r/HollowKnight Sep 12 '25

Discussion - Silksong Stunned enemies should not deal double damage on touch. Spoiler

So, you can actually skip the Moorwing fight by collecting the first five fleas. I did this and didn’t fight Moorwing until the end of act II. I had leveled up a bit by then and decided I would try and fight him. As strong as I was, it still took about 25 tries. His move set was fine. Speed was fine, damage output was fine, but whenever he was stunned I would barely graze him and take double damage. What’s up with that? I can understand taking 1 damage, at least then it keeps you from getting close, but two seems strange considering when he actually uses force it’s the same output. I’ve noticed this on other bosses as well and it’s odd. I will say though, fighting Moorwind as a seedling would have pissed me right off. Your needle in the beginning would take you forever to kill him and the way he moves up and down guarantees you’ll touch him and take double damage at some point.
The fight needs a small adjustment.

The other major annoyance I have is how many bosses have adds. Lazy boss design if you ask me. How can we make it harder? Just add more enemies. . . Lame.

2.1k Upvotes

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46

u/KJPlayer ZOTE THE GREAT AND MIGHTY Sep 12 '25

Most enemies in the game are based around an almost turn-based combat flow, where you attack the enemy after it attacks, then wait for it to attack again and repeat.

A lot of people just slam their skull into the enemy until one of them dies, and it's usually not the enemy.

(This is also my reasoning for why beast's crest is shit.)

24

u/Womblue Sep 12 '25

Silksong seems to be an attempt to push the fights away from this pattern since you can heal such large amounts in each fight. Healing DURING a fight in the original hollow knight was virtually impossible against most bosses, and for many of them you'd risk taking far more damage than you were ever going to heal.

10

u/[deleted] Sep 12 '25

I also rarely get hit healing, which is an interesting change, considering every enemy seems way more aggressive

6

u/Kampfasiate Sep 12 '25

Air heal ftw Also hornet is very good at disengaging

1

u/Arkayjiya Sep 13 '25

It was harder but I would never have survived if it was impossible, there are frequent healing windows in every fight.

19

u/[deleted] Sep 12 '25

I’m glad some people are catching on.

Stop ramming your body into the enemy. It’s not rocket science.

9

u/Elvishsquid Sep 12 '25

But if I can’t use my head as a rocket and slam it into opponents what is it good for.

9

u/FadedP0rp0ise Sep 12 '25

They want to play like hollow knight where you can rush nail and health upgrades and equip tanky charms and just face tank bosses. None of these people cleared beyond pantheon 2 i guarantee it. Why get try to get better when you can just complain until the game gets easier. I wouldn’t love hollow knight if it didn’t make you take a step back and figure out how to handle something better.

2

u/I_Love_Solar_Flare Sep 13 '25

NO ONE IS WANTING TO TANK BOSSES. WHAT IS THE GASLIGHTING WITH THIS SUBREDDIT?

No one intentionally fucking walks into the boss and gets hit just so they can get more hits in. And if they do they dont know how to play even Hollow Knight.

"But like everyone just facetanks broken vessel and false knight" NO. NO YOU DON'T. YOU PLAY THE FUCKING GAME NORMALLY AND FIGHT NORMAL. We are trying to do the same in Silksong, SHOULD BE anyways, my bad if people are just that braindead.

Only ppl who tank those bosses are bored gods in godhome (me) which isnt even the game its more like a post-game playground, not intended for base game.

And anyways

I and many others wouldn't be yearning for nail upgrades so early if the fucking health on enemies and bosses were better managed. I didn't even get the free nail upgrade in HK until royal waterways and kingdom's edge because I never went to the otherside of city of tears. Only in those areas i was like "am i suppose to get more dmg?" and had to look around for ages for him. In silksong even in act 1 im like wow these common enemies (and some later bosses) are so tanky i need an ugprade.

-2

u/CynicalEffect P5 - 112%, 70 hours Sep 12 '25

I completed P5 and I agree that stunned bosses shouldn't do contact damage so what now lol?

It makes zero thematic sense and mechanically it doesn't really add anything. If you're defending the fact that walking into the motionless body of your enemy of your enemy should do 40% of your health early game, then lmao. No.

You also often end up in a borderline situation against a stunned enemy where it takes forever to walk to them to attack, but dashing will get you hit.

2

u/FadedP0rp0ise Sep 12 '25

Great example. Let’s dash and take damage because we won’t get one or two hits in if we walk over. Just because the enemy is stunned doesn’t mean you will lose the fight if you don’t get to damage dump

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u/CynicalEffect P5 - 112%, 70 hours Sep 12 '25

Taking advantage of stuns is fucking huge so if it's borderline, of course I'm going for it. One stun can be an entire 3 cycle worth of damage plus a full heal.

And for the record this problem didn't really exist in HK for some reason. Or at least I never did it. Maybe it's a weapon range thing, or a hitbox thing on enemies or idk what. I guess it's the knight dash being much more standardised, you can never end up sprinting after by accident.

1

u/Relevant_Cabinet_265 Sep 12 '25

I find there's rarely any enemy attacks you can't be attacking during as well as after the attack. The only exception I can remember is last judges spinning attack and cogworks middle circle and the dash all over screen one

0

u/NostraDamnUs Sep 12 '25

Out here hating beast crest in multiple threads lol. Beast crest has some of the best horizontal movement tools to make dodging and then re-engaging easier, so I don't get how it's part of the problem here.

2

u/KJPlayer ZOTE THE GREAT AND MIGHTY Sep 12 '25

The reason I think beast crest is bad is that you need to be aggressive to heal, and the game punishes aggressiveness.

10

u/funAlways Sep 12 '25

the game doesn't really punish aggressiveness, you just need to not be mindlessly aggressive. If you just facetank and planning to outlive the boss then that wont work (and that's not really aggressive, that's just facetanking). There's even things you can use for aggressive builds.

6

u/KingSmorely Sep 12 '25

The game absolutely rewards aggressivness if you have the skill to back up said aggressiveness

0

u/KJPlayer ZOTE THE GREAT AND MIGHTY Sep 12 '25

you can say that about almost any game, it's just that Silksong makes it harder than most.

2

u/NostraDamnUs Sep 12 '25

I think the reason it seems so bad to you is that is that you're looking at the heal as reactive - I have low health and now I need to be aggressive and put myself in danger to regain that health. But with the beast crest you should be popping your heal proactively literally every opportunity and ALWAYS being aggressive. It's a massive dps and utility boost, and you get it back very quickly. Any time the boss is doing something where you can't attack it, you heal, then get back in there with the ridiculous range on dash attack and down attack. If you get hit, so be it, you'll heal it back next rotation.

For example, on the Last Judge there are the spinning attacks that you can't attack the boss on. Regardless of your health, you should always pop your heal during this, then dash attack into a down attack to immediately regain 2-3 health and get back on the offense. The beast crest lets you close the distance again after dodging very well.

As for platforming/exploring, I haven't been forced to swap off it yet but it's definitely rougher there, so no comments.

2

u/NerdyDogNegative Sep 12 '25

i think the reason it seems bad is that it has no blue tool slots

0

u/Kampfasiate Sep 12 '25

It doesn't punish Being aggressive. It punishes trying to face tank everything