3 results for "7304df93db8fd5de5f5f1861ff1c94a9"
>>720193502
Am I wrong to criticize the design? They could keep the mechanical and cost aspects of it the same by counting the hold time required to start a heal and shaving that off the heal animation. HK had a solid system and control scheme and with how they wanted to implement ammo-using tools and a standardized heal in Silksong I understand they needed to move some stuff around but the way they went about it is, to me, kind of retarded.

On a different note, I just stumbled into Bilewater and the sheer number of fucking whole zones I have come upon by walking through broken walls I nearly (or just plain didn't) notice has me constantly stressed out.
Everything I've seen so far in the game (just got to the cursed bell town, can't recall name) is fine, I just think that it would have made more sense as a difficulty escalation further into the game. Pretty common enemies take quite a lot of hits to kill combined with really aggressive movesets and how stubby the Hunter moveset is shit ends up difficult. Reaper and Wanderer movesets are both a lot more reliable to use. The first crest I got was Beast and I had to come back after taking a nap to kill the Savage Beastfly because it was irritating and the Beast moveset is a meme, it would be kind of cool I guess if it didn't screw me out of proper healing, and the fucked up part is that clearing the Beast Chapel (the first one you're likely to come across) is probably 3x as hard compared to the Reaper Chapel or the Wanderer Chapel.

A lot of this would be solved by having the dash attack (or something in Hornet's movset) do two hits worth of damage to help deal with the high healthbars some enemies have. I'm certain there is a nail upgrade/damage boost charm further in the game, but for the early game balance just seems lopsided.
SHAW