Hollow Knight: Silksong

Hollow Knight: Silksong

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Sep 4, 2025 @ 12:54pm
it kinda sucks that everything deals so much damage
I'm really enjoying the game so far and I like all the new stuff, but maybe the single biggest gripe I've got so far is that absolutely EVERYTHING deals 2 masks of damage!!!!!!!!!

it's honestly a little ridiculous, as much as I understand that this game is probably mostly catered to people who are already experienced with the original Hollow Knight, this just seems like a somewhat lazy way to bump up the difficulty. I should not be getting killed in three hits by half the enemies and basically all of the bosses- It's just awkward and makes a lot of the encounters feel really unbalanced.

I think the enemies and bosses are already way more difficult than the ones in the original game by virtue of their upgraded moveset. I really don't think they need the doduble damage on top of all that.
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Showing 1-15 of 47 comments
You gain 3 masks per heal to counter that, though. It makes the combat riskier and more rewarding, imo. I dig it
ehhhh. it feels a bit awkward, especially at base health. if you get hit twice and heal, you're still only two hits away from death. On top of that, healing 3 masks at once makes it a hell of a lot easier to lose a massive amount of silk + healing if you try to heal at an inopportune time.

I just find myself questioning why they even kept the default mask count from HK if they're gonna power-creep everything to hell and back, honestly.

I wouldn't mind as much either if some of the worst offending bosses (so far) were a little less tedious to retry. I won't spoil anything but there's one specific flying boss that kills me in about three hits, barely gives any time to safely heal in its final phase, *and* takes about 5 minutes of trudging through other high-damage enemies to get back to after every death.

I really think you could make every early-game boss and enemy deal 1 mask per attack and it would take a minimal amount of difficulty away. I'd even be able to excuse it if it operated by OG HK logic- Bigger attacks deal more damage, like Failed Champion's physical attacks- but it's not even that. Pretty much EVERY attack, and even contact damage alone, deals the double amount.
I whole heartedly agree, definetly lazy difficulty balancing on the devs part. Harder does not equal better.
Originally posted by Modus:
You gain 3 masks per heal to counter that, though. It makes the combat riskier and more rewarding, imo. I dig it
While it likely was to counter the more overpowered healing, you already HAVE to hit 9 times to heal whereas in Hollow Knight, you could still heal just one or two more masks. The issue is even the heal, you can only take at most, like 3 hits for bosses and some enemies. So let's say you just healed at the early phase of the game. You can only take 3 hits before you can land another 9... AND you can LOSE all of that silk while healing if you get hit! So I'm not sure, feels more like you have to avoid getting hit way more in this game than in the original HK.
Originally posted by peepperson:
I won't spoil anything but there's one specific flying boss that kills me in about three hits, barely gives any time to safely heal in its final phase, *and* takes about 5 minutes of trudging through other high-damage enemies to get back to after every death.

You've probably progressed past this boss, but you can cheese the hell out of him. Aggro him then run back to the entrance to the area, he'll get stuck under you, then you just downslash through the wall until hes dead.
Last edited by pulse159; Sep 5, 2025 @ 5:07am
We 100% agree mate, it makes ZERO SENSE
Why have whole numbers (integers) if you take away 2 HP on hit anyway !?!?!?!
Doesn't make sense.

And now the enemies can hit you multiple times within MILLISECONDS, so now you can lose 6 masks in 0.000000001 Milliseconds to a regular enemy!!!!

PLEASE FIX THIS MESS BEFORE YOU RELEASE IT, YOU SCREWED UP TEMA CHERRY
It feels like some instances of double damage are unintentional, as it (in my playing at least) frequently takes place from taking a one damage hit twice from a single attack, rather than
two damage in one hit.

for example, in the boss alluded to in the above comments, the projectile attack consistently hits twice for one damage each, however its charge and contact damage deals two damage in a single hit

heres a recording demonstrating what i am referring to, the first hit is a double damage in a single hit. the second hit damage in two hits from the same attack

the recording contains the boss referred to above
https://cdn.steamusercontent.com/ugc/12696268494266981561/2DC3F2DB9156F093787A7734E3F5592DD62A3758/
Originally posted by Modus:
You gain 3 masks per heal to counter that, though. It makes the combat riskier and more rewarding, imo. I dig it
Bad argument. With a full mana tank in Hollow Knight you could heal 3 times 2 HP, with a lot of further enhancement. Here it's just 3 HP once.
I could live with it if the game felt like giving some health orbs or damage upgrade. Right now it feels like I have to hit bosses 40 times to kill them. But with the amount of region I have passed and looked all over and yet only found 1 of 4 piece for health upgrade and the second one is in the shop. It really doesn't feel fun.
Originally posted by Modus:
You gain 3 masks per heal to counter that, though. It makes the combat riskier and more rewarding, imo. I dig it

Yeah, but I can't heal less than that either, the spool HAS TO be full and that ♥♥♥♥♥♥♥ sucks.

It didn't do this in the original game often, and it didn't do it in the E3 2019 demo of the same exact identical area and game mechanics that were already finished back then (if you'll remember, they literally said all they were doing was adding and adding and adding new areas and that's why the wait took so long, the game mechanics itself were ready in 2019 as Silksong was originally supposed to be a DLC).

It just feels like they purposely turned up the punishment level of this game to try to appeal to the type of capital g Gamer™ that thinks Elden Ring is a perfect flawless 10/10 game and aren't able to look at anything they like with a critical eye. Like I don't have time to "git gud", I'm too busy "gitting to work before 9am" and putting up with Karen's ♥♥♥♥ all day. When I get home, I just wanna chill and play a game and have fun, not keep being angry.

They gotta add a half damage option, it's really that simple. It would not change the default experience for the type of player that wants it like this. Being good at singleplayer games is meaningless anyway, you get nothing from it. Hop on Street Fighter if you wanna play a difficult game that you have to "git gud" at and have it actually mean something.
Last edited by Tomo Aries; Sep 5, 2025 @ 6:06am
It doesn't help that straight up about half the things you fight does 2Damage as well, in Hollow Knight there wasn't even half as many thing half way through that game that did 2Damage.
Like I'm 7hrs in and I still don't have my first HP upgrade and for it to even matter I would need a second upgrade just to survive a 3rd hit like why would I ever use my Skill attack ever if damage is so high at the start of the game and I need my full Silk bar just to heal.

Like with the shear amount of things that do 2damage I might as well only have 3HP especially for any boss or arena spot.
almost a decade for this.... BIG L FOR TEAM CHERRY
Originally posted by Modus:
You gain 3 masks per heal to counter that, though. It makes the combat riskier and more rewarding, imo. I dig it

The healing system is less generous than HK, not more. In HK you would heal three units at base as well, but you had control over whether to use 1, 2, or 3 charges of Soul to heal 1, 2, or 3 points of damage. Here you must max-meal so you have to waste all of your resources. The player has less room to optimize what they're doing. It's also quite easy to expand your total Soul in HK and that seems to take much longer in Silksong.

So no, healing in Silksong does not offset bosses dealing extra damage. They are both negatives and both designed to make the player experience more narrow.
Last edited by Defcon2; Sep 5, 2025 @ 7:06am
The game is good, not a total L but enemy and terrain damage needs reduced. Bosses should have one or two double damage moves and no enemies should be able to combo. Also, no platforming section should deal double damage. It sucks trying to platform in an area with only one enemy and you have 5 or 6 masks. That’s 3 attempts at the platforming section before you need to retry it which I think is absurd. The three mask heal makes hornet feel more powerful but all the enemies are tankier and most have more dynamic movesets. All I’m saying is that a rat shouldn’t have a double damage move and a boss run back shouldn’t have platforming as punishing as it is currently. I’m not having fun
Originally posted by Modus:
You gain 3 masks per heal to counter that, though. It makes the combat riskier and more rewarding, imo. I dig it
yes, but the whole silk that you have you will spend only to heal. like, there is a lot silk attacks, but most of the time you prefer to leave it for heal.
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Date Posted: Sep 4, 2025 @ 12:54pm
Posts: 47