Hollow Knight - Dark Souls Metroidvania... with bugs!

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I feel like Reaper is actually the worst base moveset. The passive really saves it, especially once you start getting tools that augment your bind.
It's the clunkiest at first but I think that's likely almost a good thing for players who feel like they really need it for the healing at that stage of the game, since it forces you to snipe with care (despite the forgiving hitboxes).
...Aside from the pogo, where I think it's probably the best if you don't like touching the ground ever, since it hits so wide you can bounce off shit in the next postcode and above you.
After a while you get used to its quirks like almost always opting for the neutral air overhead beach umbrella ass slash instead of the silly backwards uppercut up-slash, or charging into engagements with the dash attack so you can do flips over counterattacks, and it feels pretty great. Like, most crests feel like your skills directly transfer but Reaper (and to a lesser extent Architect) feel like their own distinct things and it can take a few hours.

I can't rank em anyway since I didn't spend enough time with several to be objective, but it's got more personality than most at least. (Actually I feel a little disdain for the very vanilla ones even if they're good.)
 
It's the clunkiest at first but I think that's likely almost a good thing for players who feel like they really need it for the healing at that stage of the game, since it forces you to snipe with care (despite the forgiving hitboxes).
...Aside from the pogo, where I think it's probably the best if you don't like touching the ground ever, since it hits so wide you can bounce off shit in the next postcode and above you.
After a while you get used to its quirks like almost always opting for the neutral air overhead beach umbrella ass slash instead of the silly backwards uppercut up-slash, or charging into engagements with the dash attack so you can do flips over counterattacks, and it feels pretty great. Like, most crests feel like your skills directly transfer but Reaper (and to a lesser extent Architect) feel like their own distinct things and it can take a few hours.

I can't rank em anyway since I didn't spend enough time with several to be objective, but it's got more personality than most at least. (Actually I feel a little disdain for the very vanilla ones even if they're good.)
Reaper was my first none-base set and I didn't understand what it was, just thought the map had broken when I decided to plan my route at a bench. Save and restart. No position on the map. Quit game, start game... No position on the map. Checked the equipment page and my extra slots was gone, wtf.

I had to google it.
 
In order to get to Act 3 you have to do ALL the side quests AND find the fleas? Now that is some bullshit.
Act 3 is highly recommended, but do know that it's more side quests and more difficulty. If the thorough exploration/traversal is burning you out, Act 3 is going to make it worse. However, the game does extend a few olive branches to you:
you can pay the Flea caravan to put flea markers on your map, and you get an ability to instantly return to the Bell Beast taxi as long as you're outdoors.
 
I'm so lucky I happened to stop and think about that...
Same here. It probably helps that I kept it in my kit as soon as I got it, anyway. It's less flashy than some of the othe tools, but I really liked the DPS. Using Flintslate with the Wanderer really helped me melt a few bosses.

Especially Nyleth, though that was just straight up bullying on my part. After coming fresh off the Karmelita fight, it was satisfying to just pogo forever, stopping long enough to reignite my needle. I hardly ever touched the ground/walls, lol.
 
During the now infamous High Halls gauntlet to get the Conductor Melody, the games spawns 3 Choir Clappers. They're these giant bronze centaur looking bugs and are basically minibosses. The first wave with them will spawn one and the second wave with them will spawn 2. If you use the Ascendant's Grip tool to hand onto the very top of the arena entry gate's wall, they outright can't hit you. On top of this, if you have Garmond and Zaza helping you in this, you can watch them solo all 3 Choir Clappers with zero help.
 
I really don't know why people struggled with High Halls... I don't think that gauntlet took me more than 2 or 3 attempts. I struggled more with the optional area with the two ministers in a vertical shaft...
 
I really don't know why people struggled with High Halls...
I started outlining it and then I realised we aren't talking about Coral Tower for once. Yeah, that's confusing. You can die there?

But for reals, the later gauntlets get diverse in throwing different enemy types in together so they're good at finding gaps in your preparation. There's a bit of a luck element in that, especially when you then have to probe out some new enemy that first appears there after being worn down by the previous waves. Like if you saw a novel fat fucker while exploring normally on 1hp you might turn around and find some health before trying to find out what he can do; in a gauntlet you might have to find out the hard way a couple times until you get the information you need, if things go wrong. So there is no cause to feel bad about it, losers.
 
You will continue to receive these tips each time I figure out how to break the game. My first tip would've been on Moorwing, but I'm pretty sure everybody knows how jank that thing can be. I question the reasoning behind some of these bosses that don't lock you into an arena.
 
I haven't seen Garmond and Zaza help me but twice. They showed up for the whatever that flying boss thing was in Greymoor and I saw them once in a random hall somewhere. I wouldn't have known they show up anywhere else to help fight stuff if I hadn't read it here because I'm not seeing it in my playthrough for whatever reason.
 
I haven't seen Garmond and Zaza help me but twice. They showed up for the whatever that flying boss thing was in Greymoor and I saw them once in a random hall somewhere. I wouldn't have known they show up anywhere else to help fight stuff if I hadn't read it here because I'm not seeing it in my playthrough for whatever reason.
I ran into them about 4 times I think? once at the top of the citadel maybe twice somewhere in the middle and again in sinners road.
 
I found I really enjoyed the platforming segments. I didn't mind Mount Fay too much and I ended up getting into the spike course in the area above the Cradle. It was tough, sure, but I got it after a few tries. I think the only platforming parts I didn't like were the two rising lava courses since it was too easy to jump on a spiked platform instead of over them.
 
Whoever thought that having multiple maggot infested areas, and then decided to add fucking Groal of all things should be institutionalized. He wasn't even particularly hard, I just hated the run back. Yes, I did have the wreath, it only made it slightly better.
 
No boss fight has made me rage as hard as doing the Courier's Rasher delivery quest.
Start at the restaurant, work your way back to Bellhart and kill every enemy in your path. That way, when you pick up the Courier's Rasher and make the return trip, it'll be clear and you won't have to deal with them, just the environmental hazards and the timer (which won't be a huge issue if you can avoid the man eating worms in the Blasted Steps). Makes things so much simpler.
 
It was surprisingly easy, there are only 5 places you need to remember the enemy encounters/traps and also you get about 2 hits before it becomes impossible, and the whole thing is only 5 minutes.
Can you cheese the Courier's rasher the same way as the other delivery missions by save scumming at benches an quiting out any time you mess up?
 
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