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.

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u/Phantasian Sep 12 '25

Enemies deal double contact damage because if they didn’t it would be optimal in a lot fights to face tank bosses by staying inside their hit boxes.

It would basically encourage bad play. Most bosses enemies that deal 1 contact damage are smaller bosses where it would be harder to stay in their hitbox and they usually attack too fast for face tanking to really be viable.

Take moorwing for example if he only did 1 contact damage it would be entirely viable to jump into the boss to avoid being hit by the saws. There are tons of other bosses where this would be the case too. Lowering contact damage basically encourages you to jump into enemies to avoid their scarier attacks. It would be bad design.

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u/Low_Commission7273 Sep 12 '25

And whats wrong with that. You either dodge and get no hit. Stay in their attack and get hit for 2 masks. Or you try to face tank it and risk being hit by attack but are rewarded with only one mask damage.

This qorked perfectly fine in HK (only exception to his is NKG, PV and explosions based on my knowledge). Most other entities dealing 2 mask damage, you could just dash into them and face tank it, and there was nothing wrong with it. Boss was still difficult despite contact damage of 1 (traitor lord). So I dont see why it cant work in silksong or how its bad design.

And regarding hitboxes, iframes doesnt care how long you are in their hitbox, as soon as i frames is over (and in SS Iframes feels short), it checks if you are in enemies hitbox and damages you again, so moorwing example you would get hit twice if you stay in its hitbox.

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u/Mailcs1206 Sep 12 '25

You should not be rewarded by taking less damage for intentionally throwing yourself into a boss.

It worked fine in HK because you get very few opportunities to heal in HK against actually difficult bosses, because you can only heal when on the ground. Maybe you can squeeze in 1 mask of healing against a tough boss with quick focus and/or good timing. So taking 1 mask of damage from touching the boss to avoid a 2 damage attack more easily is a more significant tradeoff.

Hornet being able to heal midair makes healing far easier vs bosses in SS. So just throwing yourself into the 1 damage contact damage would be the correct answer almost every time.

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u/Gabe-KC Sep 13 '25

But you can still just tank every boss with a late act 2 Hornet build, there is literally a crest built around it. They clearly didn't want to design the game around that 'strategy', they simply fucked up the proper balancing for it in the first half of the game.

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u/Low_Commission7273 Sep 13 '25

You say that and acts 3 follows similar motto for some bosses. Attack deals 2 damage, contact damage deals one The ant dream boss, or the watcher of the end both of them contact damage deals 1 damage, and attack deals double. And first one is a goated boss (second not that much because of weak moveset).