![]() ![]() For example, spores, crystals and mage trinkets. I personally prefer if there’s more details in the item descriptions so I can make an informed decision, but I can see situations when keeping item descriptions vague is preferred.Īrea themed charms – It’s interesting how Hollow Knight themes the charms to fit into different areas in the game. The problem is, sometimes items don’t sound very useful, but when you get to see the numbers it’s easier to see the point of the item. It’s good because there’s less text and less focus on comparing numbers and more about what general strategy you want to take. They point you in a general direction but you have to figure out the exact effect on your own. Here’s a list of the damage scaling in Hollow Knight.Ĭryptic descriptions – The item descriptions in the game don’t really tell the player much about the effects of charms. Boss fights still die from fewer attacks with the damage upgrades, the damage improvement varies in effectiveness depending on the boss fight. This gives me the impression that they really wanted to prevent boss fights to become too easy when the player scales in power. Late game boss fights even gain more health when the player gains permanent damage with the nail upgrades. This keeps combat challenging while still letting the player improve stats in their preferred play style. It’s not like in Super Metroid when the player can have a wide range of energy tanks or missiles, or in the Castlevania games with level ups and almost infinite potions. This keeps combat encounters somewhat in a similar difficulty range, ignoring the basic attack upgrades which are permanent and outside of the charm system. It’s more common to see effects with x1.25 or x1.5. ![]() I think x2 is the max they have for any type of effect. Very few x2 and definitely no x10 or x100. ![]() Keep improvements tight – You don’t see any high variations of the numbers in the effects from Hollow Knight. You can stack anything, but there aren’t enough items to stack the same stats multiple times. Hollow Knight limits the stacking effects of items by only allowing a few duplicate items with similar effects. If the player only can equip one of them at the time the max damage gained from items are +3, but if the player can equip all of them the total will be +6, which is a huge difference. For example if there’s 3 items in the game with +1, +2, +3 damage. Multiple stacks – Since there’s no specific equipment slots if there’s multiple items with similar effects, the player can stack all of them. It becomes more of a choice of playstyle by equipping specific charms when they are the only way to gain that type of effect. When you have the charm with a movement speed multiplier, you have to decide if you play with it or not. The interesting part is because there’s no other item in the game that has the same type of effect. Comparing this approach to items in for example Diablo 2 or League of Legends when items have multiple effects etc, it can feel a little simple. Single unique stat effect – Most charms have a single effect. The developers state that a similar Badges system in Paper Mario was a direct inspiration for the charm system in Hollow Knight. Here’s a list of all charms with the in-game descriptions and with detailed effects. The player can only equip charms when resting at a savepoint. Each charm has a very focused effect, only improving one type of stat and most effects are only present on one charm, few charms have duplicated effects. The player starts out with 3 slots and gains up to 11 in the late game. Some charms are more powerful and take up multiple slots, charm costs range from 1 to 4 slots. Let me start by describing the basics of how charms work.Ĭharms in Hollow Knight – The charm system allows the player to mix and match different charms without any limitations of equipment slots. While reading all of the effects and tinkering with the cards, I made a few observations. I recently made printable cards for the charms in Hollow Knight. ![]()
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