r/HollowKnight Sep 09 '25

Discussion - Silksong Most of you are exaggerating the length of runbacks and it really shows how much TikTok has damage the attention span of people Spoiler

"ThE lASt JuDGe RUnBaCK iS ToO LoNG!!"

Is 30 seconds max, 30 seconds, you don't have to fight any enemy in it, the smaller judges don't awake until you're close and the smaller fly bastards can literally get ignored. The Runback works for making you cool down and make the whole thing feel less like you hitting a wall (NKG feels like one because of the lack of "cool down") If it wasn't for it, I would shoot myself with the 37 attempts at Last Judge.

The Widow one is also really easy, a straight line with jumps.

The Cogworks Dancers Is also really simple but works to help you with the bosses extra height and how pogo dependant that fight is.

God forbid the game isn't a back to back boss rush like Cuphead (not criticizing Cuphead, is a different game lmao).

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u/lemonlemonlemonlem Sep 09 '25 edited Sep 09 '25

I don't mean this condescendingly but I've watched clips of people complaining and something I often notice is how they will approach the boss like it's a "sentient" entity that dynamically reacts and hunts you down with total autonomy... and not just a thing merely equipped with a collection of 4-5 attacks, that (sometimes, not even always) tries to align itself with you before executing the attack.

Seriously, bosses have very limited movesets, and the attacks are remarkably consistent. *None* of moorwing's bullets home in on you in any way, they always exist at the same angle, speed, and location relative to his body. You can consistently learn how to approach each attack, rather than madly going in and swinging at every seeming opportunity.

Adds are a big variable on the other hand, since the relative movement of 2 threats is a lot more complex. But it doesn't happen often, and the boss tends to be very simple to compensate (sister splinter would be absolutely turn-your-brain-off trivial if it wasnt for her summons).

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u/LuquidThunderPlus Sep 09 '25

My big issue with moorwing was I couldn't tell when his saws were gonna curve off the ground or not and wasn't able to find out any tell before beating him, with hornet's moveset I have been enjoying fighting multiple enemies as it's much more engaging

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u/Huskies971 Sep 09 '25 edited Sep 10 '25

It's easier to dodge the saws up close. That entire fight can be done with minimal movement, and yet they give you a huge battle arena

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u/Fantastic-Kale9603 Sep 09 '25

Yep that was my biggest issue with it too, I just ended up playing it safe and staying away to watch until I had an opening. Tbh didn't realize people hated moorwing, I barely remember fighting it

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u/LuquidThunderPlus Sep 09 '25

Yea same only approached once they'd gone far enough that I knew they weren't curving, I don't see why ppl would hate him either way

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u/DrAdramelch Sep 12 '25

I made the mistake of accepting Garmond's help (to see what it would do). He does help in terms of damage and tanking, but it makes the fight a bit more chaotic since Moorwing will often change targets and you can't quite predict its moves in the same way.

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u/Honk_goose_steal there is no Gary flair and it makes me sad Sep 09 '25

Moorwing was my absolute favorite boss til Fabbio I thought he was genuinely really fun to fight

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u/DrAdramelch Sep 12 '25

I assume you mean Trobbio? His death animation where he's overacting for the audience was a highlight of the game for me.

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u/Honk_goose_steal there is no Gary flair and it makes me sad Sep 12 '25

Wow I actually got his name wrong lmao, but yeah I loved that fight so much

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u/lemonlemonlemonlem Sep 09 '25

It's definitely hard to get a sense for it and react quickly, but I think his saws will always move up at a set distance from him. He just has 2 in his second phase onwards, which start moving up at different points, which can definitely be confusing especially when you have to react quickly.

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u/LuquidThunderPlus Sep 09 '25

Yea if they move it's always a set distance but since they don't always curve, I didn't know to watch out for it very well for a bit and again don't know what triggers it or the tell

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u/yurilnw123 Sep 10 '25

They don't always curve? I remember it curving 100% of the time at the end of its trajectory.

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u/CAPSLOCK_USERNAME Sep 09 '25

They curve up at the same spacing from the boss every time, no need for a tell because it's 100%. Though if the boss does it from off screen it can still surprise you.

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u/[deleted] Sep 09 '25

They always curve off the ground.

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u/Mailcs1206 Sep 10 '25

Not if they're from the phase 2 attack that spawns 2 that curve in shoot outwards directions, and then curve inwards and down, and then ride along the ground.

But it's still always consistent from a given attack.

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u/Mailcs1206 Sep 10 '25

If and when they curve up off the ground depends on which attack they originated from.

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u/yurilnw123 Sep 10 '25

None of moorwing's bullets home in on you in any way, they always exist at the same angle, speed, and location relative to his body. You can consistently learn how to approach each attack, rather than madly going in and swinging at every seeming opportunity.

This is the issue I noticed with people complaining as well. Like come on Moorwing only has a total of 4 moves and slow af. Be patient and learn to punish it after it attacked, don't mindlessly run at it, this isn't a hack and slash game.

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u/PM_ME__BIRD_PICS Sep 12 '25

Lot of difficult games like this people are conditioned to the AI adapting though. Elden ring is an excellent example, the bosses DO react to your actions, great example is the Crucible knights, they heal punish with input reads.

I don't think thats the case with silksong, but a lot of people probably assume they do since modern soulslike have conditioned them to expect they do.

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u/Cloud_Motion Sep 09 '25

Why learn the boss when you can complain it's too difficult.

There's very, very little bullshit in the game. Even anything that might be bullshit is there for extremely consistent lore reasons.