Both times I managed to equip it right before getting ambushed by a difficult boss 
Don’t think I’ll bother with the fragile charms anymore. The busywork they punish you with for dying isn’t worth it.
Both times I managed to equip it right before getting ambushed by a difficult boss 
Don’t think I’ll bother with the fragile charms anymore. The busywork they punish you with for dying isn’t worth it.
I dislike corpse running, especially in games like Hollow Knight which are supposed to encourage exploration, but otherwise I really like how the genre handles death. It prevents save scumming, which I am always very prone to, often making my experience worse.
I do think basically any game should have difficulty options, and in case of a soulslike an opt-in easy mode (that maybe prevents getting some achievements) is perfect. Nine Sols did it quite well with customizable sliders for received and dealt damage, except for calling it “Story Mode” like there is no reason you might want to slightly lower the difficulty other than just wanting to breeze through.
In general I wish the discussions on soulslike difficulty were more chill, there is merit to both sides.
I have never had an experience made worse by save scumming. I have frequently had an experience made better, or a game made tolerable at all, by save scumming.
The game I save scum the hardest is Rimworld, because it’s made to be a tragicomic story generator but I like to play it as a happy commune builder. Rimworld pretty much always has a way to fail forward, it’ll send more colonists whenever you’re running low, but it would be absolutely unplayable for me if the designer had thought that meant it didn’t need saves.