear to work for regen, crit works for shield, haven't tried 10% power cause it would do literally nothing with my setup as I gain +INFINITY flat power to shielding per regen then use the big rock dude that spreads 50% of his power to row to put that onto a regen unit as well as a damage unit. So my infinite shielding turns into infinite regen that turns into infinite shielding, except doesn't matter I just hit the enemy for e32 damage before they got to hit me (with 0 power anyways).
Edit4: Nvm, +10% power doesn't work on regen either, just applied it then instantly upgraded the unit and it went 2.1B->2.3B->2.1B. So it just gets overridden. Crit works though.
Edit5: Yeah, it's the leading number that shows, only. Enemies went to "1" when they had 1 e21 Power on Wave 245, then up to "2" when they reached 2 e21 and "3" when they reached 3 e21 power. Their tooltip still has the correct value (though with A LOT of decimals). End screen also has the correct values, but again, with a lot of decimals causing it to spill over onto other UI elements.
Edit6: Wave 257 and Wave 266 both had the same bug, several enemy units wouldn't load in. It would freeze up, with the ready button not being clickable (but without any notable CPU usage) then after like 20 or so seconds the missing units would load in and I'd be able to click "Ready".
Edit7: Calling it quits at 300 again. Enemy cannot possibly catch up with my scaling, so losing would be impossible.
(My Core reduces enemy power by e28 to all enemies 10x per second and enemies have about e25 power)

Oh and Happy Holidays! I'm Swedish so we celebrated yesterday.

