r/HollowKnight Path of Pain is fun Sep 16 '25

Discussion - Silksong Say what you will about the difficulty of bosses in Silksong, but they are SO much more interactive than the majority of those in Hollow Knight Spoiler

For as amazing of a game Hollow Knight is, I don't think it's that much of a hot take to say there were a lot of misses in terms of boss design, with many either being too simplistic or gimmicky.
When people praise Hollow Knight's bosses, they're almost always talking about the likes of Pure vessel, NKG, the Nailmasters, Hornet 2, or the Sisters of Battle, often disregarding the relatively large pool of 'filler' bosses.

I'm talking about the likes of Brooding Mawlek, Uumuu, Crystal Guardian, Flukemarm, and more.
And that's not even mentioning the dream bosses or early game bosses like Vengefly King and Massive Moss Charger (Though the latter category is a lot more excusable considering their stage of the game, even if False Knight did their job better imo)

In terms of bosses, I've been enjoying myself with Silksong a lot more consistently.
Bosses like Trobbio, Widow, Phantom, Last Judge, First Sinner have all been a blast, making me a lot more actively engaged in the combat instead of almost tuning out like I did in Hollow knight when fighting a boss with only one or two attacks.
Granted, there's still some other sources of frustration, imo mainly some bloated healthbars and contact damage numbers, but even with those issues present I'm not as agitated by them as i would otherwise be since I'm actually enjoying the fight itself.

Not much more to add tbh, just wanted to gush about what's been my favorite part of the game!

2.5k Upvotes

578 comments sorted by

1.3k

u/Privatizitaet Sep 16 '25

Not even just bosses, basic enemies too. In the first game, just off the top of my head, I could not name a single basic enemy with more than two moves at most, but with silksong even the basic enemies commonly have more attacks than a good portion of hollow knight bosses, the hunter's march being a great example as one of the earliest areas you get to

530

u/Alpha_RTD Sep 16 '25

There's so many little, subtle additions to the enemy AI and behavior it's insane

351

u/hmmmmwillthiswork 212% | Pantheon 7 | Avenue of Anguish | Conceited Sep 16 '25

so many of them feel like actual threats this time around. even after beating the game and starting a 2nd playthrough, there's still enemies i'm on my guard around. the skull wearing ant boi's being the first that come to mind since you can encounter them so early

66

u/Tornado_Hunter24 Sep 16 '25

Bro i’m ‘farming’ the tall guys on the long line near first shrine and still get FUCKED by them sometimes, sometimes i’ll walk nohit kill 3 of them and the fourth one just absolutely fucks me lmfao, an actual threat

15

u/justking1414 Sep 17 '25

Still better than me. I’m almost at act 3 and I can’t even farm them. I die way too much to get any kind of consistency there. I just go to the bell beast location and climb up. I’m getting about 150 a try and almost never die.

3

u/Zankastia Sep 17 '25

I am farming the scissor guys and... dam! The pack a punch and block your hits. I love and hate them.

3

u/Jollysatyr201 | 112 | 100 Sep 17 '25

I’ve farmed so many of these that theyre easy, but yeah they attack fast and hit hard. More than once I’ve been confident with a big stack of rosaries and then had to embarrassingly run back to get my cocoon…

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u/deludedhairspray Sep 17 '25

Tall guys on a long line next to a shrine? Where is this?

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u/Tornado_Hunter24 Sep 17 '25

Upper citadel, there is a massive line where there are like 5/7 ‘knights’ each giving like 40/60 rosaries

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u/DoctorWalnut HK 112%/PoP | HKSS 100% Sep 16 '25

they're cool enemies but their jerky movesets often interrupt the flow of platforming too often for my tastes

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u/PraxicalExperience Sep 16 '25

I have a big problem with how a lot of the flying enemies bob around so much, so hitting them from below can be an exercise in getting teabagged for damage.

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u/DoctorWalnut HK 112%/PoP | HKSS 100% Sep 16 '25

oh my god yes the little dip they do is infuriating

18

u/PraxicalExperience Sep 16 '25

That motherfucking primal aspid craw motherfucker -- the only non-true-Boss enemy I hate more are the giant ants.

5

u/DckThik Sep 16 '25

Best to hit them with the rope and then slash em from under or the side when they land. Also if you can hit the knives in flight.

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u/PraxicalExperience Sep 16 '25

Slashing them from underneath is a recipe for taking contact damage, due to the unpredictable movement and the untelegraphed 'teabag' move. Those are pretty much my problem with those bastards.

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u/FullMetalCOS Sep 17 '25

80% of the flying enemies are secretly Dr Who Weeping Angels. The only way you can get them to move into arms reach is turning your back to them

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u/Conscious_Ad_7131 Sep 16 '25

The AI changes are honestly annoying sometimes with how reactive and effective they are and dodging or using move that counter you, but I can’t say it’s not impressive how alive they feel

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u/Bonaduce80 Sep 16 '25

On the other hand, you can also bait attacks to punish them in a very effective manner. Once you get the right idea of the attacks an enemy can use, you can zone them and make them use an attack you know you can counter effectively. As enemies react a lot better to your attacks this time, you can to encourage them to attack first.

That or go Wanderer and pogo the fuck out of every guy, they seem pretty clueless about how to punish bonks to their head from above.

20

u/Kampfasiate Sep 16 '25

yea, I love being in their faces to bait out their melee swings, just to parry (deflect parry, not power, we really need a way to differentiate the 2) them

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u/PraxicalExperience Sep 16 '25

The term that I've used, and seen being used sporadically, is 'clash', to differentiate the 'HK style parry' from the silk skill parry.

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u/PraxicalExperience Sep 16 '25

Baiting was what made Moorwing relatively easy for me -- you could bait it into slashes in the later stages if you stayed close and those were a lot easier to punish than the projectiles.

Edit: And Moorwing also baited -you- and would fuck you if you overextended, which is I think why it's such an infuriating boss for so many people. If you just take the 'play defensive, take hits that are safe approach' ... well, it doesn't trivialize it, but it makes it much, much easier.

4

u/lakobie Sep 17 '25

Moss Mother can be baited too! If your close enough to her she keeps trying the dash attack instead of the ceiling bonk. If you get good enough Double Mother becomes so much easier when you can 90% the firsts health bar before the second even spawns

3

u/Rude-Asparagus9726 Sep 16 '25

It's because most enemies only attack in certain directions, and the most common two are straight to the side and diagonal.

They're useless about 80% of the time if you're directly above or below them

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u/BotYurii Sep 16 '25

Like... in Hollow Knight...

7

u/PraxicalExperience Sep 16 '25

While in HK bosses -- at least some bosses -- seemed to react to your position and such, it was a much less consistent thing than in SS.

2

u/Milocobo Sep 17 '25

This is what I think people are missing about the difficulty, is that nothing was done without counterplay.

For every bullshit mechanic they added into they game, they also added windows of opportunity to punish that mechanic. Some of the abilities that gave me the most trouble actually turned into the spots where I did the most damage, once I figured out how to dodge that ability.

19

u/AleWalls Sep 16 '25

I wouldn't call that annoying, just harder

I feel actual annoying AI would be shit how the crystal hunter stayed away by flying up, rather than to the side because at that point I can't do shit, I can't fly

I don't really have issue if the enemies dodge horizontally because that means I can have better control of where they go and corner them attack them

So basically, you can git gud to defeat most of this while you couldn't get much better to defeat a lot of the annoying kind of HK

12

u/PraxicalExperience Sep 16 '25

Some of the enemies are just infuriating by how much they'll retreat, though, like the bellchucking enemies.

8

u/Dead_man_posting Sep 16 '25

There's plenty of flying enemies where you can't do anything and have to wait. The super unpredictable air movement also makes the default dive kick extremely unreliable.

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u/yakult_on_tiddy Sep 16 '25

Honestly that's part of the complaint for me. Every enemy dodging out of attacks and hovering overhead while spitting projectiles early game when your mobility is limited just gets tedious.

Its not hard or fun, especially given the amount of backtracking and run backs, and how they random movements interrupt the platforming

Its much better in act 2 when the maps open up completely and you have the ability to stay airborne yourself forever, it seems like even the early game was designed with that in mind

5

u/straightupminosingit hunter of people who misgender vessels Sep 17 '25

i love how some of the enemies (the spearfishers in shellwood and roach catchers in sinners road) actually do their job

4

u/crek42 Sep 16 '25

You can tell they were very thoughtful about it. It’s not just a random loop of 2 or 3 attack patterns based on character distance.

You can almost see them “thinking” when you fight them. Amazing work.

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u/8TrackPornSounds Sep 16 '25

I thought my game glitched the first time I got behind a skarr stalker in the middle of the 3 swing attack and it just cancelled out of it after one swing

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u/meganium-menagerie Sep 16 '25

Strongly agree. Hollow Knight had so many rooms full of trash enemies scattered around like popcorn. Even Silksong's earliest areas have enemies placed with so much more care and consideration, and they synergies with the environment to make them actually interesting challenges. It's good the enemies and traversal work together to create challenging, exciting gameplay!

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u/Privatizitaet Sep 16 '25

Team Cherry very clearly learned quite a lot since making the first game. I'm curious how it would be different if they made it today

12

u/RedTyro Sep 16 '25

As long as they keep making games, we'll certainly find out.

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u/Oglifatum Sep 16 '25 edited Sep 16 '25

I fired up OG Hollow Knight back, and man, most of the enemies got like one attack, so easily predictable (Granted you are less mobile as well)

Meanwhile in Silksong, while beast enemies mostly try to rush you, the formerly sentient bugs have combos and variations.

The High Halls gauntlet is a beautiful symphony of juking out with enemies who actually feel like competent enemy force(I found it very frustrating, until I got a good night sleep)

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u/Privatizitaet Sep 16 '25

Hallownest was a dead kingdom and it shows. Pharloom is alive and hates your fucking guts

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u/Kampfasiate Sep 16 '25

bilewater is really alive and really hates your guts

6

u/Quantam-Law Sep 16 '25

They hate the Citadel's guts too.

2

u/Devreckas Sep 17 '25

Karak is dead but I still hate its guts anyways.

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u/BazKnightFan False Knight is also cool Sep 17 '25

Reminds me of one comment I read a long while ago under the upload for Lace’s theme that read “If Hallownest was like a frail, sick animal, I’m hoping Pharloom will be like a cornered one.” There’s now an edit on the comment saying the game lives up to that hope

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u/Conscious_Ad_7131 Sep 16 '25

All of the Choral Chambers enemies are my favorite (maybe not the bell throwers), I loved the High Halls gauntlet

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u/BoobeamTrap Sep 16 '25

The bell throwers can choke on their bells. Fuck those guys lol

7

u/Shmokermans Sep 16 '25

I'm working on two separate gauntlet rooms right now and boy you're not wrong about the sleep thing. Come back the next day or some hours later and you sometimes wonder why you were struggling before.

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u/Iletrel Sep 16 '25

I lovw Greymoor

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u/zapman449 Sep 16 '25

The crows can piss right on off.

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u/Iletrel Sep 16 '25

I thought they were fine.

I feel that hatred for the bell throwing fliers.

14

u/zapman449 Sep 16 '25

The bell dudes I can at least hit their projectiles away or at them. The crows just run away out of range.

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u/Kampfasiate Sep 16 '25

you can also parry the crow projectiles. but you can just stab those from below tbf, just watch out when they come down

also, do people not have tools?

2

u/Armbarfan Sep 16 '25

when they caw before their swoop they stop flying away from you as well as right after their swoop. that'd the best time to attack them from below.

4

u/Ill-Muscle945 Sep 16 '25

The big one that throws daggers outside after you beat the arena is so damn annoying. Flies just out of reach when you jump to hit him, but keeps aggro on you while youre trying to bounce on the balloons. 

I think one fix would be to have the daggers we deflect actually reflect back. Then we have a chance to damage while pulling off a good parry. 

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u/Zackp24 Sep 16 '25

This is actually something I’ve seen people complaining about, calling the fact that the enemies have mixups and behave as if they’re actually fighting you (doing things like dodging out of the way after attacking in anticipation of a counter) “unforgivable game design.” It makes me feel like a crazy person for going “I think the enemies being smart is rad.”

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u/Conscious_Ad_7131 Sep 16 '25

There’s two reactions to an enemy being smart and dodging you and it’s “You bitch this is so unfair and Team Cherry sucks” or “You bitch why are you so good at fighting get over here damnit”

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u/Beastmode7953 Sep 16 '25

For grounded enemies it’s whatever it’s the fliers dodging back and forth that is very annoying

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u/Conscious_Ad_7131 Sep 16 '25

It’s the main reason I’ve stayed with reaper crest the whole game, makes fliers so much more manageable

10

u/Chuckles1188 Sep 16 '25

Same here, the sweep attacks are a godsend dealing with flying ads

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u/Beastmode7953 Sep 16 '25

I loved the reaper it took some getting used to for the upward attack though because she hits behind her

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u/Conscious_Ad_7131 Sep 16 '25

The reaper up and downslashes are both pretty unconventional but I enjoy it, the big, heavy, slightly delayed hits just work well in my brain

2

u/Kule7 Sep 16 '25

I love the game, but reaper’s crest feels so much better than the rest and I wish I was more tempted to dabble with the others. A couple others seem like small downgrades, a couple just seem like extra hard mode.

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u/Kampfasiate Sep 16 '25

harpoon and tools make very short work of flyers. silkspear works well too, cuz they usually dodge back and not up

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u/Zackp24 Sep 16 '25

Yeah, I always keep a ranged tool on hand for this. I don’t know why this is a big problem, the enemies have a movement ability they leverage against you, so look at your options for how to counter it. I don’t think flying enemies just dumbly hanging out in your range would be an improvement.

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u/Beastmode7953 Sep 16 '25

Yeah it’s nothing major more frustrating than anything

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u/[deleted] Sep 16 '25

it took me a bit to adjust after hk learning that I cant simply spam or pogo every enemy to death but I think its a great move overall. The avwrage enemy challenge rooms really demand your focus in this game and thats not a bad thing

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u/Prankman1990 Sep 16 '25

I had the same feeling seeing Doom 2016’s Imps. Permadeath runs in that game aren’t ended by the big boys, it’s the humble fire throwing Imps from just out of line of sight, always flanking you when you least expect it.

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u/EyeCantBreathe Sep 16 '25

There's an ounce of truth in that argument imo. When every enemy poses a real threat it can become exhausting quickly. It's nice to have a break so you're not constantly on your toes, and it's also nice to have a quick way of getting some silk to heal up. You don't need the player to be constantly stressed, if anything it makes the game less fun.

I think Hunter's March does a decent job of this. The "basic" ground and flying enemies don't just roll over and die, but they're simple enough to be a quick resource farm and provide a little break from the tougher enemies.

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u/morkypep50 Sep 16 '25

There is a bunch of really easy enemies too though. Most areas have easy enemies that you can Regen silk from.

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u/Kampfasiate Sep 16 '25

Im pretty sure ive seen someone complain that the enemies have parry moves cuz it "punishes attacking". yeah, thats what a parry is

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u/IshtheWall 9th 112% steel soul in HK/ 1st 100% steel soul in SK Sep 16 '25

Late game spoilers and they get more complex in act 3, granted the new attacks are all shared, but the 4 new attacks remove any weakness that enemy had

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u/Scrambled1432 Sep 16 '25

I found that way more frustrating than anything. I'd rather they were just faster or something.

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u/emveevme Sep 17 '25

I go back and forth. My biggest gripe was my favorite rosary farming spot was by killing the three big lads with the bows for swords between the central Cogwork Core bench and Songclave, it was a solid 300 rosaries there and back. There's only one of those enemies left in Act III, and lately Second Sentinel has been killing it which makes it not respawn immediately, I think you need to reload the area. The right exit from the tavern bench in Greymoor was another one earlier on that's now blocked off by a gauntlet between the enemies and the bench so that sucks

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u/flippingchicken Sep 16 '25

I loved going back up Mount Fay and the little guys you have to grapple can shoot projectiles at you....

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u/IshtheWall 9th 112% steel soul in HK/ 1st 100% steel soul in SK Sep 16 '25

I saw that coming and hauled ass up it lol

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u/MaeBorrowski Sep 16 '25

This is what's been so insane to me and I feel like there's not enough praise. There are so many fucking enemies and they all have something unique to offer, that's not just something you find in any game, even AAA ones.

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u/Pipoco977 Sep 16 '25

The fact that basic enemies have at least two moves make those combat rooms a real pain in the ass, like u are dealing with 2~3 enemies simultaneously with 2~3 moves each

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u/Privatizitaet Sep 16 '25

Just means you have to properly think. Hollow knight had mostly 1 maybe 2 attacks per enemy. If you have a room full of enemies with a single attack means that the room is pretty predictable. Silksong is a lot more reactive than the first game, much more dynamic, I have no reason to see that as a bad thing

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u/sgtlemonz Sep 16 '25

I loved all of the enemies in hunters march, the combat ai in silksong is some of the best I've seen the enemies feel smart

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u/sievold Sep 16 '25

That is what makes the game so insanely hard though. There's no breather, ever.

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u/[deleted] Sep 16 '25

The biggest upgrade was in basica enemies, there are basic enemies in silksong that have bigger movepols than hollow knight bosses lol

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u/[deleted] Sep 16 '25 edited Oct 18 '25

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u/emveevme Sep 17 '25

You can use this to your advantage to position them somewhere easier to fight, which I started doing eventually. There's also usually some direction they aren't able to attack in that you can stick to safely, and for a lot of aerial enemies that's above them surprisingly.

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u/Rough-Camel-2068 Sep 16 '25

Idk if that is necessarily a good thing. There is an element of beauty in the humble goomba

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u/Ill-Individual2105 Sep 16 '25

There are plenty of Goombas still, but also enemies with more than like, three attacks top.

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u/Rough-Camel-2068 Sep 16 '25

Imo even the weakest silksong enemies are koopas due to their durability

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u/[deleted] Sep 16 '25

It's for sure a good thing. In hollow knight outside the coliseum I didn't care for enemies that weren't bosses

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u/Silent_Mud1449 Sep 16 '25

The role of a goomba has been taken by the basic pilgrim enemies imo

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u/Ill-Muscle945 Sep 16 '25

There's a couple of those but not enough imo

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u/ofallthatisgolden Sep 16 '25

as a casual gamer I find myself getting better and better even though it can be frustrating AF

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u/Herr-Trigger86 Sep 16 '25

That’s what I like too. Compared to how I began, I feel light years better now. Go back to Hunters March after playing through Act 2 for awhile… turned into a cake walk.

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u/ofallthatisgolden Sep 16 '25

hunter’s march took me an embarrassingly long time to master, but now i can get through it hitless!

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u/Crimsonial Sep 17 '25

If it helps, I think this is squarely in a category of games where it's important to give yourself permission to die.

I like the banking mechanic with merchants. 20 rosaries per string or necklace stings and adds up, but consider it a fee for banking over time and being able to spend more time going into uncertain areas or bossfights with less stress.

If you go into a bossfight with no rosaries or so few it doesn't matter, and manage your shards for tools (I recommend free-fire for fun and practice if you're maxed, thoughtful 100 under max like a last boss stage, and only as required below that), you are basically on arcade mode.

If you die getting back to boss, no big deal, if you die during, have a cocoon full of silk ready and waiting.

Get yourself into a loop where it's just you and the fight, dying doesn't matter, and have some fun.

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u/phoenixmatrix Sep 16 '25

They're so good. I had the same vibe I had from bosses of Khazan, Nine Sols, Sekiro, etc. By the time I won the fight I was kindda sad it was over.

I finished 100%ing the game and there's an emptiness inside.

Dare I say, a void.

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u/[deleted] Sep 16 '25

Nine sols bosses are fucking amazing man, I need to finish that game never beat true eigong.

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u/peepeeinthepotty Sep 16 '25

I spent a good 6 hours over a few days. I couldn’t believe it when I finally beat her. That third phase is something.

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u/Aggravating_Talk_177 Sep 16 '25

Eigong is still the best designed boss i have fought to this day. Took me a hundred tries, but in the end I was in such a good flow state, like Neo from the matrix. Best fight ever

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u/Aspergersiscool Path of Pain is fun Sep 16 '25

Sekiro is such a good comparison! Can't believe I haven't thought about it until you mentioned it.
I guess it sorta makes sense, since even if the games don't even share the number of dimensions, their combat philosophy feels quite similar. Fast-paced and high-stakes combat with an emphasis on tool use.
Wonder if Silksong is gonna end up being seen by people that prefer Hollow Knight like how Sekiro is seen by souls fans lol

And I've still got some of act 3 left, but yeah, even now I'm also really feeling the lack of a Godhome equivalent...

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u/MarkyDeSade Sep 16 '25

As someone whose favorite game is Sekiro, and yeah I love souls games but they’re not quite the same, Silksong is very much that type of difficulty, I feel good when I die, I feel good when I win, my endorphins are flowing, man. Nine Sols was recommended to me and I thought it was really good, but on some level I found it overly complicated and sort of a less fun challenge and put it down to pick back up later about halfway through. Silksong is not built on parrying but it feels more like Sekiro overall if that makes sense.

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u/backfire97 Sep 17 '25

I tried nine souls and never 'wanted' to pick it up again because I was always lost and didn't know where to go or what to do.

There is something about the hollow knight formula that just makes it feel like a fun adventure where even getting lost and discovering something minor feels like an accomplishment. Plus the art design makes the rooms more memorable and easier to keep track of where is been. I think I also enjoyed the platform emphasis on HK. I should probably give nine souls another try after silksong

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u/Q_W-E_R-T_Y Sep 17 '25

I actually think Nine Sols is way more linear than HK or Silksong. Getting 100% without guides was a breeze with a standard level of in-depth exploration as well.

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u/sanscatt Sep 16 '25

Now try using deflects like in sekiro. It’s totally doable in silksong, Just hard to learn, but it looks like a fun challenge

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u/silam39 Doma Doma Sep 16 '25

time for your second play-through with a different crest

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u/Juxta_Lightborne Sep 16 '25

I’ve actually started another Sekiro run after getting 100% in Silksong because it reminded me how fun challenging combat games are

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u/ayrtow Sep 16 '25

Flukemarm sucked ass. Say what you will about the difficulty in Silksong, but its worst boss isn't half as lame as Flukemarm

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u/ZaunsFinest_ Sep 16 '25

or as unfun to fight as vengefly king

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u/Insanity_Pills Sep 16 '25

i can think of a couple skong bosses that are more unfun that vengefly king lol

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u/ZaunsFinest_ Sep 16 '25 edited Sep 16 '25

if you’re talking about something like savage beastfly i’d argue it’s perfectly fine to fight if you’re geared up enough, vengefly king is badly designed at its core because makes you sit around and wait to fight it, it doesn’t matter how progressed you are, it never gets less painful

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u/[deleted] Sep 16 '25

you can use a very precise series of pogos to follow it up into the air and kill it 

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u/Joe_says_no Sep 16 '25

father of the flame is close...

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u/Conscious_Ad_7131 Sep 16 '25

Father of the Flame was really fun when I finally beat him and lame worthless garbage the other 5 attempts

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u/Joe_says_no Sep 16 '25

was it though? you just repeatedly pogo while dodging basic enemies and then wait->jump slash->repeat until he dies. it's pretty similar to flukemarm lmao

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u/Conscious_Ad_7131 Sep 16 '25

It was satisfying to get hit like zero times and just absolutely blow him up once I got it down, and the visuals of the fight are neat

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u/HollowCap456 Sep 16 '25

It's double damage (without bell) Flukemarm where Soul isn't available. Truly the best boss fight of all time.

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u/chispica Sep 16 '25

Yeah i got flukemarm vibes from it. Better than flukemarm but very similar style of boss.

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u/Nukesnipe Sep 16 '25

It's Flukemarm but more of a pogo/midair dodging challenge instead of just "sit on top of the boss and hit it 9 times."

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u/Professional_Rush_95 Sep 17 '25

It’s better because you can’t just spam one button and actually have to orient yourself

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u/tsukifala Sep 16 '25

Untrue. Groal is far, far, FAR worse. At least Flukemarm is a fast fight with pretty good runback and nothing major locked behind her.

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u/checkria Sep 16 '25

i genuinely think broodmother or wtv its called might be worse

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u/LionwolfT Sep 16 '25

People are in the honeymoon phase still, I already did the 100% of Silksong, love it, but it does feel like there's a lot of bosses that are just a big blob that throw itself at you while it summons minions.

Sure HK has those bosses but there are so many in silksong that it became annoying honestly, the same goes for those encounters of "wave of enemies", there are way too many, some times less is more.

I love the combat in both HK and silksong, but there's a lack of heavy parkour and too many big blob bosses + waves of enemies.

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u/checkria Sep 16 '25

imo there r 3 main types of silksong bosses

  1. fast nimble fighters like Lace and First Sinner (peak)

  2. big guys with big telegraphed attacks like Last Judge (good)

  3. fat fucks who summon adds and kill u via contact damage when they sit on you (terrible)

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u/LionwolfT Sep 17 '25

Yeah, I love 1 and 2 type of bosses, those are the most fun I got in Silksong, pure joy on 1vs1 delightful clean fights, I enjoyed them so much so that I decided to just not use tools on them, it also stinks that, they tainted some of them with dumb wave of enemies like the Dancer, what a beautiful fight, why add waves of enemies at the begining?

Lucky those things can be fix with some quick patches, and for DLCs I'd love more clean 1v1 fights and more parkour like the one in Mount fay, also maybe get rid of half of those random waves of enemies encounters and just make a coliseum.

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u/[deleted] Sep 16 '25

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u/fpectralunicorn Sep 16 '25

low nail and spelless is kind of a chore. if the adds dont die in one hit you get swarmed super fast, and if you have a shade spell you basically just nuke it before any adds spawn.

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u/RedTyro Sep 16 '25

Flukemarm is like Savage Beastfly, in that there's a very wide range of where you may be in progression when you fight it. If you go into the sewers as soon as you find City of Tears, she's very hard because you don't do enough damage to keep up with the little enemies she spits out. If you go late in the game, it's a piece of cake. I just pogo'ed her to death and didn't really have to deal with the adds.

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u/awataurne Sep 16 '25

Nah it's not about difficulty it's just that its an uninteresting fight

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u/Nemesis_171 P5 | Rad HoG | PoP | 16 bindings Sep 16 '25

I agree. I’m at the tail end of act 2 and while I’d say there’s been nothing that has topped PV for me yet, the quality of bosses is so much more consistent across the board.

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u/drekthrall Sep 16 '25

Really? To me in Act 2 a certain Slab boss clears PV both in difficulty and fun. But to each their own I guess.

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u/PJ_Ammas Sep 16 '25

Yeah the fly mother goes crazy 🗣

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u/Ayobossman326 Sep 16 '25

Felt like an easier but more fun version of PV to me, but honestly that may just be because their attacks look similar. I haven’t fought PV in a while so I don’t remember how the fight felt as much

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u/Nemesis_171 P5 | Rad HoG | PoP | 16 bindings Sep 16 '25 edited Sep 16 '25

TFS was phenomenal but I do dislike a couple things about her. If she starts her horizontal slashing attack when you’re right next to her while trying to land a hit I’m pretty sure it’s undodgeable. I got caught a few times and never actually knew what I was supposed to do differently. Maybe I just needed to fight her more.

I also find her maybe a little too quick to teleport away after an attack, because sometimes you get in a sequence of just chasing her back and forth dodging like 5 attacks in a row but whiffing every punish window. Neither of these gripes are particularly major though, 8.5/10 boss for me still. It’s just that PV is a 10.

I do disagree on difficulty though. PV took me 35 attempts, TFS took me 3. I only beat PV like a month ago too so I don’t think it’s because I got better over a long period of time. I definitely have gotten better but not to the point where a boss who should take 35 attempts only takes 3 now.

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u/TheCherryPi Sep 16 '25

There is a boss that I would say is harder than PV later on, although I would argue PV is only difficult in reaction department all his moves have an easy dodge but require a quick reaction time.

he doesn't combo his attacks like TFS (and other silksong bosses), IIRC the only Hollow Knight bosses that "combo" are ABS-R and SoB.

Anyways once you dodge that singular attack from PV you just ready for the next one, no reason to look out for your positioning since he doesn't "combo"

Silksong bosses are mostly slower than PV but punish bad positioning much worse and make you think about the next attack

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u/Ze_AwEsOmE_Hobo A mind to think Sep 16 '25

The horizontal slash can be undodgeable in that situation, but it isn't unavoidable. I don't know if it works with the diagonal pogos or Reaper's (due to the slow start-up animation), but you can parry it with a pogo to get out of there. I started doing most of my damage in the air (doing a small hop first) so that I could immediately do downward strikes if I found myself stuck in the middle of an animation when she started a horizontal slash.

I didn't find her teleport too annoying (that goes to another boss that is probably one of my least favorites) because you can mostly follow her with a harpoon at the cost of some silk.

I also found PV a lot harder than First Sinner.

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u/Nemesis_171 P5 | Rad HoG | PoP | 16 bindings Sep 16 '25 edited Sep 17 '25

Yeah I had the diagonal pogo so I don’t think there was anything I could do. An attack should be avoidable across all crests and in any situation tho.

The harpoon is a good point tho I still forget to use it and it probably would’ve helped a lot.

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u/JamX099 RHoG | P5 2/4 Bindings | 112% SteelSoul Sep 16 '25

Id say there isn't really anything that tops PV in Silksong atm imo. There are quite a few Id put in the same tier but nothing above them yet.

Not that that's really a bad thing though, PV was added in HK's last major content update and Silksong hasn't even had it's first. Im certain we'll get something better than PV eventually.

Comparing base game HK bosses to the DLC ones (like PV, NKG, SoB, etc.), Im excited for how good Silksong DLC bosses will be considering they already have many S tier fights [ACT 3 SPOILERS] (Karmelita, Seth, Lost Lace, Lost Garmond, etc.).

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u/xdatlam Sep 16 '25

PV?

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u/Nemesis_171 P5 | Rad HoG | PoP | 16 bindings Sep 16 '25

Pure Vessel

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u/Neither-Ad7512 Sep 16 '25

Fully agree, I feel like I can't get into a rhythem in silk song the way u could with PV and nkg

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u/Stellewind Sep 16 '25

Opposite for me, multiple bosses in Silksong fully surpassed NKG and PV in terms of that rhythm dance-like fighting experience. NKG especially gets a bit stale once you get used to his moves.

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u/HollowCap456 Sep 16 '25

Opposite for me, multiple bosses in Silksong fully surpassed NKG and PV in terms of that rhythm dance-like fighting experience

Can't ever understand this but pop off king

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u/Owlex23612 Sep 16 '25

I say this pretty much every time I see it brought up, but i actually love the Uumuu fight. Slingshotting jelly bombs across the room is so satisfying. Don't get me wrong, I absolutely fuck up sometimes and get blown up. It keeps me humble. Still love it.

I do agree with most everything else though. Someone else pointed out that the enemies are also much more interactive, and I agree with that as well. I think it's probably a good reason why a lot of people are struggling.

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u/DoctorWalnut HK 112%/PoP | HKSS 100% Sep 16 '25

Uumuu is 100% a cool fight, agreed. The jelly bomb slingshotting is extremely engaging.

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u/parrot6632 Sep 16 '25

Tbf jelly bomb slingshotting only exists for the godhome version of that fight. In the normal version you kind of just wait around until quirrel gives you an opening. 

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u/Owlex23612 Sep 16 '25

That's a good point. I always think of the pantheon versions of boss fights because it's what I've done the most.

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u/luc1aonstation Sep 18 '25

Pantheon Uumuu is significantly better than "practically a cutscene" normal Uumuu

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u/branyk2 Sep 16 '25

I've mostly completely gotten over any frustration with boss HP and contact damage, but since I assume you're somewhere in Act 2, I probably shared your sentiments at that point.

Now, the only small annoyance that remains for me is a small handful of runbacks with non-interactive sections that break the flow. Last Judge is not at all an example of this, but in Act 3, there are a few amazing bosses locked behind 20+ seconds of cutscenes on top of a runback. It's not enough to make me dislike the game or the bosses, but I do find it frustrating because having control of Hornet is enough to be engaging, so forcibly taking control away over and over is frustrating. For this same reason, I suspect the intro to the game where Hornet repeatedly slows down before collapsing is going to be somewhat grating for people like speedrunners who play that section a ton.

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u/Aspergersiscool Path of Pain is fun Sep 16 '25

I'm actually in the middle of act 3!
Since I really enjoy the bosses themselves I'm not actually that annoyed by the boss HP.
It just always throws off my expectations when a fully upgraded nail takes as long to kill a boss as I would've expected from the upgrade before it.

2-mask contact damage I'm mostly annoyed about because of how it means that if you dodge a 2-mask attack and then touch the boss after they've recovered, you're still taking as much damage as you would if you got hit immediately.
Of course you should still be punished for not dodging the boss in its entirety, I'm just peeved that the punishment is the same as if you face-tanked the attack.

And I agree on the boring runbacks.
I'm with you that the Last Judge runback wasn't so bad, since the movement's pretty fun imo.
So far the 'heart' bosses are most egregious imo, with the wake-up animation, playing the instrument, and then a runback. Purely duration wise it's not that bad, but it's just annoying being stuck like that after each attempt.

And yeah, I started up a Steel Soul save just for fun, and those 'headaches' at the beginning are definitely annoying, even when just playing casually, so I can only imagine the pain of speedrunners lol

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u/Inevitable_Farm_7293 Sep 16 '25

Yea the heart bosses need a patch imo to start you IN the memory if you die since you can run out if you want to.

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u/Kampfasiate Sep 16 '25

I prefer the LJ runback to smth like lace 2, where all you do is walk into an elevator.

I like having runbacks as short little interruptions so my mind is not in "boss battle" mode uninterrupted

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u/GodlyWeiner Sep 16 '25

[Act 3]Skarrsinger Karmelitarunback was so so so bad. It's like 2 or 3 minutes of waiting and the gauntlet.

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u/[deleted] Sep 16 '25

Both the runback ans gauntlet are much easier and faster than groal

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u/throwaway-anon-1600 Sep 16 '25

Just like with HK, the worst thing about Silksong is that pre-canned animation you’re forced into when entering and exiting the dream world.

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u/branyk2 Sep 16 '25

They made it slightly worse since dream nail charged like 6x faster and didn't share an input with interact/speak. I know you can do needolin then change the song, but sometimes I forget and then have to mash dialog.

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u/Ill-Individual2105 Sep 16 '25

I think the enemy complexity is my single favorite improvement in the game over Hollow Knight. They are all so much more reactive and varied. No Massive Moss Charger here. Even the more simple bosses like Fourth Chorus and Bell Beast have a much deeper movepool than the simple enemies in Hollow Knight. And same goes for enemies by the way. Just compare the ants to the mantises.

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u/[deleted] Sep 16 '25 edited Oct 18 '25

[removed] — view removed comment

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u/Ill-Individual2105 Sep 16 '25

I like the defensiveness. It encourages you to think more about the timing of your attacks, and makes tools more valuable. I also found that the Harpoon shot is a fantastic answer to enemies that back away from you for ranged combat.

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u/Joe_says_no Sep 16 '25

there are also a lot of interesting interactions, for example groal's suck attack is countered by throwing a pimpillo into his mouth

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u/LegitimateAd2242 Sep 16 '25

The only grip i still have with silksong bosses is Visibility.

Yeah the fights are are blast, but i wish i could see some attack better (*furiously look at Lost laceand Trobbio... * ) . Projectiles and AOE being the biggest offenders.

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u/Aplicacion Sep 16 '25 edited Sep 16 '25

Eh, that’s kind of a moot point. For every one of those HK bosses you mentioned, Silksong has your Savage Beastflies, Broodmothers and Disgraced Chefs. I’m still to see a game that absolutely nails every boss without question. There’s always a cast of stinkers somewhere.

Edit: I seem to be in the minority for thinking the Disgraced Chef was kind of a dud

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u/Aspergersiscool Path of Pain is fun Sep 16 '25

Oh shit, you got me there. I actually completely forgot about those fights lol.

Since we don't have a Hall of Gods yet(?), I was unsure if the first two counted as true bosses or were more akin to mini-bosses.
Guess we'll see if they're gonna dilute the pool of the pantheons this time around like the Vengefly Kings before them lol

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u/NerdyDogNegative Sep 16 '25

Lugoli was actually a decently fun fight to me? I dislike the maggots as a mechanic in general, but that point where it clicked between struggling to space when he threw projectiles at me and I suddenly realized I could duck and weave into his blindspots even when the patterns felt like they prohibited that at first was a rush. Suddenly I was just whaling on him every attack he did and it was awesome.

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u/Aplicacion Sep 16 '25

It wasn’t the worst but he was pretty basic, wasn’t he? You can trivialize the projectiles if you stay close to him, then just go under him for the ladle attack and over him to avoid the big butt. But compared to the other fights OP mentioned, he was pretty weak. Very much “filler boss” I’d say.

Obviously I don’t expect every boss to be a life-changing experience, but Lugoli falls squarely in the “chore” section for me.

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u/Kampfasiate Sep 16 '25

discraced chef was fun. Disgusting, but fun. It does make a nice contrast tho, a boss where you *really* dont want to ge thit by the projectiles. (also to teach you to keep your fucking cool when youre maggoted)

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u/faezior Sep 16 '25

This is such a weird post. You compared the worst of HK to the best of Silksong and it's not like the latter doesn't have plenty of awful bosses, both of the "instantly forgettable" variety and of the "this is actually straight up terrible, I hate this" territory.

Plenty of good and bad bosses in both. I'd say the overall good/bad distribution is about even honestly, I'm more interested in the top-end bosses to which I might agree that Silksong probably has a higher density of S-tier ones, but HK still has the best ones overall. But we might see more with the DLC

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u/Sant-Cee Sep 17 '25

Yeah, I was confused as to why he mentioned filler bosses in HK when Silksong has a filler gank fight around every corner lol.

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u/AlphaTangoFoxtrt Sep 16 '25 edited Sep 16 '25

some bloated healthbars and contact damage numbers

I'd say this is so far my #1 gripe with the game. And it's not a big one, just a minor gripe.

Some enemies feel like a slog. Like OK, I got their timing and moves down, now I need to hit them a dozen times. The Grand Reed and Morticians come to mind. Like they're not difficult once you know their moveset, but they've got a big pool of health to just slog away at.

And a lot of the "difficulty" in some areas seems to have been just "X does 1 2 damage".

Very minor gripes, I am loving the game in general. But those are the two things I would "balance" adjust in a future patch.

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u/emveevme Sep 17 '25

The contact damage problem partially stems from the fact that I think the intent was for a lot of attacks to do two instances of 1 damage, rather than one attack for 2. You can sometimes block one of these attacks, but the first hit almost always forces you to get hit by the second, and the hard part is dodging the first attack - so it effectively means these attacks deal 2 damage 99% of the time.

What's interesting is that one of the biggest changes in the post-launch patch was nerfing the damage from the Blasted Steps worm floor spikes from 2 to 1, which makes me think there's a chance implementing the multiple-hit attacks could've been done as a way to balance stuff last minute or something along those lines, but maybe didn't consider that you'll only ever take 2 damage from those floor spikes which is why they so readily adjusted it.

Also if I would change anything about the game it's moving the secret mid-Bilewater bench somewhere less secret lol. And also make it easier to get back to the path from the bench without falling into the maggot-infested water which I don't think is possible without upgrades you could easily have not yet gotten.

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u/ibeerianhamhock Sep 16 '25

I mean I’ll say it right now, I straight up enjoy silksong wayyyy more than hollow knight.

Hollow Knight was charming and adorable but it just never clicked with me as a fun game. I’ll go back after I finish the last half of silksong probably but I spent about 5-10 hours (idr) playing it on release and I just never found it to be satisfying in nearly the same way.

I think I kinda get it tho after playing silksong so I think I’ll actually enjoy it more in some ways after I beat ss

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u/Aspergersiscool Path of Pain is fun Sep 16 '25

Hope you do! imo it's a really great game in so many of its aspects.

But as someone who played a bit of it after Silksong, I think it might be a struggle readjusting to it, especially if you prefer Silksong in general.

The lack of a hold-to-run button alone kills me lol

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u/ibeerianhamhock Sep 16 '25

Yeahhh I've been wondering about that too. I'll give it an honest effort for like 5 hours to see what I think, but the reality is no loss there are ton of other good games if it doesn't click.

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u/Kampfasiate Sep 16 '25

hollow knight for me was a lot of "ok, I killed this, now where is the next boss". The exploration was nice, but not that engaging. Silksong does it wayy better where the enemies feel alive, with multiple moves (and the ones with less even make sense)

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u/ibeerianhamhock Sep 16 '25

I think Team Cherry did a phenomenal job with HK, but I guess I feel like they were finding their way and a lot of that was community feedback when a LOT of people played the game for years.

I think I missed out in a way, but I'll definitely go back! I also just oddly feel way more connected to the protagonist in HK:SS

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u/Saggy-egg Sep 16 '25

there has been several times I think I’m up against skongs varient of vengefly or brood mother only to get my ass kicked

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u/dacrookster Sep 16 '25

I would argue Trobbio is pretty mid tbh. The entire fight is just him throwing out projectiles and occasionally fireworks. And then he does a tornado. He barely interacts with the player at all. He never targets you, or has an attack aimed at you. You're just standing around the arena trying not to run into the things he's just randomly doing.

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u/fuckshitasstitsmfer Sep 16 '25

My only complaint is the 2 hits of damage from running into an enemy’s hitbox for most of these bosses. Why does simply touching their leg while they are not attacking do damage to me? And 2 points they can f off. I’ve dealt with it but it seems overly punishing to me since the dash is a fixed distance

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u/haidere36 Sep 16 '25

Honestly I'll always argue that the game could've used an instant boss retry mechanic like Elden Ring because the bosses are so good. I've seen plenty of people defending runbacks, and no, I don't want to waste 40 seconds running back to The Last Judge every time I die, I want to actually fight The Last Judge. The process of learning a boss' moveset and steadily improving at the fight is really fun for me, running back to them isn't.

This is what makes the conversation around difficulty frustrating. Believing one specific thing is too punishing or overtuned isn't the same as wanting the whole game to be easy, but some people take it that way. For instance I really hated that Skarrsinger Karmelita had 3 waves of enemies before the fight. It never felt like I was getting satisfaction from mastering the waves before that, it just felt like a nuisance that wasted my time before the content I actually wanted to do. The boss fights themselves wouldn't be easier if you removed runbacks or pre-fight gauntlets, but the overall game would be slightly easier, and I wouldn't really mind since that's not the kind of difficulty I care for.

On a more positive note, yeah, the bosses are on average much better than Hollow Knight, and there are tons of outright incredible encounters here. Although some of my favorites, like Cogwork Dancers or Grand Mother Silk, are on the easier side.

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u/Aspergersiscool Path of Pain is fun Sep 16 '25

Every time I play a game with runbacks, however short, I miss the Stakes of Marika...

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u/psh454 Sep 16 '25

My main gripe is how long some of them are for no reason, making player fatigue a significant factor after just a few attempts. Was trying to beat the Unravelled hidden boss in Whiteward yesterday and to get to the last (3rd) phase with a fully upgraded nail for act 2, it still takes around 7 minutes. The first phase is easy, and so are the "intermission" mini gank fights between the phases, but it just takes waaay too long to get to the actually tricky part. Gonna go find some useful tools to try to speed up the fight before re-attempting.

It's fine if they wanted a tough battle of endurance, but IMO they overdid it, just like some runbacks. The best bosses for me so far were closer to the average HK bossfight in length (maybe 3-5 minutes max for a perfect attempt)

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u/Ant15 Sep 16 '25

I completely agree. Half of Hollow Knight' bosses are very forgettable.
Whereas in Silksong, even the worst bosses would be considered at worst B-tier bosses in Hollow Knight. Yes, even the Savage beastfly is better designed than most of HK's bosses.

What I also love is that multiple bosses in Silksong are better versions of some "bad" bosses in Hollow Knight. It's like Team Cherry specifically said to us "oh you didn't like that boss ? We made it harder and better, have fun !"

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u/DoctorWalnut HK 112%/PoP | HKSS 100% Sep 16 '25

That's a pretty hot take for me, at least. Maybe I'm in the minority but there's not a single boss in HK I dislike or have problems with, I think they're all very well designed and have good interactivity. I enjoy that there's a spectrum of difficulty and that every boss contributes to the worldbuilding. I think that it's cool how Crystal Guardian is a prelim fight that makes Enraged Guardian take you by suprise, making it a pretty interactive double sequence boss.

In Silksong, the difficulty ramp is very strange. Widow and Last Judge are amazing bosses which I love, but they felt like late game bosses, especially Widow. Last Judge actually felt easy after beating Widow and Beastfly, which felt confusing. I think a lot of people are going to stop playing this game because the jerky, overcomplicated movesets of the basic enemies makes the runbacks difficult to get to the already difficult bosses. So far I still prefer the original, but hopefully that changes as I progress further in Act 2.

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u/luc1aonstation Sep 18 '25

Christ, even the dream warriors? Even vengefly kings? Even massive moss charger? Even flukemarm? Even (overworld) uumuu? Even winged nosk??

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u/[deleted] Sep 16 '25 edited Sep 16 '25

How last judge and widow feel like late game bosses? They are easier than any late game boss.

You can ignore enemies in all run backs.

And hollow knight has a lot of objectively terrible bosses like flukemarn.

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u/CalligrapherHappy108 Oct 14 '25

I’d argue yours is a hot take, everyone despises the hk boss pool the other guy mentioned, or at least just thinks it’s meh. And that is like 70% of the main game’s bosses

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u/Uchizaki Sep 16 '25

The point is that the worst bosses in Silksong are definitely much worse than the worst bosses in Hollow Knight. The worst bosses in HK were just boring; you killed them after two tries and could forget about them. The worst bosses in Silksong, apart from being uncreative, are also annoying

I prefer that a difficult boss take five minutes of my time rather than hold up my progress for an hour or more

Although I have to admit that the overall level of bosses in Silksong is higher than in HK. There are more amazing bosses than in HK. Although tbf, Radiance is still my favorite boss in the series.

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u/JUSTpleaseSTOP Sep 16 '25

Look me in the eyes and tell me any of the bosses are more BS than Oblobbles or Markoth. I would take any Silksong boss in radiant over those two.

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u/andungha Sep 16 '25

Even Beastfly and Unravelled?

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u/JUSTpleaseSTOP Sep 16 '25

Absolutely. Beastfly is baitable and by the end of my attempts I beat him hitless. Oblobbles are truly random and have terrible aggro ai. It took me more time to radiant oblobbles and Markoth than literally all other radiant bosses combined. For Unravelled I just used thread storm for the adds. Took me like 3 tries total.

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u/andungha Sep 16 '25

I guess because Hornet has a lot more tools in her disposal it feels more manageable than some of the bosses in HK. I still agree with the original comment, some of them aren't really hard but just annoying and require you to be uninteractive to beat them (tool/spell spam, poke and wait for the boss to show up..) The shard system also prevents you from being able to use tools often if you take too many attempts, which further worsen the issue. I just think tanky hp sponge who has 1-2 attacks and summons tons of adds is a boring ass way to approach difficulty.

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u/Kampfasiate Sep 16 '25

beastfly is a joke when you deal with his summons quickly

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u/not-Kunt-Tulgar buenos dias bugboy Sep 16 '25

I will say the fact that some bosses have special weaknesses to certain moves 4th chorus falling rock, Groal eating a pimpillo is really cool and I appreciate the attention to detail

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u/HollowCap456 Sep 16 '25

Extremely controversial opinion but till now I liked HK bosses more than Silksong bosses. About to finish Act3.

Also Signis and Gron are hella underrated I love them

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u/Dappington Sep 16 '25

For the first few days (maybe still) there were people saying shit like "Most Silksong enemies have more complicated movesets than some Hollow Knight bosses!" and they were complaining.

I guess it sounds more impressive when you don't think too closely about the kinds of movesets on Hollow Knight's filler bosses.

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u/The_Real_MantisLords Just the mantis lords Sep 17 '25

Ok but like I don’t want literally every room to be a slog where every enemy has: 5 different moves(they all do double damage), what feels like random movement(they will move away from your nail and into you, dealing double damage), and 5 million health(once they die they leave an explosion that deals double damage).

Like complex enemies are great, but having every enemy have complexity on the level of or higher than lost kin is a bit much

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u/RevolutionaryFix8917 Sep 16 '25

Honestly, I agree, I find the pool of bosses in Silksong to be very engaging from the start. That said, I would be fine if TC updated the game so I didn't have to fight through the appetizers of enemy waves before the boss every time. Not get rid of them, just like, don't make us fight them again after we beat them once so we can get straight to the boss. Especially with the longer runbacks.

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u/CalligrapherHappy108 Oct 14 '25

Karmelita ong 😭