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- diminishing the power of a spell for each time you've cast it recently. So if you cast chest summon its at full power, but if you cast it again in 10 seconds it'll be at half power, and the third cast in 10 seconds brings it down to quarter power, etc. Then you can still bring your pool of spells down to just being your favorite(s) if you get a ton of banishes, but you can't just mash the button and spell spew them forever.
- diminishing returns on the items/gems from chests. there's probably a very obvious gap in terms of the number of chests spawned in these infinite runs and even the most chest-heavy normal runs. if each chest is very slightly worse than the previous, then this infinite can earn a lot of points still if you achieve it, but it peters out after a bit and stops pumping you full of spells/gems while a normal run would never even get close to noticing the decaying chest value.
I got good results with a mix of the impling and sorcerer combo you've described. 5 chest contraptions on the ground by possessing imp, then spell spewing into chest summon and regrowth. Eventually missed everything during the royal guard and couldnt outrun them long enough to restart the infinite.
Like you said, think capping banishments is a decent way to nerf it permanently without affecting normal play. giga banishments are locked at 9, so in game banishments could also be locked at 9 (or whatever) per category for a total of 18 per category. With that many players can still significantly cull the pool down to get rid of some chaff to power up without really enabling degeneracy.
I'm impressed by how the devs went about patching the Imp Contraptineer version of the infinite while causing minimal disruption to the majority of players, and I'm hopeful they can do the same again (since it seems they would, understandably, prefer that the infinites not exist). In my opinion, nothing short of limiting the number of total (at least spell) banishments able to be granted over the course of a run will be enough to stop infinite strategies like this. Banishments in general are incredibly powerful, and most games I've seen with a similar concept have a hard cap on how many can be granted per run.