spacemonkeyy-MasterMode icon

MasterMode

Because the game wasn't hard enough already.

Last updated a month ago
Total downloads 964
Total rating 1 
Categories Mods
Dependency string spacemonkeyy-MasterMode-1.1.1
Dependants 0 other packages depend on this package

This mod requires the following mods to function

BepInEx-BepInExPack_Silksong-5.4.2304 icon
BepInEx-BepInExPack_Silksong

BepInEx modloader. Preconfigured and ready to use.

Preferred version: 5.4.2304

README

Usage

Install the mod, then start a new file in any game mode. You'll know if it's installed properly :)

Motivation

When I play Hollow Knight, I almost exclusively use the nail for damage. It does more DPS and that's the playstyle I've grown the most comfortable using. So, when it came time to play Silksong, I did the exact same thing. I never used silk skills or red tools save for testing what they did. I just whacked away at everything with the needle until it died. That worked really well, and I had little trouble getting through the game. I don't think anything killed me more than 15 times, and only a handful went above 10. I never had to use a silkeater, and I also never had to farm for rosaries to afford a bench or fast travel station. All in all, I found the experience lacking in challenge.

Now that I have hundreds of hours in the game, the problem is even worse. I would never consider using tools in combat, because I know I can beat everything first try with just the needle. Why would I try anything else? I don't even buy most toll benches anymore because I know I'm not going to die anytime soon. Once you play the game enough, a lot of its systems simply become irrelevant to you. You rarely feel like you are respecting the game's challenge or having the intended experience. Because of that, replays are less fun and less memorable than your casual playthrough.

This mod changes that. It feels like I'm playing the game for the first time again; it also feels like I have the fine motor skills of a toddler now. Somehow, that's a ton of fun. If you felt the same way I did, this mod is absolutely for you.

Changes

  • Your maximum health starts at 2 (down from 5).
  • Attacks with the needle are capped to 1 damage (down from 5). This applies after all other modifiers, so it is not affected by needle upgrades, elemental buffs, barbed bracelet, etc. All other attacks, including Needle Strike, are unchanged.
    • This cap is increased to 2 if the player taunted within the last 6 seconds.
  • Mask shards and spool fragments no longer increase your maximum health and silk. Instead, gaining an extra mask or spool grants 1000 and 500 rosaries, respectively.
  • When you die, you will regain any tools you used since your last save.

Why These Changes?

That may sound like an odd set of changes, so allow me to explain why I chose to design the mod like this.

Maximum health decrease: It goes without saying that you will get one-shot by a lot of attacks with just 2 HP. This change was inspired by the Souls games, where many attacks from bosses deal more than half your health and can even kill you in one hit. That makes the combat very high-stakes and more exciting. Team Cherry were likely thinking along these lines when they made double damage more widespread in Silksong, but I'm taking the idea even further. In Master Mode, anything can kill you.

Why not go down to 1 HP instead? Well, I think that would be too punishing for an engaging experience. It would remove the difference between single damage and double damage attacks, and since double damage attacks are usually slower and better telegraphed to compensate, they would become less dangerous than their counterparts. We don't want that. Besides, getting hit by a single damage attack while on 2 HP creates an interesting choice: do you risk it and use your silk on extra damage to defeat the threat? Or do you play it safe and carefully collect enough silk to heal back to full? With just 1 HP, that complexity is gone, and you are forced to just not get hit ever.

Naturally, being on lower health means you will die a lot more. That's a good thing. It allows you to play the game at a slower pace, and it means you will lose your rosaries more often. That means you have to explore more to be rich enough to afford things. You know, like in your casual playthrough. Getting to soak in all the details of this wonderfully crafted world is more fun than blasting through it, in my opinion. (Though that is also a lot of fun, don't get me wrong. I might feel differently if I were actually good enough to speedrun the game.)

Weak needle attacks: The idea behind this change is simple: I want you to use your silk skills and red tools for the majority of your damage. In the vanilla game, even if you put all of your silk into silk skills, they would make up less than half of your damage. Compare this to Hollow Knight, where spell builds get the vast majority of their damage from spells. Now, silk skills make up more than 75% of your damage (using silk spear). In Master Mode, your needle's only real purpose in combat is to gather silk, and silk skills are your real damage.

There is another benefit to this change: it forces you to use high-commitment attacks. This is one of the pillars of Souls combat, and it asks you to seriously learn the boss's moveset and find your openings. You probably never did this when playing Silksong casually, so this will add a lot of depth to your experience. But who said the bosses were your biggest threat? Enemy arenas have a substantial presence in Silksong, and in Master Mode, that presence is about to get a whole lot larger. Internalizing the patterns of multiple enemies is far harder than for bosses, and the enemy arenas are the true test of skill for this mod.

Taunt buff: Recall that the needle is your only damage source at the start of the game. Moss Mother has 120 HP, so beating her with just the needle takes a long time. This change was introduced to make that fight less tedious, though it is probably useless everywhere else.

Replenishing tools: A frequently cited problem with Silksong's combat is that the limited number of shell shards disincentivizes using red tools against harder bosses. If you die too much, you will run out of shards and the boss becomes much harder. With this change, that can't happen. Red tools are a good complement to silk skills that don't require silk (usually) and typically have more range. Silk skills will still be the core of your build, but you'll find these tools an invaluable addition to your kit.

Other Recommendations

  • Take the scenic route through the game: do the craw arena early, fight Sister Splinter, take the elevator into the Underworks, etc. You may have been missing out on more than you realize.
  • As an extra challenge, you could skip getting the Fractured Mask or Plasmium Phial. Maybe delay getting needle upgrades as well.
  • Defeat First Sinner before beating the game. This lets you see a lot more areas and lets you rock the flashiest silk skill against the final bosses.
  • Consider playing with the Moorlap (mirrored Pharloom) mod. This forces you to relearn muscle memory and think about navigation again. It makes a much bigger difference than you'd expect.