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This is a good example of missing the point willingly and in grand fashion.
Two points.
First, I gave very clear feedback, examining various points and showing how they related to one another in order to make my case for poor design.
Second, subjective and objective are real things. Simply because something is liked or disliked does not make it good or bad. You like the fight, which is great for you, but I do not like the fight, which is unfortunate for me. The difference here is that I am claiming it is objectively a bad fight, viz. it is bad irrespective of whether it is liked, and offering evidence to prove that point.
When it comes down to brass tacks, either meaningfully engage the feedback given or remain silent. What either of us likes is irrelevant in the face of argument over whether or not a given thing is objectively good.
I will engage this no further.
If you are bad at the boss and have a hard time again thats on you, but to say the boss is objectivly bad when all the complaints you have are personal ones about how you cant manage the fight is ridiculous, I dont want to be toxic but at this poinbt just git gud or move on, the boss kicked your ass so stop being salty about it
Well, I can only summon famous Hornet's words before any hard fight "Get good!". Because when there is no technical problem with game itself, every single point you made (except 9 notches, that't can't be bypassed) can be stupidly easy to disprove.
Nightmare King Grimm can be done with the old nail only and no charms. No luck involved. The entire fight is learning the tells for his five random attacks and dodging them while getting 1-2 hits in (or just damaging him on the easier attacks). I grant you that he's fast - that's why he's hard. But once you know what his attacks are and what the tells are speed is all that's left to male it challenging.
Point 1 was changed in Lifeblood. I agree that folks doing it for the first time should have all their notches, but that's not really a bad design point.
Point 2 has plenty means of building soul by hitting him 1-2 times while dodging his attacks (even more with fire pillars).
For point 6, you can parry his dash. It's just difficult. But you can pogo him with the dash (or dash away, or walk away) and pogo when he dives.
For point 3, each move has a tell. Halfway in the air? Flame pillars. Top of the room? Diving. Far away and opening his cape? Fire bats. Nearby? Going to dash. Fire bats and dash I sometimes mix up, but the entire fight is learning those patterns and dealing with three puffer fish phases.
You can also heal two masks easily during the stagger. If you use Quick Focus some more opportunities are opened. I know some folks paired Quick Focus plus Shape of Inn for mobile healing. Some used Joni's (including myself for my first kill) if looking for healing opportunities is a challenge.
I have no doubt if you've beaten other challenging games you can do this. Don't give up and good luck!
The Grimmchild requirement was added fairly recently, for what I presume to be story-related reasons. While a handicap, given that Grimmchild doesn't join you in the fight (again, for story-related reasons), it does not mean there is a single build that works on the boss. There are plenty of examples out there of different people having different builds work out for them. This boss is specifically made so that you can use whatever build you as a player are comfortable with, and not something to be "cheesed" like some other bosses out there.
Besides the typical nail charms for damage or range, a lot of people choose to go for health builds instead, and there are even a few successful spell builds out there. On top of that, it's possible to even make use of charms like Shape of Unn for increased healing opportunities, as well as making use of nail arts to deal more damage given that you can't get too many hits in at once.
Speaking of nail arts, they are infact viable and can be used for 4 of his attacks, even though they're riskier for some of them.
(2)
Before I go into anything else I want to say that his positioning is not random. NKG is the most straightforward boss in this game and has set positioning for every single one of his moves, which is why I was able to make this guide to begin with:
https://steamcommunity.com/sharedfiles/filedetails/?id=1345604152
Generating soul can be made easier with charms, but I'm sure you knew that already. As for healing opportunities during the fight, there are 5 different ones and it's possible to heal at normal speed during all of them, with maybe one or two being slightly riskier than if Quick Focus was used.
I assume the mask shard bug you're talking about is the one where you die at the same time as Brooding Mawlek. If so, this has supposedly been fixed on the Switch recently (making it so that players that were affected by this before the patch can get their mask aswell), so it should only be a matter of time until the patch comes over here.
(3)
The attacks themselves are random, however that doesn't mean the player's movements are irrelevant. Poor reaction time can, infact, be worked around by simply sticking around the middle and moving away from the boss every time he appears on the screen (obviously this is different in the case of bullet hell, but that attack isn't random to begin with). I've even further detailed this aspect in the general section of the guide mentioned above.
(4)
The point of the flames left behind by his dash is not to dash through them, but to jump over them. The attack as a whole can be avoided both if you dash towards the boss in the beginning or simply jump over him after the dive. Infact, you can dodge the entire move by standing still and double jumping.
As far as the input lag is concerned, that seems to be a specific case rather than a general one, where some users don't experience it at all, some experience it sometimes, some can alter settings to remove it, and some are unfortunately stuck with it.
(5)
This is the case with every single boss. It's fairly common for boss enemies to have a much higher health pool than the player and take less hits to kill the player than the player takes to kill the boss. Keep in mind that the boss can't heal and you can, once again, in 5 different situations.
(6)
Right, this is the point where I really feel I need to clear up some misunderstandings.
For one, Grimm isn't entirely immune to damage during bullet hell. Spells do, still, deal damage, although you would probably dismiss this as you don't consider spells worth it. However, there is a particular case where this becomes useful. Bullet hell can be avoided entirely by pogoing at the top. While this doesn't deal damage at that time, it's possible to deal a good amount of damage at the end of the attack by using Descending Dark, facing absolutely no risk of taking damage and dealing some in a seemingly impossible case. You could also shoot spells at him from the ground, but that's where risk comes in.
Besides that, you can pogo on him when he dives, making it possible to deal two hits during that attack instead of one, although this requires quick movement. As for parrying being impossible, I simply ask you to check number 4 in the Uppercut section of the guide.
(7)
This is the one point I'd have to agree with. I personally chose to adapt to having no soul instead of continuously moving back and forth between the bench and the fight. If anything, it teaches you to concentrate a bit more, at the very least.
As for your other points:
The game does prepare you for this fight slightly, in the same way the early game large enemies prepare you for the False Knight. The enemies you encounter during the flame collecting quest have similar attacks, and the first version of Grimm doesn't differ much in the patterns. If the game used the exact same patterns to prepare you for this, then the boss would have no meaning anymore.
I believe I've already explained the other points above.
All of his attacks are telegraphed, you just need to learn them and react faster. People can beat him consistantly over and over so it's not random luck that lets you beat him, it's skill.
Always stay near the center of the arena because this gives you more room to move away from his attacks instead of having to dash through him. You can easily get 1-2 hits during his bats: wait for the first bottom bat, jump a little and dash down the middle toward Grimm to attack him. 1-2 during the fire pillars: wait until the fire shows bellow you then move toward Grimm just enough to dodge and on the 4th pillar jump and attack Grimm. 1 during his fire dash: jump, pogo, dash. 1 during his uppercut: dash away from Grimm so you're just out of range of his forward movement, attack as he jumps up (you're also safe there from the fire that drops). If you need to heal you can when he staggers and if you use Focus+Unn you can during his cloak spikes and fire pillars too.
The reason the health gap is so large is because it's meant to force you to be skilled to beat him instead of using an attack or mask charm build and just face tanking him down like you can with some other bosses.
Finally, get Salubra's Blessing and you can get soul by resting at the bench right outside.
It took me hours of practice but now I can beat him every time without healing at all. Keep at it and you'll get there
But, objectively, many of the factors you describe are incorrect or incomplete. For example, there are in fact very few actual random elements, (and they do not meaningfully increase difficulty), and it is quite easy to generate soul (and use it to heal). Your math on the damage ratios also ignores that it is possible to hit Grimm three or four times (sometimes more) in most of his attack cycles, while most of his attacks can hit you only once (and the ones that hit multiple times are the easiest to avoid).
Grimm telegraphs his attacks just like every other boss (more than many, actually), and every one of his attacks can be avoided entirely. If you are not beating him, it's either because you are not familiar enough with his attacks, or because you are not fast enough. That's it -- those are the reasons.
Basically this. What's "objectively" good or not (two terms which logically do not go together, by the way) matters little as long as the person playing the game is having fun. Sure, not every person is going to enjoy this boss fight, but plenty do as evidenced by the numerous posts that disagree with you.
It's been a while since I played this game, but I don't really recall a single boss in the game that couldn't be approached systematically. You spent a lot of time and thought into your post, so I don't want to dismiss it outright, but outside of the pufferfish attack, every single projectile, every move the boss makes is clearly telegraphed the follow-up once an attack begins is entirely predictable for the remainder of that attack. He is fast, so you need to be on your toes, but once you know what attack the boss is going for, the rest is just executing the same dodge pattern and counterattack if you can. It's practically a game of call and response, lol.
You also mentioned several points that I would summarize as "limiting options" (most builds are not efficient for this boss, cannot parry/pogo, etc), fair point, but I do not think this is necessarily a problem. It is common game design for certain bosses to test specific skillsets, and NKG primarily tests your speed and reaction to its utmost limits and I'd argue whichever playstyle you utilized up until that point, speed and reaction had to be a primary skill the game demands up until that point. This would be a problem if Hollow Knight was an RPG, if, say, you can have a legitimate pure magic build (via leveling) up to this point and then you are met with a boss that cannot be defeated by magic. However, this is not the case. There are "Charm Builds" certainly, but since you unlock them all eventually (and certainly should have done so for this boss) you cannot screw yourself over. If a Charm configuration isn't working, you can simply swap it out for another.
The fact that souls don't stay is indeed annoying. I'd argue it's a lot less necessary than for other boss (like you said, magic isn't useful here and you cannot heal mid-fight), but it's still annoying to have to fight at (very) slightly less optimally without having to go through a lot of busy work.
As for randomization... I simply disagree here. The boss has a limited number of attacks, does not move around randomly and all attacks follow a specific sequence. Some attacks start out the same way so you cannot predict them, it is true, but you have enough time to register what he is about to do in half a second and that is enough time to react. If a boss can be beaten reliably without taking a single hit (as has been demonstrated), either the player is a psychic, or the boss is not random.
Damage through Quick Slash, Fragile/Unbreakable Strength, Shaman Stone and or Flukenest, Nail Arts, or even passive damage sources are all viable. You can increase your survival by making healing easier/more efficient, increasing your mobility, or just piling on the health. One of the more effective builds I've heard used was to just put on all the minion charms, grubsong, and defender's crest and just focus completely on dodging with no attempt to attack.
You're just making it harder on yourself if you refuse to try and change up your strategy when your current one isn't working.