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IcaroRibeiro said:
Machiavellian said:

I do not know what to tell you besides its a skill issue.  Once you get accustomed to how Silksong works, using your silk skills is a must, especially during battle areas as you can remove enemies quickly.  You really do need to pay attention to enemies patterns as that is part of the skill set you must develop.  Most battle areas can be cleared in under 10 secs.  The only big critical issues I say Silksong has is the run back.  I havr always dislike the mechanic and I dislike it in Silksong.  Playing Ninja Gaiden 4 pushes that home big time since you start right at the room or boss you died and can just jump into the action

This is really a useless piece of advice. Silk is used for both healing and fighting, but healing uses all your silks instead of partial use of silk (compared to HK where you don't use all your soul to heal). So you either use silk to fight or to heal, you can't use both. At least not on bosses who 3-shot you

This could be mitigated for healing 1 mask a time, with only part of your silk. The healing in this game is a mechanic that is prized a lot, but I miss learning the bosses patterns to figure out their safe healing windows

SK seems to suffer from the same problem of Shadows of Erdtree. Boss fight don't last long enough to you memorize the pattern, and a single mistake like touching a boss can make you lose 4 masks and kill you. This also makes her first full mask to be kinda meh (she should have started with 6 masks and got a 7th after the 4 mask shards). If she wasn't so squishy, battles would last longer and enough to you to memorize bosses patterns

The new difference is Erdtree still open, so if a boss is fucking you, you can come back later with more upgrades stack. At least in act 1 this is not possible to do

As for runbacks, this is a criticism I don't actually agree. At least in act 1 all runbacks were fine, short even

Yes, Silk is used for healing and skills.  Knowing how many hits it takes to fill your gauge in order to use your silk skill is a skill.  Knowing how many hits you can get on an enemy within a second is a skill.  Knowing how to use your movement to get in hits is a skill. Knowing the right height to jump to hit an enemy is a skill. Understanding how enemies move and their moveset is a skill.  All of those are skill issues which require the player to pay attention to those issues in order for the them to be able to use all of their abilities.

So there is a risk to reward in the system.  Do I use my silk skill when low on health when I believe it will kill or do I heal and be safe.  Do I be aggressive in getting that hit in to top off my silk and heal or do I play it safe.  Do I heal now and risk getting hit and losing all my silk or wait until I see an opening.  All of those are skill issues and decisions that come with understanding the game, your abilities and the enemies.  Would it make the game easier if certain enemies did not take 2 heath bars or running into a boss did not take 2 health bars or getting nuked if you are hit while healing.  YES it would make the game easier and its definitely not what the devs wanted.  The game is pretty easy once you figure out all of its mechanics.  Even biowater is a breeze once you understand movement better. 

The fun part I like to do is after I finish a boss to see how others finished the boss. There was a time when I never used the clawline for hits but its such a perfect skill to use for a lot of bosses as well as enemies.  It closes the distance and allow you to jump to the other side of the area when needed.  It refills your silk when you get a successful hit on an enemy and allows you to either pogo or hit for another damage before you need to jump away.

The game gives you all the tools to be a boss in the game but people get stuck in doing the same thing over and over again, never adapting or changing tactics and then cry that the game is tough.  Its not the game being tough, its that you are not adapting to the situation.