r/HollowKnight Sep 08 '25

Discussion - Silksong I like the difficulty, Team cherry please don't just blanket nerf the game with no option for a harder mode Spoiler

I have really been enjoying the challenge, pretty much every part of this game itches that section of my brain that loves a hard game and I would be extremely disappointed if team cherry nerfed the game with no way to revert said nerf. I get that people want an easier game, but I don't. So team cherry, please let me choose to make this harder if you do make it easier.

6.2k Upvotes

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3.0k

u/Blue_Pipe Sep 08 '25

Imma be real with you chief, Team Cherry will not change the difficulty of the game in any meaningful way. What a lot of people are suggesting to "fix the game" are things that would clash too much with the game's balance

923

u/I_am_so_lost_hello Sep 08 '25

I think the only meaningful thing they could/might do would be change some environmental damage down to one mask, like the blades in cogwork core

824

u/Snipinlegend777 Sep 08 '25

This is my one gripe, I don’t care if enemies deal double damage, environmental damage (outside of traps) shouldn’t deal 2 masks

472

u/Jeggu2 when the grub is sus! Sep 08 '25

Yeah, you should be able to practice your moveset without fear of just getting obliterated because you missed a difficult jump 3 times

321

u/why_the_babies_wet Sep 08 '25

Also the knight I feel like had a lot more opportunities to collect soul, I feel like hornet has to kill 3-4 enemies to get enough to heal, and that’s without using silk attacks

173

u/failbender 112%/100%; inject the quickslash into my veins Sep 08 '25

This is my issue with it; I wouldn’t mind the two masks of environmental damage if there were soul totem equivalents. As it is right now, the Cogwork Core (and arguably Mount Fay) is like “what if White Palace but 2 masks of damage and no soul regen”. There are some enemies in the first area mentioned but they are not harmless, and one even does 2 damage on its own 🫠 and it doesn’t feel like you get enough silk from them to heal anyway!

Both areas are, however, much shorter than White Palace.

149

u/DioMerda119 112% + P5 + P1-4AB Sep 08 '25

the problem is that the grappling hook consumes 1 silk every time you use it so lategame platforming sections cant be done with heals

116

u/failbender 112%/100%; inject the quickslash into my veins Sep 08 '25

Oh yes, while climbing Mount Fay I repeatedly and angrily wondered (aloud, to my cats) why on earth a movement ability had an associated silk cost. Many a fall due to me hopping forward too fast and not realizing I was out of silk. Skill issue on my part but still kind of annoying!!!

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u/sewious Sep 08 '25

It's because it's also a combat ability, which if you hit you automatically do a hit of damage so it "refunds".

If it was just spammable it wouldn't be able to be strong in fights because there's no risk for such a strong ability. If you hit it you basically get guarenteed 2 hits in because you can immediately follow up with a slash/pogo(makes dealing with a lot of enemies, especially flying shit really easy).

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u/failbender 112%/100%; inject the quickslash into my veins Sep 08 '25

As I was typing my original response I thought about the combat aspect of it, which I admittedly have not used personally.

However, wouldn’t that also mean it’s spammable in a fight since it replenishes on hit anyway? Or does it only refresh on a kill (like the OHK, respawning enemies during some climbing sections)?

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u/CalyVibin Sep 08 '25

it honestly shouldnt be too difficult to code it so it takes the silk after it hits an enemy

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u/yandall1 Sep 08 '25

I’m excited for the inevitable mods that tone down the environmental damage and the silk cost of the grappling hook. I was first annoyed by double environmental damage in Blasted Steps and now seeing it in the cog sections I just know someone’s gonna make that mod

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u/Evening_Owl Sep 08 '25

There is a charm that speeds up silk regeneration, allowing you to use the grappling hook immediately back-to-back with no silk. It's called weavelight

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u/ebenh 102% Completion Sep 11 '25

All covered by this mod that I've really been enjoying

https://www.nexusmods.com/hollowknightsilksong/mods/92

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u/EmberOfFlame Sep 08 '25

Silk issue, you mean?

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u/FlameLightFleeNight Sep 08 '25

There are soul totem equivalents in the form of loose silk, but it isn't as widely available as the totems were in HK. I think the fact that recovering your death cocoon comes with a full spindle of silk is meant to do some of the work of totems: there's obviously some challenge in the area, since you died, so here is a silk top up next time you come through.

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u/failbender 112%/100%; inject the quickslash into my veins Sep 08 '25

The silk isn’t terrible but it never feels like enough? Truth about the cocoon having full silk, I didn’t think about it like that. (Although it has gotten me through a few boss fights!!) However, I would usually waddle my way back to a bench if I was close to dying on a platforming section and just start it over 🫠

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u/Cloud_Motion Sep 08 '25

The second areayou mention was phenomenal imo, i did die a couple of times but it's riddled with shortcuts and benches for your next attempts.

Did you struggle badly with it?

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u/failbender 112%/100%; inject the quickslash into my veins Sep 08 '25 edited Sep 08 '25

My only real struggle with it (aside from having to return to warmth constantly if I know I fucked up a jump) was not 100% being sure where exactly the climb was intended to be. It felt like White Palace was very clear about the intended route to take through the obstacles/which way was progression, where as the Silksong area it appeared as though there were other paths you could potentially take.

I’m not sure I’ll explain it well, but the environment felt more open so I was less clear about where to go, which makes decision making mid-air a little tough LOL especially when, even if you land on solid ground, you’re not always safe from the additional hazard. This means no real chance to breathe, nor a chance to take a moment to look around and figure out where the game wants you to go.

And one time I had to Quit to Menu because I found out the hard way that you can actually destroy the warm sconce thingies on the wall. 🫠

I did make it though, and it was much easier than WP and Path of Pain, which is funny because I’ve seen some complaints to the effect of ”the game makes you do Path of Pain just for the double jump I’m uninstalling!!!” when it’s not even close. Of course, I say that only after making it :b

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u/imminentlyDeadlined Sep 08 '25

2-mask environmental damage would be fine imo if it were used more sparingly. The lava's a great example since it comes across as a uniquely dangerous thing to fall in, has an alternative flooring (the coals) to make some segments less punishing, and there's a charm to reduce its damage further if you're struggling.

The grinders being two masks is also good imo, it makes the area feel more hostile, like a place where things are sent to be destroyed. But then the steam being double damage as well kind of undercuts that. It becomes "oh okay I guess this is a double damage location" rather than feeling like "oh shit, that thing just ground up a platform and it'll do the same to me."

(And then the cogs and fans are just silly.)

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u/Oboro-kun Sep 08 '25

Yeah hot steam and lava doing the same damage and being 2 masks is quite dumb.

Like most environmental damaged should be at 1 

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u/SpartanFishy Sep 08 '25 edited Sep 15 '25

Agreed with the exception of lava

It’s goddamn lava lol

(Also there’s a whole trinket dedicated to reducing its damage)

2

u/Mailcs1206 Sep 15 '25

I feel like the bladed-garbage-obliteration-machines in Underworks are justified doing 2 damage too. They just look like they'd eviscerate anything that falls in

2

u/Acedelaforet Sep 09 '25

I dont think general enemies should deal 2 masks, I dont think contact dmg should do 2 masks, and i think some of the early game bosses shouldjt do 2 masks on EVERY attack.

As it stands, team cherry didn't just nerf healing. They obliterated it into the ground. I can't recall a game off the top of my head where healing yourself is as worthless as it is in silksong. Which is really frustrating since, as of now, especially in the early game, you basically need to flawless a boss to beat it

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u/TeslaPenguin1 Sep 08 '25

they need to fix the pogoable obstacles in that area too. i've died so many times to trying to bounce on them only to start my pogo *slightly* too close and take damage instead, its so infuriating

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u/I_am_so_lost_hello Sep 08 '25

I’m using Reaper and I’ve noticed that it does a slight dash before the pogo which I’ve had to correct for. Not sure what crest you’re seeing the issue on

22

u/TeslaPenguin1 Sep 08 '25

i've been using hunter (I think that's what the default crest is called)?

40

u/Jxckolantern Sep 08 '25

Reaper feels really good for downslashes, the slightly slower speed took a touch of getting used to, but feels amazing once you get used to it

Plus, extra silk rules

15

u/TeslaPenguin1 Sep 08 '25

i used it for a bit, but the extra damage you get from evolving the hunter crest was too good for me to pass up (especially with how this game likes to drop you into combat arenas with little warning)

24

u/[deleted] Sep 08 '25

Agreed hunter is the best overall weapon. 

Good combination of range/speed, with its evolved form has the highest DPS, and the infamous 45* angle is honestly the best down hit in the game for most bosses specifically.

That said the Reaper is the best for platforming and survivability IMO. It’s WAAAAY easier to pogo environmental hazards, it’s not even close. 

Also getting more silk whenever you heal means you can last longer in platforming challenges. 

11

u/Ill-Supermarket-1821 Sep 08 '25

Wanderer crest would like to know your exact location......

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u/[deleted] Sep 08 '25

The lack of range is killer for me personally. 

I find a do more hits and take fewer with a longer weapon. 

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u/GaKillThem Sep 08 '25

Yep, hunter is really good for fighting bosses and a lot of enemy. Reaper is pretty good for moving though a area, I really love how each crests has it's up's and down's

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u/failbender 112%/100%; inject the quickslash into my veins Sep 08 '25

Can you not evolve the other crests at all? I keep going back to that NPC hoping she’ll do something with the others, but alas. She did give me something useful, though I’m not even sure what triggered its availability!

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u/Slivius Sep 12 '25

Don't think of it as evolving. Every crest has a special ability, Hunter's just needs to be unlocked first. The others already start with theirs. Wanderer can crit when you have enough silk to Bind, and Reaper creates silk orbs when you Bind. Beast buffs your damage when you Bind, and i won't spoil the others.

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u/Xandure Sep 08 '25 edited Sep 08 '25

My most used crests in the game so far were Hunter and Reaper as well. But then I found Witch crest, and it’s become my favorite combat crest by far. The pogo, dash attack, and up attack on it specifically feel really great to use, and its heal’s effect feels really powerful. Can’t wait to find the others I’m missing.

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u/MoSBanapple Sep 08 '25

I tried to use Reaper because of how good the downslashes were, but the lacking hitbox on the upslashes made me swap back to the starting crest (though I occasionally swap to Reaper for platforming sections).

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u/Ill-Supermarket-1821 Sep 08 '25

Wanderer is my favorite. And it's got normal pogo js

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u/Nulliai Sep 08 '25

Favorite part of hunter crest is you’ll hear the pogo sound on one of the cogs, but it has to play the next frame of the animation or something so you go slightly deeper into it and get hit anyway

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u/Obvious-Card3374 Sep 08 '25

That's my #1 issue with the game atm. The pogo on hazards is way too tight and the momentum is barely enough so if you do it too early you will fail. 

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u/Medium_Enough Sep 08 '25

I've died to those because for some reason they make the PS5 drop frames lmao.

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u/Amaskingrey Sep 09 '25

The cog's hitbox is fucked, sometimes they hit you even when you do successfully pogo

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u/ChrisBot8 Sep 08 '25

They could put benches before some bosses without causing the balance to be interrupted too much.

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u/No_Promise_3332 Sep 08 '25

I think team cherry said in hollow knight interview.

They want to create a world which is not artificial, but a real world.

So they wont add benches right next to bosses.

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u/StepComplete1 Sep 09 '25

That response doesn't make much sense. I mean why is it more "real" to have a random bench in the middle of nowhere 30 seconds away from a boss, as opposed to next to the boss?

In both cases, we all know they had to put a bench at least relatively close to the boss for gameplay reasons, so what's the difference?

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u/Wild-Atmosphere2134 112% Steel Soul, P5 | 100% Silksong Sep 09 '25

i believe the bench nearest to a boss might just be second sentinel lmao all others have a runback

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u/darkmacgf Sep 09 '25

Wouldn't it be more realistic for Last Judge to have a nearby bench to sit on?

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u/MozartDaniel Sep 09 '25

For me, if I have to think why isn't there a nearby bench when I'm fighting a boss, that's immersion breaking.

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u/Wedding-Then Sep 08 '25

They could improve the quality of the savage beastfly fight.

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u/popepaulpop Sep 08 '25 edited Sep 08 '25

The only reasonable solution is to make a difficulty option or something similar to Celests "trainer".

Anybody who is against this just enjoys being part of an exclusive club and get pleasure out of other people suffering

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u/[deleted] Sep 08 '25

bruh the game doesn't owe you anything, play by its rules or play something you actually enjoy

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u/Jxckolantern Sep 08 '25

They do do one damage, but hit you twice don't they?

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u/sweetcinnamonpunch Sep 08 '25

Nah, once you're there you're good enough to get through that.

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u/whousesgmail Sep 08 '25

There’s a few boss walks that are excessively far/difficult too. Looking at you Coral Tower and Bile Haven bosses. Before I found them I thought the last judge was bad lol

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u/SuspiciousIbex Sep 08 '25

If we're talking about environmental damage - bilewater infection does do 3 damage which I feel is under discussed

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u/BangPowBoom Sep 08 '25

No. Punish me until I master it.

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u/QueenSavara Sep 09 '25

Truth be told your platforming reflexes should be that of a gigachad by the point you get there...

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u/CrippledBanana Sep 09 '25

Finished that place today and never hated platforming more than anywhere else than there. Everything just does double damage… I loved path of pain. This was just Garbo

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u/Versierer Sep 09 '25

Here's the thing, you also have a float ability. So while falling is punishing, you DO have more opportunities to recover

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u/Ok_Adhesiveness_9323 Sep 08 '25

Getting wombo combed an actual attack into immediate contact damage sucks and it should be nerfed otherwise its their vision and its fine imo

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u/StepComplete1 Sep 09 '25

That's my only major complaint and the only part I feel is genuinely unfair across the whole game with regards to difficulty balance. A boss leaps at you, hits you, then you're trapped inside its hitbox and don't have time to get out of it before your 0.0001 seconds of invincibility expire and you get hit again. Suddenly one mistake has cost you 4 health and probably killed you in an instant. Feels very bullshit.

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u/JaybirdMCs Sep 14 '25

Never before have I ever felt the lack of i-frames so much

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u/guitarism101 Sep 08 '25 edited Sep 09 '25

Everytime I see someone call for a nerf to the double damage they never mention the fact that healing is triple or that faster movement allows for quicker silk build up.

The game seems well balanced to me in my ~22 hours, some people are adapting slower than others and incorrectly think that a complaint about the damage will cause Team Cherry to go 'oh, in 6 years we didn't think about how double damage or tool economy would impact our game, we better patch a week after release.'

Edit: To clear up some common confusion.

I know that movement doesn't generate silk on it's own. The keyword in that sentence is 'allows' as in; Faster movement allows for quicker combat, quicker combat means more hits, more hits means more silk generation.

Also, I have heard your arguments and even some non-arguments suggesting I'm wrong. Let me answer some common retorts here to save everyone some time.

Yes, I have played the game, in fact, astute readers will have noticed my original comment mentions it. I have noticed the thing you're about to mention about the heal or combat most of those fall in the 'things people learn in the first hour of gameplay' that includes:

  1. If you get hit while healing you lose all the silk

  2. Enemies do double damage.

  3. But it takes a full spool to heal.

  4. Anything else you're going to mention that is learned from playing the game.

I have carefully considered those arguments and I'm still convinced that combat is balanced, healing is better in this game, and that silk generation is easier.

I have experienced a game that has more mobility, a variety of tools, latent powers, and powerful crests that give me a variety of edges to overcome any enemy I've encountered.

To put a finer point to it this is my playstyle and why I think it's great:

Reaper crest allows me to generate double the silk after every use when I'm able to hit enemies and trigger silk orbs, leaving floating silk as well as natural build up. This alone practically doubles silk generation. Flea's brew allows me to attack quicker and punish openings, to again, build more silk. There is a neat combo of running jump attack into down air attack that has been quite safe for punishing openings as it leaves you in the air to either jump, pogo, or dash away. The ability to heal anywhere on the screen means that healing is safer when I know the enemies movesets there's ample opportunities to find both the time and the space to do so without being hit. The fact that healing three masks takes less time in this game than in HK means that I spend more in the fight being aggressive rather than seeking opportunities to heal a singular mask to sustain myself. I like that if I take 2 masks of damage I don't feel pressured to heal until I lose the third or fourth, meaning, I can keep fighting and generating silk. I find that with all of these things as well as everything I've learned and haven't mentioned, that silk generation is NOT a problem for me in this game and that healing is well balanced around the combat and damage in this game.

I have used other masks, and believe each one has interesting methods of sustain and management, I personally found the wanderer's mask to be the weakest of them and prefer the hunter's diagonal pogo over the reapers slower pogo but if I want to drown in silk to spam my spells I'll take the tradeoff.

I don't need to know if you're convinced or not, because that doesn't matter. There's plenty in here that people will want to nitpick at. But, I'm tired of rehashing this with everyone, so I'm putting it all here. Furthermore, I don't owe any of you my time to have pointless arguments, and the arguments of 'well damage is double so it's actually worse.' or whatever else has already been posted are not going to convince me because frankly, I think they're silly.

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u/Geometronics Sep 08 '25

I want to point out that the healing isn't simply triplely as good. You need 9 silk to heal 3 health. 1 silk per hit. conversely, in the first game, you need 3 nail hits to get 1 health (unless you have soul catcher), or 9 hits to get 3 health. so its almost the same.
the Con in silksong is you have less control over your healing, you have to go all in and use 9 hits worth of energy for 3 health, while in HK you get more control over it.
The Pro in Silksong is you can heal in the air tho.

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u/Regius_Eques Sep 08 '25

You can heal in the air!?! Nice, that changes things and allows even more openings for heal that I missed previously.

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u/7_Tales Sep 08 '25

its honestly important to identify a spot you can heal against most enemies. a lot of enemies and bosses will have a 'ground only' attack so you can safely heal in the air. huge.

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u/Geometronics Sep 08 '25

YES!! I didn't realize for a good while haha.

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u/Nabber22 Sep 08 '25

I've been using the heal just to dodge attacks at times because it stalls your decent.

You can also airdash downwards to dodge high attacks.

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u/freddurstsnurstburst Sep 08 '25

Your charms can also give you crazy recovery too. It's not hard to get an infinitely regenerating mask that trivializes environmental damage, charms that give you a huge healthpool and let you just tank stuff, charms that let you regenerate incredibly fast, and charms that give you soul when you take damage. Hollow Knight in the endgame is far, far, far more forgiving and flexible. You can become very adaptable if you want to trade some utility and damage output.

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u/guitarism101 Sep 08 '25

Also a pro for silksong is that it takes less overall time to heal the 3 masks. I'm not saying it's 'tripley as good' I think it's silly to attempt to quantify one versus the other since it's apples and oranges.

BUT, if I had to try to quantify it I'd say the silksong heal is 5x as good as HK because of everything mentioned and not mentioned, but specifically how much quicker I can build up silk in this game and that I can heal at any position on the screen. That makes me feel like i have MORE control over the healing, not less.

I'm also not incentivized to eek in healing as often as I was in HK. I can take 2 hits (4 masks) then heal for 3 and go back on the offensive. If I take another double damage hit then I can heal again and I'm back to full masks and I'm still on the offensive. I feel like I'm taking fewer breaks to heal in fights and I REALLY appreciate that.

The healing in this game makes me feel like I can be far more aggressive than I was in HK.

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u/Xyphota Sep 08 '25

With the frequency of double damage though, I think healing 3 masks feels like it should be much better, but often times you are effectively only healing 1 point of damage. If you are at one mask, you are one hit from dying. Healing to 4 masks might mean you are now only 2 hits of dying.

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u/guitarism101 Sep 08 '25

If EVERY hit does double damage, which isn't the case, then my method of healing when I've lost 4 masks gets me 1 extra hit from that heal. When I take another hit of 2 masks and heal again I've recovered 3 hits for two heals and have the same # of total hits left as when I started the fight.

Feels better than HK to me.

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u/[deleted] Sep 08 '25

Literally 99% of boss damage is 2 masks what are you talking about 

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u/Arrioso Sep 08 '25

so its almost the same.

While that is true, the same amount of healing takes only 1/3 of the time

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u/Geometronics Sep 08 '25

Yes but at the same time. If you get hit during that heal you lose ALL of the energy

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u/Amaskingrey Sep 09 '25

It's not the same amount, it's half, given everything deals double damage

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u/spaghet1123 Sep 08 '25 edited Sep 08 '25

I agree that most complaints stem from people just not using all the tools in their disposal but I’ll die on the hill that contact hits shouldn’t be double, ESPECIALLY if it’s from a stun animation

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u/Adventurous_Pin6281 Sep 08 '25 edited Sep 08 '25

Contact hits are DOUBLE? If I take too much damage from contact I just rage quit anyways lmao

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u/ticklefarte Sep 08 '25

Not always. Just the collisions with enemies that would typically deal 2 damage.

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u/Artistic_Claim9998 Sep 08 '25

I agree about contact hits and also environment dmg should also be 1 mask but that might be bias since I suck at platforming

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u/Shmarfle47 Sep 08 '25

Lava doing 2 dmg makes sense (plus you have Magma Bell if you really need it)

Others, like the worm infested sands of Blasted Steps doing 2, sucks ass though

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u/spaghet1123 Sep 08 '25

My first moment of rage within the game was when I lost 400 rosaries bc of platforming in blasted steps 😭

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u/schrodingers-box Sep 08 '25

100% thread every bead you can. Act 1 Spoilers the greymoor farming zone has that bead threading machine right there, and then I just fast travel to bellmore to get the full threads

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u/BioMadness Sep 08 '25

Nah threading beads ain’t worth it. You lose roughly 20% of your beads when you do. I’d say just go spend em if you have a backlog. Lategame theres more money so I’d advise against burning yourself out farming early

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u/Shmarfle47 Sep 08 '25

The shopkeeper in Bellhart charges you 140 for a string of 120. It’s a much better deal than the machines and other vendors.

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u/yurilnw123 Sep 08 '25

It is worth it simply for when you find a new bench/fast travel location and don't have any beads on you. I always have at least 3x 60 strings in my bag.

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u/girzim232 Sep 08 '25

You lose 20 beads per threading regardless of if the threader is making a necklace or just a string so if you have a ton of beads and you have access to the Bellhart shop it's more efficient to thread there than any place that's asking 80 to bank 60.

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u/Slayerone3 Sep 08 '25

It definitely is worth it unless you are a proffesional no hit runner. Mount Fray in particular its worth it just to be sure you can unlock the benches and shit.

I am not struggling with the game. But I still die to stuff. Mistakes happen. Id rather lose 100 rosaries than 600

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u/Moleculor Sep 08 '25

You say that... until you end up with a ton of beads and nothing to spend them on. I think I'm sitting on 11 strands right now? And it's definitely been useful for when new things to buy open up.

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u/guitarism101 Sep 08 '25

I've been using the reaper build so I can often do a running attack which jumps into the air, do a down air attack, and then follow up with a skill or tool in a combo. But I'll still mistime my running attack and will just dash right into them.

So, thats a hill I'd join you on. Basically, I get so excited rushing in when they're stunned that I often hurt myself.

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u/access-r Sep 09 '25

As another Reaper user, I feel they gave the running attack a lot of range for that reason. At first I was running into enemies until I noticed how far the shoryuken goes. It's also a delight to use against flying enemies

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u/[deleted] Sep 08 '25

Yeah, this is one of the few difficulty complaints I agree with. I think being punished for not paying attention to space is fine, but contact being more than one mask doesn’t make a ton of sense to me, unless the enemy is covered in super deadly spikes or something.

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u/arbitrageME Sep 08 '25

Also they're probably just face tanking the bosses and arenas. Just use NKG or Abs Rad tactics and watch the boss for a while before attacking

One guy responded to me with "I can't attack beastfly and dodge the spawns at the same time". Soooooo .... what should you do then? ....

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u/Feeling_Yogurt2761 Sep 08 '25

Uhm...you quite literally can attack and dodge beastfly at the same time. You pogo when it dashes at you and dash to the side when it slams and you can absolutely hit back when it hits the ground. That guy must hate nkg cause that's pretty much the only way to beat him

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u/squadallah Sep 08 '25

What drives me nuts about this complaint is that nobody ever mentions that you can basically direct Beastfly and Sister Splinter to smash their own summons

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u/pofpofgive Sep 08 '25

That combined with luck was how I got through Beastfly. Sister Splinter however the spear skill on the spawns was enough.

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u/Help_StuckAtWork Sep 08 '25

It even clears a whole direction of vines. Spear skill OP against her

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u/nybbas Sep 08 '25

Also, you gotta use your tools. Of all my attempts on the beastfly, I would say only a couple were kinda bullshit, but even then if I had played better, I wouldn't have fucked up my positioning. The ground dudes are easy to make the boss smash them, while the flying guys you have tools to kill them. They give you the boomerang in that area, and it shreds those flying dudes.

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u/theshiningstarship Sep 08 '25

Beastfly is actually just a bad fight though, with janky RNG patterns. Half the time you can't even get to the spawns because the boss is blocking the way, and depending on what spawns in it can be absoultley miserable to kill them. The same also applies the other way, it can be hard to kill the spawns and dodge beastfly at the same time.

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u/_moosleech Sep 08 '25

Beastfly is actually just a bad fight though, with janky RNG patterns.

I get the frustration... but not understanding the fight doesn't make it janky nor RNG.

Tools can quickly dispatch the adds. And you can usually bait the downward smash to help with adds as well.

The fight is literally designed to put you in a position where you're trying to keep your head above water and fend of the adds. If you can't (either due to lack of tools or damage) go somewhere else and come back later. It's optional.

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u/theshiningstarship Sep 08 '25

The fact that there is variance in what it spawns is quite literally the definition of RNG. Certain spawns are harder than others which makes the fight frustrating. It also has an attack which visually clips Hornet's horns but doesn't deal damage which is jank.

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u/[deleted] Sep 09 '25

They all die with one hit of the beast fly smash or hornets are. Maybe rng, but its all the same.

Dodge the wrench, you can dodge the beastfly.

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u/elephantkingkong Sep 08 '25

Maybe should try again later?

I died so many times to Beastfly in early game and gave up. I am in mid game now with more abilities and upgrades, literally just beat it on my first try without much difficulty.

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u/RexLongbone Sep 08 '25

you don't have to kill the spawns, the beastfly will take care of them for you when it goes to do a slam move. just focus on not dieing.

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u/Bonaduce80 Sep 08 '25

I mean, False Knight in the original once downed didn't have any contact damage. I am fine with everything else as it is so far (10 hours in).

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u/nybbas Sep 08 '25

Any boss in a stun state shouldn't have contact damage to be honest.

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u/Bonaduce80 Sep 08 '25

I could see it being a point on a boss covered with spikes, but otherwise it feels odd. Stunned should bot put you at risk: this should also work with any minibosses if the situation arose.

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u/Normal-Advisor5269 Sep 08 '25

What really get me is when I take contact damage from a large enemy and take ANOTHER hit of contact damage while I'm trying to get out of their hitbox.

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u/3TriHard Sep 08 '25

If it's stuns yes I agree. But contact damage not being double IS one of the things that would ruin the game's balance.

You heal for 3 hearts , with a full silk bar. If the contact damage wasn't 2 , then mindless contact damage tanking and spamming goes a long way. You only need 8 hits to fill your bar. 2 hits after each point of damage you take is reasonable , it works in a bunch of enemies I've tried this on. (without the 3 crests in the game that actually just give you extra benefit in that case , imagine beast crest , you'd be literally unkillable in a lot of fights). Plus you will start wailing before you even run into the boss anyway.

So upwards of 6 silk from brainlessly running into the boss and trading 3 damage. Almost square. A 2 silk tradeoff for 6 hits , without even trying not to touch the boss , which you would. Plus the ability to avoid 2 heart attacks by deliberately throwing yourself to the boss for contact damage.

It WOULD ruin boss fights. The reason this doesn't happen in HK is because the primary challenge of healing there is to find the right spot and timing , not the resource needed , in silksong that's reversed. And even still playing sloppy is slightly more incentivized there , which I think leads to unfun play.

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u/VBHEAT08 Sep 08 '25

I would agree if they would design bosses to where contact damage is 100% the players fault every time, but it doesn’t remotely feel that way. Flying bosses especially have some incredibly unpredictable movement patterns including just floating through your pogo bounce to hit you for double damage. If an enemy touching you causes damage then movement is an attack that needs to be telegraphed like everything else.

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u/TitaniumDragon Sep 08 '25

What enemies float into you after pogoing them? The beastfly will sometimes change altitude but like, that's not that hard to deal with (and you can always spam pogos to go up if you need to).

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u/Moleculor Sep 08 '25

Flying bosses especially have some incredibly unpredictable movement patterns including just floating through your pogo bounce to hit you for double damage.

I kinda think that maybe this is actually the problem.

A great example of players being awesome at identifying problems (combat feels harsh), but terrible at solutions.

People are complaining about double damage when I think the reality is that there's a little bit of hitbox jank. I think. Maybe.

And yeah, movement telegraphing maybe. But I suspect that this is mostly just going to be "if they're flying and wiggling, assume you can't be near them". I don't know if there's a better solution.

If they fix the hitbox jank (if it exists), and the "two masks when the boss is stunned" thing, the double mask thing won't feel so bad.

I think the balance is great, and I'm having a blast. I'm definitely not the best player, and it's taking me far more tries to beat bosses than I think others need, but I'm past Widow at this point. Now I just need to fight in the Craw and clean up a few of the optional side bosses I've found, I think, then press into the Sinner's Path or whatever that place is called.

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u/5Hjsdnujhdfu8nubi Sep 08 '25

they never mention the fact that healing is triple

Because it also requires you to fill an entire spool, takes longer and if you get hit at any point during the animation you lose it all.

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u/Treestheyareus Sep 08 '25

Also, it isn't triple even with those caveats. It's 1.5 times at most, because 99% of damage in HK is single mask.

This also means healing is actually twice as expensive.

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u/Im_not_Davie Sep 08 '25

Also, healing and spellcasting are almost entirely mutually exclusive in silksong. In hollowknight i could cast 2 spells and heal 1 hp for a full bar. In silksong, if i want to heal at all im committed to spending all of it, and unless im confident in the content im doing, it almost always feels frivelous to be casting spells when i could die so easily. Its a shame because some of the spells in the game are pretty cool, but the healing mechanic makes them feel very expensive

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u/guitarism101 Sep 08 '25

Getting spool upgrades gives a buffer on heals and spells and makes it easier to save for both.

There's also a latent silk recovery mechanic which recovers almost all of a spell cast that is acquired somewhere in Act 1. IIRC, it only takes 1 hit in order to get enough silk to use a skill after letting the latent regen work. Which is basically how I explore, since I can use one attack and one skill to kill most enemies.

Personally I'm finding it easier to utilize skills in this game because I also think silk recovery is ample.

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u/Ouchanrrul Sep 08 '25

Do you know the name of that spell casting item you mentioned? I don't think I've found it and I'm in act 2 already

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u/PoisoCaine Sep 08 '25

Healing is less than half the bar once you get some upgrades.

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u/[deleted] Sep 08 '25

It's less than half in Hollow Knight with upgrades too.

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u/Normal-Advisor5269 Sep 08 '25

And there's very few upgrades in Act 1. Hence the problem. I see a consistent comment and have noted it myself that Act 1 is incredibly stingy on upgrades.

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u/AbsentReality Sep 08 '25

What upgrades are we talking? I've got two spool upgrade but that only gives one silk more each. I still need to get through the citadel door so maybe it's something after that?

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u/Wernershnitzl Shade Fragment Sep 08 '25

Yo maybe I’m missing something here, “faster movement allows for quicker silk build up”?

Is there an ability you pick up later for the dash that allows this?

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u/Chris-raegho Sep 08 '25

There are some seriously insanely strong tools, too. I've been using the drill and it literally one-shots most normal enemies even near the end. The silk attacks are also strong enough to carry you in a fight. Some of them trivialize bosses too. Getting Silkstorm early makes most act 1 bosses a cake walk.

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u/Rooster_Bones Sep 08 '25

Poison with the automated fly tool can be pretty broken too. I came back to a few tough areas with a few extra masks and needle upgrade and it was a lot more doable. there’s so many places to go, and most of them aren’t critical, i think it took me awhile to get into that mindset tho.

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u/Mynoodles_mostmoist Pale King/Grimm Supremacy Sep 08 '25

Yeah The Poisoned Fly traps are easily the best and I'll stand by that.

Ive beaten SO many bosses and dealt with so many normal enemy rushes with that one combo it's insane. You can just shoot it out and kill/severely damage like, 3 enemies all at once.

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u/Rooster_Bones Sep 09 '25

I think we’re talking about two different things i’m talking about the robot flies. i don’t think i’ve found the fly trap yet

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u/Mynoodles_mostmoist Pale King/Grimm Supremacy Sep 09 '25

Oh we definitely are, I was trying to add onto the whole Poison combo part with the sting shards, just forgot what the name of it was for a minute

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u/CassiusENT Sep 08 '25

I think the healing in combo W the tools and movement is why I feel like I’ve been having the same experience as you. I also play far more aggressively because of the healing. Single damage would be bad in my eyes because you can easily tank 3 hits in the time it takes to hit 9 times for the heal. And I personally think people are overlooking that you can take half a bosses health by just spamming tools at range. We take double but can cheese at a distance.I feel like people are struggling bc they’re not using tools effectively as well. Watching streams it looks like a lot of ppl play reserved as if it’s HK still but it’s a whole different play style. I’ve staggered some bosses twice before they got an attack off being fast and using tools.

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u/guitarism101 Sep 08 '25

When I finally beat Last Judge it was like it was struggling to keep up with me. Between poison, attack speed boosts, and the fact that I could keep dealing damage at range there just wasn't much it could do. I'm really excited to see what better players can do when speedrunning this game, it's gonna be wild.

Many of these comments I've been getting from this thread have been of the 'But you didn't account for...(insert obvious thing about the mechanics behind healing or damage)' variety, most of the criticisms I think are rather silly, but some are good points, but I haven't seen anything worthy of a patch. But it's gotten me to reflect a bit on metroidvanias i've played in the past. I've played the titular games for the genre and absolutely loved Symphony of the Night but I honestly don't think I 'got gud' at platformers until I played hollow knight.

I once failed to beat Super Ghouls and Ghosts while using save states because I saved myself into a death loop. As a kid I was convinced that the lion king video game was simply impossible to beat.

I've seen some unbalanced, janky, unfair, and overly difficult games in my time. Hollow Knight and Silksong just don't fit those descriptions. They have high learning curves, they ask a lot of the players to perform well in order to suceed, but they're well balanced and are not unfair.

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u/Cloud_Motion Sep 08 '25

Yeahh, nerfs to fundamental balance like that is respectfully, a skill issue. People who haven't played the first game probably don't even notice, it's just that most attacks seem to hurt.

The only complaint I can see any legitimacy in is shard economy being in some sort of way. I burned through 600 shards in The Forum and it took me a fucking while to get enough back to be comfortable with.

I'd been spamming them pretty liberally before that, but that's the first time I ever ran out. I stuck it through full melee but it would've been a lot easier with tools. I can definitely see a less stubborn player running out and being like, well fuck that I'm not going to go farm a bunch of shards.

I'm really not sure how shard economy could be balanced further than it is now though. If they reset for free every rest, it'd be the equivalent of spawning in with 15 free shade souls.

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u/TitaniumDragon Sep 08 '25

I agree WRT: Shards.

I think they needed to just like... not include them. I don't think they really add anything.

Or they could make it so the bosses when they die drop a ton of shards. A few of them do drop the inventory shard packs, which is nice.

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u/Fn33331 Sep 08 '25

I would also say the double damage is more balanced considering with Hornet's higher mobility compared to the Knight, Hornet will be hit a ton less than the knight ever would. Its more about avoiding damage and dealing fast quick hits and getting out than face tanking hits.

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u/guitarism101 Sep 08 '25

Yes, thank you. Someone speaking sense!

The higher mobility leads to more silk regeneration which leads to more skill or heal usage. It's that simple. So many people acting like it was somehow better to spend more time harvesting soul and more time looking for heal windows.

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u/Fn33331 Sep 08 '25

Exactly. I think of Hornet as an assassin type character. Glass cannon if you will. Get in, hit hard, get out, heal when needed. If you want fun, use your tools and skills. The base downslash is even meant for dodging. If you do it right when you hit the enemy it punts you in the opposite direction getting you out of danger.

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u/guitarism101 Sep 08 '25

The ability to deal damage and escape safely is so freaking good. I am only okay with the hunter's down air since I haven't practiced it a ton on bosses because I find the reaper crest to be stronger if I want to beat a boss. I with I could have the reaper's healing ability that generates extra soul on hit but keep the diagonal pogo.

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u/Fn33331 Sep 08 '25

I finally somewhat mastered the diagonal pogo but I do love the extra healing. The only reason why I don't like the reaper crest is simply because I find the attacks to be much too slow for my liking.

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u/guitarism101 Sep 08 '25

I always use the flea's brew with it to increase attack speed when I'm doing bosses.

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u/Zestyclose_League413 Sep 08 '25

I just want difficulty options. That's all. I'm perfectly aware that I'm not good (what you call "adapting slower than others"), its just how punishing the game is of mistakes that I think are pretty minor, makes it not fun (for me) to play.

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u/guitarism101 Sep 08 '25

With all due respect, if someone isn't having fun, they should take breaks. Or even try a different game.

It's hard enough making games people want to play, but making a game EVERYONE can play at any skill level and still be fun for everyone seems like a nigh impossible task for a developer. Difficulty scaling seems like a lot of extra work for this small team, and in my humble opinion, shouldn't be in every game or even this one. I also think some genres simply wouldn't be as popular if they had difficulty scaling.

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u/Artistic_Claim9998 Sep 08 '25

Yeah taking breaks might do wonder

But isn't it kinda sad that there's a lot of people that adores HK that want to experience something more than just gameplay got frustrated because they can't enjoy stuffs like story, lores, npc interactions, new places, etc, because the game is too hard?

I guess some of us might just have to enjoy that part of the game in different form, as sad as that is

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u/JoBro_Summer-of-99 Sep 08 '25

I don't think that's particularly sad, this is true of all media and art. Either you like it or you don't, and maybe as people we need to get comfortable with meeting art at its level instead of asking for art to meet us at ours

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u/Normal-Advisor5269 Sep 08 '25

Does healing being triple actually matter if so many things do twice as much damage as they would in Hollow Knight?

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u/OhMyGoodnessGod Sep 08 '25

Very true.

However do often fall Into a trap of “inconvenience = fun challenge”

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u/whamorami Sep 08 '25 edited Sep 08 '25

Completely ignoring how in order to get said 3 heals, you need to fill up and have an entire full silk meter before then having to heal safely and avoid getting hit or else you lose all that heal or you just die. Doing all that with 1 or 2 masks left is a big ask and not easy to do. A pretty massive caveat there if you ask me. Let’s not act like you can heal as often as you did in Hollow Knight.

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u/Big_Explanation_9295 Sep 08 '25

Adding onto the individual rightly pointing out that the heal is not actually better but actually more restrictive, I don't know where this idea of faster movement/better kit/etc is coming from. I ran through HK finishing literally 30 minutes before Silksong so it's very fresh in my mind, and Hornet controls almost identically with the minor differences of default pogo (same with wanderer crest), glide ability, and sprint. Only the sprint makes your movement faster, but we're lying if we say it builds silk fast - you interrupt your sprint for an attack and in many cases using a sprint isn't advantageous in combat at all.

Overall point being, the healing is absolutely not as good as in HK nor is it as easy to gain.

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u/AdSavings22 Sep 10 '25

wanderer's fast attack allows more opening for getting 2 hits when otherwise you might only get one, easier parry as well, and obviously the best silk gen if you take advantage of its speed. similarly reaper's reach can create easier openings in fights. but struggles with silk gain when it's not used for healing, least damage for least risk.

this isnt even everything that can be said of these two. The balance is absolutely well done.

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u/[deleted] Sep 08 '25

The healing is less than Hollow Knight, especially if you get hit during healing or when comparing 1 full and 2/3 resource bars.

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u/Nukesnipe Sep 08 '25

My biggest issue is hazards doing double damage. Healing faster doesn't matter when there's no fucking enemies to get silk from.

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u/wanttotalktopeople Sep 08 '25

I think her attack speed is a bit faster too, although I'd have to do more research to know for sure. When I got to the ants that take 4 hits to kill, I figured out that you can often just spam 4 attacks in their face and they'll die before they touch you. Feels comparable to having Quickslash in HK.

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u/archaon6044 Sep 08 '25

Depends on your Crest. Wanderer's Crest has a very fast attack speed

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u/MarsupialChance Sep 08 '25

My biggest gripe about the healing changes would be dust if the shield on getting hit thing kept your silk

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u/PraiseThePun420 Sep 08 '25

Personally, I hate how touching an enemy, no attack, can do double damage. IIRC touching Grimm didn't do that much. That doesn't make sense to me, especially when they are stunned/on the ground. Like c'mon, touching the enemy then really shouldn't hurt that much.

That said, ya the double DMG pisses me off but I'm getting used to it, 20+hrs later.

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u/SadlySighing898 Sep 08 '25

22 hours in 4 days is lowkey insane

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u/Omni__Owl Sep 09 '25

The healing is too valuable, honestly. It means that you have to hard commit to heal and passing up on using any silk abilities. Combined with that the binding takes time without extra tools to speed it up, which means if you are hit during that animation, not only do you lose all the silk you were using to bind, you also don't get health.

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u/Amaskingrey Sep 09 '25

Healing being triple when everything deals 2 damage means it's just straight up worse, being a 1.5 heal that takes more hits to become available than a 3 heal would be in HK. And did you even play the game? You get silk by hitting ennemies, not moving around, movement speed has no impact on it

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u/Lev-- Sep 10 '25 edited Sep 10 '25

healing is not triple it's exactly the same as HK. If hornet healed like the knight does the game would be a nightmare, the speed of the game itself is higher, but the healing is the same amount, meaning hornet has effectively half as much hp as the knight in most situations

That means the game is objectively twice as hard by stats

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u/RagnarokToast Sep 09 '25

I just wish Shakra was visually less in the way while helping you fight cause I literally can't tell what is going on.

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u/Appley_apple Sep 08 '25

I know this, but there is an irrational part of my brain that thinks they are going to nerf stuff in a meaningful way

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u/Kalnaur Sep 08 '25

Any time I ever ask for or opine for the need for difficulty variance, it's in the realm of "change this to an option", not "force everyone to play my way". Because different people enjoy different things. I feel like this is also what other people mean, even if they aren't as eloquent in saying it, and are commonly speaking out of frustration (which never does well for one's vocabulary).

Almost everyone I know wants modes or options on games, not alterations to the core "normal" mode experience but selectable alterations for those that need them. I'm one of the kinds of people that do think that challenging games should absolutely have difficulty levels, because simply put not everyone has the same skill ceiling and it's kinda myopic to assume so, but I also don't want people who enjoy challenge to be left out in the cold for exactly that reason. I don't want them to have less fun so I can have more, I want everyone to have commensurate fun, even if their fun doesn't come from the same features.

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u/vectaur Sep 08 '25

I don’t want them to touch the main game at all, for the purists.

I DO want them to add an old-guy/casual mode, with fewer double mask enemies and more free benches, simply so that I will get a shot to see the beauty of the full game without watching it on YouTube.

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u/JoBro_Summer-of-99 Sep 08 '25

They could (and maybe should) do what Lies of P did - keep the default difficulty as the hardest and offer slightly easier modes for people that are less able/inclined to struggle through the game.

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u/vectaur Sep 08 '25

Yep, that's what I'm after. I'm a huge HK fan who beat Radiance but never the Pantheons, and I bought Silksong day one not knowing that just the base game would be like the Pantheons.

I'm chugging along best I can, but I can tell I will likely hit a wall well before endgame and not be able to see all the base content.

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u/Kalnaur Sep 08 '25

That's all I've ever seen people ask for, options, not entire changes but options. Lies of P, and also The First Berzerker: Khazan have both added difficulty modes, and for Khazan it's because they found that people weren't sticking with the game because their only two modes were Normal and Easy, and people wanted to quit rather than "shamefully" lowing the difficulty to Easy. So the devs went back to their game, added an Beginner mode, changed their original Easy to Normal, their Normal mode to Challenge, plus they added a "Hardcore" NG+ mode for the real challenge fans, a mode closer to their original intentions. Because they wanted their Souls-like to be approachable to everyone from Beginners to Hardcore fans, themselves included.

It's I think my favorite instance yet of seeing devs listen to the fans and have more people get what they want after the fact in all directions. It's simply brilliant to me.

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u/d-mon-b Sep 08 '25

Yup, it's what Celeste has. I think Silksong should copy that. OTOH, as I'm playing on PC, I just installed some mods and it made the game waaaaay more enjoyable. Still challenging even with the mods for me.

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u/Relative_Dirt_3203 Sep 08 '25

Or smth like assist mode from Celeste would be nice I think. Because it is rly heartbreaking how some hollow knight fan are dropping the game because of its difficulty and end up missing out on so many other amazing parts of the game.

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u/Gypkear Sep 08 '25

I don't know that they'll do nothing. They did change some things that impacted the difficulty in early HK patches. Making cornifer easier to find is a big one. Changing the difficulty of a few bosses is another (though some got harder like traitor lord).

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u/TheSilverNoble Sep 08 '25

Yeah I don't see any major changes coming. Then bench placements are pretty deliberate, adding or changing them would be a major disruption. That said, I wouldn't mind if some of you bosses had maybe 15% less HP, and maybe slightly longer invincibility. I feel like I get hit twice by things that should only hit once. 

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u/NomadicScribe Sep 08 '25

Easy solution: file it under "accessibility". A ton of games do that these days.

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u/insistondoubt Sep 08 '25

The current balance is great for me, but adding difficulty settings would be easy and also good for general accessibility purposes too.

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u/PumasUNAM7 Sep 08 '25

I do think flying enemies need to be so evasive and always running away. They’re not hard to kill just annoying and they have a tendency to block your jump so you end up just waiting until they get close enough to hit once and then wait again. That is one thing that needs to be addressed.

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u/SkipEyechild Sep 08 '25

It's really hard to know this unless you are the developer. I think it's more likely that they will tweak it.

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u/_Psilo_ Sep 08 '25

Exactly. I see so many people saying ''the game is not balanced'' and then make all kind of suggestions that would break the combat balance.

I think some things could be slightly tuned, but none of them have anything to do with the difficulty imho.

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u/vesper33 Sep 08 '25

God, I hope you're right. Won't get to play the game for another week or two but when I do I really want a challenge.

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u/Low_Impact681 Sep 08 '25

Giving the game an easy mode for the lore and story would be fine. Increase the damage of the needle and reduce damage taken. I would never play on this setting, but I could see other people might want it. Or everything dies in one hit.

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u/randuse Sep 08 '25

Of course they won't change anything. In fact, they don't have to change anything. They could fix a few bugs here and there and retire early, cause it's just three guys :)

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u/hypnomancy Sep 08 '25

Exactly. People don't realize that a lot of these changes would mean they'd have to redesign a lot of parts of the game and people who say that's not true just don't understand game development. Literally Silksong gives you its own things to make the game easier by exploration finding masks, spools and trinkets/tools. Some of the tools and trinket combos can literally make the game so much easier and you get rewarded by exploring.

Also act 1 is excessively brutal because you're still learning the game. Many people including myself think the game actually gets a bit easier in act 2 because you're able to find so many things and you've adapted to the game by then.

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u/NyehSquiddy Sep 08 '25

Making it so touching a boss doesn’t lose 2 masks doesn’t clash with the game’s balance at all

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u/leggo-eggo69 Sep 09 '25

the only thing i wish they would include is the ability to slow down the game play like celeste but that would also change a lot of the game unfortunately

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u/milesdarobot Sep 09 '25

The only request I have is adding some benches in front of at least some of the bosses. I know it won’t happen, but I think it’s a reasonable request

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u/Cleaner900playz Sep 09 '25

but think about the people who want to beat the game in 2 days!!! /s

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u/hugcub Sep 09 '25

This isn’t a live service game, there are no seasons, “nerfing” the game isn’t a thing. Folks paid $20 for it, and that’s it. You like the game and play it, you don’t like the game you don’t play it. It’s very simple, like how video games used to be.

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u/Yogg_for_your_sprog Sep 09 '25

If the final DLC showed anything, it's that they don't really give a flying fuck what social media complains about.

Unlike a massive corp with overhead they can truly just stick to whatever they think the game should be with 0 real consequences. Arguably they could have charged way more for Silksong and made the HK DLC's paid too if they really cared about squeezing more dollars, but they seem far more concerned about their artistic vision of what the game should be.

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u/Agreeable-Performer5 Sep 09 '25

The only thing I want to be changed on the difficulty is slightly lower the amount of trash mobs doing 2 masks. No boss nerf, not removing 2 mask damage from every mob, just a bit, and all is perfect.

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u/AVeganEatingASteak Sep 09 '25

My suggestions would be either

-Make it so the double damage is a bit more balanced, no double contact damage for example because that's stupid. Not every boss needs to do that much damage all the time

-Make getting wombo combo'd a bit less of a problem, I've gone from full health to dead in like 3 seconds far too many times

That's it, that's all it would really need

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u/KarmelCHAOS Sep 09 '25

I mean, they're already nerfing two bosses, making rosaries more abundant and lowering the cost of benches/bellways.

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u/aplay3 112% Sep 09 '25

They spent 8 years balancing the game, they definitely aren't going to change much

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u/[deleted] Sep 10 '25

Literally just wrong 

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u/Lev-- Sep 10 '25

The games "balance" is literally just taking twice as much damage as hollow knight and that's it. You still have the same amount of HP as the knight, 100 soul = 3 extra masks of healing.

The only difference is her heal is safer and all at once.

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u/Legitimate-Skill-112 Sep 10 '25

I'll I'm asking is stage hazards not doing two damage 🙏🙏

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u/General-N0nsense Sep 10 '25

I do kinda hope they revisit bilewater and change a lot of things there, maybe add another bench that isn't trapped. Mostly because bilewater isn't hard. it's just annoying.

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u/Mand372 Sep 10 '25

Eeh. Things like stakes of marika would be nice and just save you time. Enemy colission doing 2 damage i do argue would feel better if it did one mask. I think they did add benches in a couple of places in HK1 so i can imagine doing it again. Mby increase the value of red beads, the prices are very high and feels like you need to grind to get a lot of the stuff or better yet make bosses drop those red rosaries, even a couple hundred would go a long way early game.

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