
Possible future PowerUps
Now that the game has been on full release for almost a month, to fellow veterans of VS, what do we think that the future possibilities are for PowerUps in VC?
Some powerups in VC work quite differently from those in VS and their passives.
For me, my theory for possible powerups goes as follows.
Wing: In VS, they affected movement speed, but movement speed means nothing in VC. The wing purple card is a wild card that reduces the next card's mana cost by one. Possible PowerUp would be a 1 rank PU that reduces costs of all cards by one, which is absolutely broken, especially on 0 mana cards.
Omni: In VS, it boosts might, projectile speed, duration, and area. It would most likely stay the same in VC, just substitute projectile speed with amount.
Charm: In VS, it increases the spawn quantity of enemies. Could work the same in VC, increasing the amount of enemies per encounter.
Defang: In VS, 3% per rank of enemies spawned are unable to deal damage. It'll probably work similar to Christine's disarm, where it prevents an enemy from attacking.
Preserve: In VS, rerolls, skips, and banishes have a chance (10% per rank up to 50%) of being kept after use. I suspect it will work the same way.
Now, onto the Rings and Metaglios.
Clock Lancet currently exists in VC but is not evolvable, as in VS, it needs the Silver and Gold rings, which existed as stage pick-ups. Not sure how the rings will work in VC, but they will likely be needed for Clock Lancet to evolve into Infinite Corridor, IC cuts all enemies on screen's health in half per activation.
Laurel currently does not exist in VC, in VS it gives the player a shield that can take instances of damage and gives invuln. My theory for it in VC is that it will nullify all damage per turn.
With the Metaglios that are required to evolve Laurel, I suspect they'll work the same way as the rings.
Regarding Crimson Shroud, the evolution of Laurel, CS limits all damage received to a max of 10 and does retaliatory damage. Perhaps in VC It can work like the leader gems, where you have to keep it in hand to limit the amount of damage taken per turn, this will trivialise Reaper encounters as its 333 damage will be limited to 10, I doubt it will have the retaliatory damage aspect.
For VC only players and/or players new to VS, Infinite Corridor, and Crimson Shroud probably sound absolutely broken. That's because they are meant to be broken, and usually used in conjunction with one another to kill the Reaper in VS. The passive items used to evolve the weapons were guarded by very strong bosses that scaled based on your level.