I want to like it but the dark souls mechanic makes the game incredibly tedious

I want to like it but the dark souls mechanic makes the game incredibly tedious.

What emchanic what guh?

Then stop dying.
The game is easy as fuck.
You can only take damage in increments of 1 or 2 (outside of godhome) so you should literally never die outside of bosses. And if you die to a boss your shade is always right outside so it doesn't matter.

I found the combat to be fairly shallow especially for a game where they put heavy emphasis on bosses

The annoying soul mechanic where you have to hunt down your ghost to get back to full power and get all your money back. Makes the game play much slower and cautious than other metroidvanias like zero mission.

this game is 8/10

As a big Hollow Knight enjoyer, I agree.
It looks like Hornet's moveset in Silksong is more varied and interesting which is the main reason I'm looking forward to it.

dark souls didnt invent this mechanic for fucks sake you retarded zoomer

shallow compared to what

it has decent options both defensive and offensive, the fact you can significantly change your playstyle on every respawn helps a lot to make encounters fresh and varied

It's a diablo mechanic you double zoomer

This game does suck but not for that retarded reason. Git gud, fagit

I'm aware, but it was popularized by From and its mostly known from Dark Souls.
cringe boomer series

never beat the radiance(base form) too hard

Simple does not equal shallow

dying in hollow knight and then dying again before collecting your souls so often that it becomes a game ending issue

are you retarded or something? I've seen Anon Babble shit on this game for every reason under the sun, but being too hard is a new one.

It's not too difficult, it just gets annoying to do it and feels like a huge waste of time.

True for the most part. I think they're still fun but I would've loved for more bosses to be like The Pale Knight. I think a lot of this comes down to them having to design around you having an incomplete set of abilities.

I agree that the mechanic was really unnecessary and sort of at odds with the rest of the design. What I will say is that Geo isn't that important early on. Don't be afraid to abandon your shade and explore somewhere else. It makes the game a whole lot better.

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Yeah, it unnecessarily adds a lot of friction to an otherwise really interesting game. You could take it out and really nothing would be lost. I will say that it did make me more interested in metroidvanias in general, so I went and played ZM and Fusion when I dropped HK.

Then don't die like a shitter. Simple as

just install a cheat engine that saves your position. i did it after a couple of hours, the backtracking is so tedious on some routes.
not well designed at all in terms of respecting your time.

it adds anxiety and that's a good thing.

In other metroidvanias, when you die, you get sent back and have to retread rooms anyway. There's no real difference here, except your mindset. You can speed your way through old rooms if you want. You're just afraid that you're not good enough to speed through and survive at the same time. Which is likely true. If you were playing another metroidvania, your ADHD ass would rush, get killed, and get sent back again. The only difference here is that you have something to lose, so you're afraid to rush. This fact doesn't make the game tedious. It just exposes how impatient and impulsive you are.

shallow compared to what

Ori
Risk of rain 1
Rayman Origins.
these games are not even centered around melee combat but they still offer more options than Hollow knight's 1 attack: the game

Hollow Knight has 7 attacks by my reckoning. Plus many modifications to your attacks. It's not the game's fault that you only used 1 attack with no modifications.
And the fights are as much about precise motion is it is about attacking. So only speaking about the attack possibilities, completely neglects to recognize the complex motion required for each boss.

the gameplay in ori is hold down x and it does a homing attack.
the gameplay in ori 2 is by the devs own admission inspired heavily by hollow knight specifically like many other aspects of the game.
your other two examples are not even worth a response.
I'm sorry anon, you might be completely retarded. maybe go play fantasy life with the rest of Anon Babble. Hollow knight, a game that nin-toddlers can wrap their head around is evidently a bit too much for you.

who invented it?

terrible game

terrible game

complete dogshit

lol
Lmao even

play the ultimate metroid-sekiro-soulsvania

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So fucking what? You're that fucking DUMB you didn't know what he meant if he didn't the origin of the mechanic correct? RETARD?

would btw

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I don't think I ever lost my soul but I agree with you that it's just a timewaster

they still offer more options

no they really don't, I like ori a lot but the combat is obviously very basic and shallow and rayman origins makes me think this is another epic vee bait

also depth isn't only about "having more options" but how these options interact with eachother and with the enmies, hollow knight has decent depth especially for its genre

This one's art style is just too queer for me. I don't want to play as a shota furry, and fight a dommy mommy. I find that fetish disgusting. And everyone boasts about its parry based combat. But I don't want to play a parry based combat game.

You just suck ass

It might be sufficient for the base game but if you accidentally walk into one of the DLCs the game becomes shit. The exploration itself is very good but the things you find and the power progression feels just bad.

do you even like games, anon?

hollow sloppers hate a platforming classic

not beating the reddit knight allegations
the "depth" is just memorizing attack patterns while trying to get in a few pot shots with your boring basic attack, that's literally the entire game

rayman origins

????? that is also one attack the game

What kind of question is that? Do you like getting force femmed and pegged in the ass?

Yeah, it wanted to emulate two very different games/genres at once, and it suffered for it.

the "depth" is just memorizing attack patterns while trying to get in a few pot shots with your boring basic attack, that's literally the entire game

Sounds great to me. But for the record, when you're actually learn the patterns, you can attack very frequently. It sounds like you have a learning disability. And again, there are 7 unique attacks, which can be modified by utilizing charms.

It is pretty fucking tedious to die during a platforming challenge segment and then not be able to just go do anything else new in any direction unless you want to lose all your currency saved.

Yes, killing the ghost is fucking trivial and, in most cases, it will be on the path you're going to return to anyway. That's rationale for why it shouldn't be in the game. It doesn't matter--and when it does, it is an inhibiting mechanic that makes the game worse.

What's especially annoying is dying in the middle of some long-winded platforming challenge and then your ghost being added to that challenge rather than just deposited at the start of it. Like--I already died here, so clearly this is a more difficult stretch or a place easy to fuck up at--so why complicate that by putting an aerial encounter here? Hollow Knight's aerial combat is already a shit show and it's made even worse when hazards are around. Doesn't happen often but every time it happened, it really felt like shit. But that's just Hollow Knight. It's a fine enough game with a thousand little trash points of design, none of which are too egregious until you encounter a conflation of about three or four of the shitty design elements at once.

The Ghost mechanic? Pointless tedious path-setting waste of code but at least it usually is unobtrusive.

Inconsistent checkpoints in platforming rooms? Not that big of a deal, just means longer stretches of proficient play are necessary.

Collision Hurtboxes?
Yeah, sure, whatever, don't let the enemy touch you.

Hitstun on damage taken?
A little obnoxious but usually negligible and makes sense for gamefeel in most cases.

No hazard immunity when you're still in i-frames from damage taken?
Weird that Hollow Knight doesn't do this when nearly every platformer ever made does but, typically, hazards aren't paired with enemies so this isn't an issue in most cases.

When all that shit happens at the same time?
Fucking obnoxious.

the "depth" is just memorizing attack patterns

no you have more going on then that

you don't really have iframe dodges so you need to use your basic mobility to get out of harm's way, that means lots of jumping, you can parry a lot of attacks, you have other ways to defend yourself while also attacking like the descending dark spell, there are situations where using the zelda style spin attack is favorable like during the coliseum battles, you can get some interesting effects with charm combos etc etc

the game isn't exceptionally deep but it's also not as weak as you claim it is

nta but you have a four-directional nail attack and everything else requires meter. Outside of some specific charms, it just becomes a four-directional ranged attack with up and down being a cone rather than projectile.

Still jokes that I trivialize a majority of the bosses by either DPS racing them or nailbouncing on their head.

everything else requires meter

so what

the fact you have to manage your meter actually adds depth to the combat instead of detracting from it, do you retards even understand what depth means

Hollow Knight is not a soulslike. The game came out before those were a thing. It barely even has any soulslike mechanics.
It will always be just a metroidvania.

no because every third person game with a sword means dark souls, chud.

It's the only dark souls game worth playing.

OP doesn’t even know that dark souls didn’t invent corpse running.
Do you sincerely expect him to grasp that?

getting to shoot once every few melee attacks adds depth!

Eeeech, about as much as a puddle.

It's not even much of a resource management, since your only method of attacking is melee by default and that's what fills the resource.

This isn't like Hyper Light Drifter where you run out of ammo and then have to enter a riskier melee situation to refill.

The default situation is the melee situation and the meter only allows for one or two blasts at a time through most the game.

It's punishing for failing. Have you tried not dying?

no quicksave

bonfires

have to retrieve your souls™ on death

i-frames on evade

bosses all spaz out like the typical fromsoft boss

ruined world with zanzibart characters

totally no soulslop influence, nope

the devs said they hadn't played dark souls chud, those were all original ideas invented by them

The punishment for failing is already there in being set back to an earlier point without progress being made.

lol just play the whole game without dying scrub

Mental midget mentality. Like asking why a health system is even in a game if you can just beat the whole thing without getting hit.

The point is that the mechanic doesn't add anything to the game. In most cases, it's arbitrary, except when it isn't, and then it's just a huge time tax for what usually is less skill issue and more conflation of mechanics that suck.

it's not just about shooting as I said it also gives you an invincible move and a way to attack upwards which is very useful in certain fights where you have to jump from platform to platform while trying to attack a moving target (off the top of my head no eyes, markoth and radiance)

but you're probably going to post some witty quips about how it doesn't count either because you're a faggot like that, very sad

It is pretty fucking tedious to die during a platforming challenge segment and then not be able to just go do anything else new in any direction unless you want to lose all your currency saved.

OK, granted. But again, that's just you succumbing to ADHD. While everyone else just focuses on mastering the path they're currently on, you instead get distracted by a butterfly and wander off somewhere else. Just lock in and get your geo back. Or count it as payment for your freedom to explore elsewhere.

That's rationale for why it shouldn't be in the game

You would be right, however the prospect of losing your geo increases the level of anxiety one feels when traveling through those old rooms. And so when you actually get your geo back, you feel a wash of relief and reward for accomplishing this. This push and pull of anxiety and relief is pretty much the entire purpose of playing video games. Removing the geo retrieval mechanic, will mean reducing that feeling for the player.

I already died here, so clearly this is a more difficult stretch or a place easy to fuck up at

The more you play, the better you get. So of course your second, third, and fourth tries are going to become easier and easier. As traversal becomes easier, the level of tension goes down. But the soul retrieval mechanic helps compensate a little, keeping the tension up. through multiple tries.

Hollow Knight's aerial combat is already a shit show and it's made even worse when hazards are around

This is a skill issue.

hazards aren't paired with enemies so this isn't an issue in most cases.

Well they are paired in hollow knight. And if you can't handle it, then you just need to get good.

corporate suits would never lie, never

bonfires

save spots are literally a metroid staple ever since super metroid in 1994, why are fromdrones like that

NTA but that is incredibly fucking unlikely, and I say that as someone who is very sympathetic to the annoyance of having people think you were copying something when you came up with things on your own

We came up with the Lord Souls and a previous great warrior holding a dying world together all on our own!

Nigga, this game is regularly called 'Bug Souls'. It's creatively bankrupt Dark Souls wannabee 2D Dungeon Platformer.

trying to inb4 faggotry by being a faggot

Anon, I...

no eyes, markoth

these bosses are shit and the game would be better if they weren't in it

Nigga, this game is regularly called 'Bug Souls'.

NIGGER, fromtrannies are also calling monster hunter games soulslikes despite the fact monhun predates demon's souls by five years, who gives a fuck what the retarded rollslop fanbase calls anything

Ive only had to do that like 5 times my whole 100% play through looel try not fucking sucking cuck. Also theres an npc that does it for you if youre a lazy bitch

metroid had save spots and seperate upgrade stations, hollow knights "save spots" are basically bonfires, they also love to place these "not bonfires" with 5 minute runbacks to a boss just like dark souls

The term you’re looking for is checkpoint you fucking chromosome burglar

The point is that the mechanic doesn't add anything to the game.

It obviously does. Just because you don't like what you feel, doesn't mean it's bad.
I remember cursing the sun and the moon for dying with 4k Geo, getting very close to the Shadow and then dying again. It was horrifying then and even though I barely remember it, it's beautiful now.
Stop being a bitch.

GIT GUD!

it has decent options both defensive and offensive

You have attack, charge attack, magic
And for defense you have dodge. Sure maybe its not necessarily bad but i rarely felt engaged when playing it.

are basically bonfires

no they're not, you don't upgrade your character on benches

they also love to place these "not bonfires" with 5 minute runbacks to a boss

yeah like the save spot befor phantoon in super metroid or the one before the spider guardian in prime 2 echoes

you understand why fromdrones think these games are so great when you realize they haven't played any other game and have zero vidya culture

nta but you have a four-directional nail attack

I counted those as 1.
Then you have the charge attack 2
The dashing charged attacks 3
And the spinning charge attack 4
Fireball magic 5
Upward magic 6
Ground pound magic 7

I trivialized bosses

Oh, so you have skill then. Good for you. But a lot of us weren't good enough to beat the DPS race, or pogo the bosses consistently. The fact that you could do that on your first playthrough, just tells me that you were performing better than most players. You probably don't even think about the moves you were making. I've met people like you. Some of them stream on twitch, believe it or not. Twitch does see some talented players too. And I would watch a guy utterly demolish a difficult boss, under powered, on like his second try, and then complain about how easy it was. Like he wasn't just pulling off some of the most insane movement for a first time player.

the combat was serviceable when it was just a thing you did every now and then as you explored around the map defeating a few enemies then did it for a little longer when you found a boss that takes one or two tries.
It's shit when it's all you do for 50 bosses in a row with no rest in between in the pantheons.

you also have sharp shadow and then a variety of charm exclusive stuff like the bramble counterattack when you get hit, the various castlevania style familiars, the zelda sword beam, the shit smell and spore cloud etc etc

count it as payment for your freedom to explore elsewhere

You know, in a genre where the whole point is having several routes you can go down, with some being sequence breaks or otherwise overtuned for how far you are in the game, you'd think you wouldn't want to have this kind of mechanic.

But the push and pull of anxiety!

If I lost to a part of the game, then I want to overcome it. I don't need an arbitrary stimulus to build anxiety and relief when it comes to overcoming a difficult part of a game. That's already built-in. The relief will come when I get past that part. The anxiety will come if it continues to stonewall me.

well they are paired in hollow knight

In most cases they aren't. That's my point. You're usually in a stable environment for a vast majority of the battles and boss fights in the game. Notable exceptions include the Arena and a few bosses that specifically have hazards. There's a reason why segments like The White Palace don't feature active enemies during any of the platforming challenge. Early on, when you don't have length upgrades for your nail, being bumped by a flying enemy, hitstunned into falling into a trap, and then reset to a poor checkpoint is an obnoxious time and health tax for what otherwise is typically a non-issue in play. Dropping your ghost in the middle of any of these segments ensures there will be a flying enemy there, adding that wrinkle to all longer platforming challenges.

get good

I've 100%'d the game both on PC release and after all the DLC came out on console. The mechanic just sucks, dude. It's not fun.

muh trannies misgender other games

So? Doesn't make Hollow Knight less derivative.
What's ironic is that HK's best parts are when it's not reminding me of Souls.

no quicksave

makes no sense, is any game without a quicksave a soulslike now?

bonfires

theres no leveling, estus recharge, storage box, or warp mechanic from the bench so they're not like bonfires at all

have to retrieve your souls™ on death

this is the only thing that be might consider as a soulslike mechanic

i-frames on evade

you only get that in the endgame and it's on a cool down, it's more of a skill you use at specific times than the common way to dodge attacks

bosses all spaz out like the typical fromsoft boss

not true for hollow knight and not true for fromsoft bosses, you're just making up shit

ruined world with zanzibart characters

fromsoft didn't invent ruined words and unironically using the zanzibart meme makes you look like a disingenuous retard so your argument falls flat

I like losing my progress! It's beautiful.

Some of us just want to enjoy playing the video game instead of having arbitrary setbacks around a tacked-on system.

What the ghost system DOES add is tedium. Corpse running shouldn't be in this kind of a game. Even if you never lose your geo, it's still a mechanic at odds with the design of the rest of the game. If you lose your geo, you're just being time taxed. If you think a game built around exploration should punish exploration with systems that push for repeatedly staying in the same areas, I don't know what to tell you, anon. Guess at least you can see beauty in trash. Makes sense for why you're on Anon Babble.

fromsoft didn't invent ruined words

it's literally what metroid world are lmao

now that I think about it it's impressive how so many things these retards associate with souls were already in metroid (interconnected map, elevators, shortcuts, lonely exploration of a desolated world, sparse checkpoints, environmental storytelling etc)

Literally non of those are useful except maybe the zelda beam

People complaining about the difficulty and tediousness need to play rain world.

you know nier automata has corpse runs too as well as iframe dodges and exploration in a ruined world

found another soulslike sisters!!!

Theyre not even the same type of game

rain world is methodical, not tedious

i tried it but i uninstalled it because its boring as fuck to catch butterflies and watch him eat them for 5 seconds everytime

You know, in a genre where the whole point is having several routes you can go down,

But you have already chosen 1 of multiple paths. Why would you arbitrarily stop going down that path? Just because you died? Did dying change anything? No. Your ADHD riddled brain just decided it suddenly doesn't care about the path anymore. For no real reason. The game doesn't need to be designed around your random-ass whims.

I don't need an arbitrary stimulus to build anxiety

And yet, there it is. Building anxiety in you. It sounds like the stimulus is working. You just find the sensation uncomfortable. But instead of admitting that you simply don't like the feeling, you try to pass on the blame to the game, and say it's not accomplishing anything.

being bumped by a flying enemy, hitstunned into falling into a trap, and then reset to a poor checkpoint is an obnoxious time and health tax

Skill issue.

Dropping your ghost in the middle of any of these segments ensures there will be a flying enemy there

So don't get hit. Maybe if you used one of your other attacks to kill the ghost, instead of only using your nail, then you wouldn't have this problem. It's also incredibly rare for the ghost to show up near hazards. So this is an incredibly niche scenario, that you're treating like a common thing.

I've 100%'d the game both on PC release and after all the DLC came out on console

Why did you 100% a game twice, if you don't like the way the game feels?

dark souls mechanic

Did Fromsoftware invent losing currency upon death and having to return in order to retrieve it

rain world is significantly harder but I doubt people who like hollow knight would like rain world, it's way too different (like some weird cinematic platformer/metroidvania hybrid)

Nothing methodical about those motherfucking flying centipedes in the sky, its rng hell.
And if not tedious what would you call 5pebbles?

Those games are babyshit compared to hollow knight. Having relatively few moves doesn't make it simple or easy

le third worlder frog

shut up nigger

One of the hardest encounters for me was the first Hornet fight, a huge part of which was that the game hadn't given much in the way of mechanics to use or charms to set up for the fight. That was when I realized how powerful just nailbouncing atop a boss could be and how the game often punishes chasing/offensive play and rewards just finding the right place to stand, evade, and then punish a boss.

The bigger annoyance, for me, wasn't that a good deal of the roster was trivial or made easy, it's that with no health bars and poor scaling, it's difficulty to even know how well you're doing or if you really shouldn't be facing something early. The first boss I fought in the game was Brooding Mawlek and it was an absolute fucking chore with no nail upgrades and only the base movement tech. I pity the poor fuck who thinks they have to go up against Mantis Lords without all the possible upgrades you could have for that fight. It's not even a matter of it being a 'more challenging' option for sequence breaking, it's just fucking tedious.

Which is why calling it a dark souls mechanic is retarded and something only a brown person would do

Did Fromsoftware invent losing currency upon death and having to return in order to retrieve it

Yes

I honestly never used passages and carried every fucking pearl to moon/5p by hand
it always felt like an actual challenge rather than tedium
watcher dlc kinda gets tedious at the end

it's that with no health bars and poor scaling, it's difficulty to even know how well you're doing or if you really shouldn't be facing something early.

UGGGGGHH you're one of those people.

The first boss I fought in the game was Brooding Mawlek

See, this is what I'm talking about. People like you pull off movement tech without even thinking about it. Your average player would see the spiked wall that blocks them from the Brooding Mawleck and think. "I can't get over there, I should try another spot". Or "The effort it takes to get over is too high. I must be venturing into a place I shouldn't be in yet". But either you're so skilled, or so retarded, that you climb your way into a zone early, and don't even consider the fact that you're playing out of order. Instead, you blame the game.

Fuck off.

Yeah no I did mawkek last night with 0 upgrades and only tiring part was finding a minuscule spot to dodge the orange goo firing squad. But even if you have it landing in your face there's one hundred opportunities to heal. Then I did mantis and was also playing with no damage upgrades. I had the dash tho. It wasn't hard you need one try to check out the patterns and then it's smooth sailing.

I remember the shit in the dlc being batshit crazy but maybe I got my skull dented at the time because I was playing with the DOGSHIT SWITCH BASE CONTROLLERS THE ONES GOOD ONLY FOR PLAYING CARD GAMES.
I DID HOLLOW KNIGHT 100% WITH THE JOYCONS.
WHEN I WAS SLEEPING IN A TENT.

FUCK YOU SHITENDO

if there's one motherfucker looking for a new motivation to loathe about HK just use a pair of soi-cons and do the Grimm troupe.

The shit smell was useful for one boss fight

By dodging I must precise that I meant walking back and forth, didn't had anything on to fight mawkek.

Why would you arbitrarily stop going down that path

Realized either I don't have the tool to continue or that I'm sequence breaking something I should eventually return to when I have the proper upgrades to actually explore the area; decided to take another side-route because it seems a quicker return on time invested; was exploring rather than actually going for 100%'ing any given route
There are plenty of reasons that aren't this weird ADHD shit you're locked into scrutinizing. Enjoying playing a game doesn't mean your weird arbitrary 'you picked a path now you have to commit to it reeeeeee' shit, anon.

It's building anxiety in you! You find it uncomfortable.

There's not really anxiety there and the discomfort is much more 'hey man this mechanic is lame and tedious' instead of some big 'ooooh you are worried you might lose something you value' shit you're gonging on about.

Don't get hit

Oh, yeah, great advice. I'll give that to anyone who complains that The Radiance feels overtuned.

use one of your other attacks to kill the ghost

I often do--you're the dipshit who assumes I'm only using nail. Even then, you still have to have Soul available, have those moves available, and have a clear line of fire. I'm sure you'll just tell me to do that, though.

It's also incredibly rare for it to show up near hazards

Has happened multiple times both times I've played the game through. Again, it's not a problem most the time. Hollow Knight's dogshit design isn't a problem most of the time. The problem is when these elements overlap enough to create an experience that isn't fun. Otherwise, you only bump up against friction like shitty ledge detection or unfortunate hitstun issues here and there. It's the game design death by a thousand cuts but it's only really and truly obnoxious when all the shit mechanics hit you back to back from time to time.

Why'd you 100% it twice?

I enjoy the genre. Gave it a second chance once the game was 'complete'. Wasn't better.

game lets you approach a higher challenge segment early

game actively rewards you for doing it

Oh, but all of a sudden when the encounter is more tedium than it's worth just because you got there early, you're like "IT ISNT THE GAME'S FAULT"
Weird defense, anon.
If the game didn't want me fighting this enemy, it wouldn't present it as an option.
Discouraging that fight by making the enemy take like 300 fucking hits to kill isn't good design.

Oh, yeah, no, it's not an issue of difficulty, it's just tedium. The difference between 'hit this boss 30+ times' and 'hit this boss 100+ times' is just too large a leap for me even if the skill floor for not dying is the same between either attempt.

I have never died without retrieving my ghosts in my 50 hours of playtime, I didn't even know it would disappear.
This game is fairly easy, even most boss fights but Mantis traitor requiring you to master a mechanic that is contradictory to your whole gameplay up to this point and Flukemarm which is the biggest piece of absolute nigger faggot dogshit bugged ass boss ever conceived in any video game ever. Literally the worst boss ever created in all possible instances it is so fucking bad I should have got a refund from the devs for even attempting to make me play against this piece of garbage boss you cannot beat without using a pogo exploit, it's a shame upon gaming onto itself how terrible this boss is it filled me with more hatred I have ever had when I beat it from how bad the fight is.
Pretty good game otherwise.

It's not that big a hit number stop the overblown exaggerations. If you want to shit on HK aim for the soft spots. Like how bad it feels to get hit by something and fall into spikes, getting punished twice in a row, or the numerous back and forth on the map, or how it's impossible to edit the map midway between two benches so you need to remember all the places you want to put markers on when you get to sit your ass on a bench.
Or, and curiously I see nobody talking about it, how somehow the edge of some platforms presented on screen isn't representative of where your character can stand so you fall if you want to jump at the last moment, same with the inconsistency regarding some walls being climbable and some being textures on the background or foreground that you can't interact with. Pissed me off whenever I was scouting for secrets and jumped on something planning to bounce off from it but the wall isn't solid.

On one hand not knowing about Diablo is extremely underage, but on the other Diablo is a series of shit games so based

I'll be honest, anon, I can't even remember either of those bosses beyond, vaguely, what their arena was like. What's the issue with them?

Noobs: The Thread

It's the big ugly pulsating maggot looking boss vomiting flying bastards? Wait isn't the pogo nail trick the intended way to fight it? And how's that an exploit when it's a main mechanic in the game?

Nerrel raped this game and hollowcucks still haven't recovered to this day

ZombieU did it too and I don't recall game jewrnalists calling it the dark souls of zombie games.

You suck at the game if you're dying enough that it's even something you thought to complain about. Simple as.

eceleb faggot said something you can't enjoy [game] now

low IQ golem moment

But anon, I've already complained about a lot of those points in this very thread!

hitstun into hazards is a double punishment

I see nobody talking about how the edge of some platforms isn't representative of where your character can stand

I never had an issue with using the map but I do agree that warping should be a much earlier unlock and eventually something you can do between every bench given that the map is at least 20% too big. You could scale shit back 40% easily and still have a nicely sized world in what feels an appropriately tight game but Hollow Knight constantly errs on the point of excess.

what were his criticisms again

that the game doesn't have enough meaningful upgrades and isn't well paced or something like that?

Wait isn't the pogo nail trick the intended way to fight it

Even if it was, it is the only boss requiring you to beat it by using one single mechanic and nothing else.

And how's that an exploit when it's a main mechanic in the game?

It's not about the pogo, it's about the boss shitting his little flying fucks. Using pogo is the only way to avoid the flying fucks pathfinding effectively, if you do anything else you just get endlessly spammed to death.
It is factually impossible to beat flukemarm with lv1 nail which you have the first time you meet him, the only way is to have 1/100000 pathfinding RNG.
It is a luck based fight disguised as a skill based fight in a game where every other fight are pure skill based.

I think I actually killed it by charming towards using one of the soul blast attacks.

I don't remember how I beat him but I'm pretty sure I didn't abuse the pogo stuff, I think I one shot the flying worms with the fireball and then hit the fat worm with quick slash or some shit

Yes you can also do abyss shriek as well but at this point you only have it at howling wraiths level and you don't have enough soul to spam it.
The thing is when you meet flukemarm for the first time in a normal playthrough, you simply cannot beat him, its an optional boss fight thankfully but it's accessible way to early for how unbalanced and badly designed the fight is.

Isn’t this that one optional boss? I remember finding it after beating nightmare king grim and beating it in a few hits.
Also I don’t like boss rush DLCs. I beat pantheon 4 cause it was a shorter one but I’ll never do 5 because I forgot the boss movesets and Hollow Knight is a long game.

But anon, I've already complained about a lot of those points in this very thread!

Didn't read them because I'm lazy and it's easy to pretend like anything I don't read doesn't exist until someone point it out.

Yo, dumbass, has it occurred to you that playing games is arbitrary? You opt-in into the game's systems.
Deal with it or stop bitching.

I didn't minded the dark souls mechanics, but the movement just didn't felt right to me

I liked the movement but for being so inspired by megaman x it's a shame it forgot to copy the dash jump

Maybe that was what i felt it lacked

Poorly designed and inferior to Hollow Knight. It's good, but 7.4 hours in I feel a quarter or so of my deaths were unjustified bullshit due to visual clutter. You should not allow enemies to overlap one another in a game which relies on a parry system. Even more egregiously, I died twice on the boat ride to Goumang due to foreground objects blocking my view of enemies who were about to attack. The Goumang fight itself kept giving me trouble due to overlapping enemies until I neglected the core parry mechanic and just dodged instead. It's a parry based game relying on visual queues, but the devs were too fucking incompetent to actually design the art around it.

No, I was not filtered. I'm still playing. I'm also not opposed to a challenge, because I've done pic related. However at no point in Hollow Knight did any death feel unjustified or make me angry. Nine Sols frequently makes me feel like there was so much vomit on my screen I couldn't tell what was happening. I'm 35 so I'm largely beyond yelling at video games, but the second time a ninja killed me on the boat ride because a foreground pillar blocked his model I shouted "ARE YOU KIDDING ME?", turned to my cat, and said "I deserve a refund Pookie-Mama, these fuckwits don't know how to design a game". Ordinarily I only say positive things to my cat. Calling this visual mess the ultimate anything aside from the ultimate example of form over function is retarded. Yes, I'm still angry over those two unjustified boat ride deaths even after long having passed them. They never would have happened in a game with coherent art/gameplay direction. I can't even remember the last time a game so unfairly robbed me.

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You know what, seeing how long this post turned out to be, maybe I have been filtered. I'm clearly not enjoying the game. Perhaps I'll go back to it when the devs implement a parry indicator which displays in the foreground rather than being obfuscated by other inane shit.