Quick Slash is even cooler from a narrative perspective, and why I think the Nailsmith's story parallels the Pale King's
Cold take: Quick Slash is the best charm in Hollow Knight.
Slightly Warmer take: Quick Slash is the only S-tier charm that is great from both gameplay and lore perspective (aside from maybe Spell Twister).
The reason for this is that its existence is actually a
metaphor
Here, look at this.
So, Quick Slash is something that was created from a relatively big number of objects that were discarded and deemed imperfect, and that possess a collective will of wanting to fulfill their purpose.
You know what that reminds me of?
A large amount of creations: check.
Discarded as imperfect: check.
Still possessing a will to find closure: check.
Being a part of a larger, more powerful thing: check.
Having a common creator who is responsible for their creation and rejection: check.
So yeah, I think that Quick Slash's lore (or at least its description) is meant to parallel that of the Vessels'.
But I wanna talk about that last point: the creator.
It is heavily implied that the person who created and then later discarded those nails was the Ancient Nailsmith we see in the room where we get Quick Slash.
(Oh by the way I just realized that this stone ring thing on the right of that room is actually the furnace, neat.)
Judging from their Dreamnail dialogue, this Ancient Nailsmith was trying to achieve the same goal as the other, more famous Nailsmith we all know and love: creating a Pure Nail.
And you know who else was trying to create a perfect, Pure thing while discarding many other similar things that later gained a collective will?
That's right - it's the guy who is also responsible for creating those other discarded things we discussed earlier!
Ok, but what I really wanted to talk about here is how all of what I just said ties back to that other, more famous guy - The Nailsmith.
We don't know for sure how the story of the Ancient Nailsmith ended, but it feels like it exists there mainly to put an emphasis on the City's Nailsmith's story; to convey that his struggle is an important theme in this narrative (because ancient means important, ok?) And, I mean, the City's Nailsmith's story also parallels that of the Pale King's in the same manner, right?
The thing is, we already know how PK's story ended.
In trying to achieve perfection, to create an eternal Kingdom by making a Pure Vessel devoid of mind, voice and will, the Pale King doomed himself to be taken over by his regrets, by the vast emptiness of the futility of his struggles. But was it because he failed, or because that was where his story was headed all along?
What if PK succeeded? What if the Radiance was sealed forever? What if his Kingdom actually stood eternal, never to change, never to end? What if he realized he achieved his only goal in life?
And that's the part where we get to a story the ending of which is up to the player's choice.
To quote White Lady, only two obvious outcomes there are from such a thing.
The first is an honorable death by the fruits of his labor.
If we choose to kill the Nailsmith with the Pure Nail, he dies happy, knowing that his life's goal is accomplished and having gained all the satisfaction he could from it.
The second I find preferable, a new passion.
If the Nailsmith doesn't feel the finishing blow of the Pure Nail, he is left unsatisfied. But, while trying to resolve that unsatisfaction, he eventually finds something (and someone) that gives him a new calling, a new thing to create, a new reason to live.
And, while those are both equally valuable, equally canonic outcomes, don't you think the second one is just... better? I mean, not only does it include the achievement of the Nailsmith's goal, but it lets him live AND gives two lonely souls a partner in life! I feel like that's the thing this narrative is trying to convey. What it's trying to say about the meaning of life, about our dreams.
Maybe that was the ultimate folly of the Pale King - the inability to change. His story would've ended in the same way, regardless of whether Hallownest lasted eternally or not. He would be dead, if not by the hands of the Void, but by his own - but ultimately, by the hands of that vast emptiness of realizing that you achieved your only goal and that now all there is for you is this eternal satisfaction that slowly fades away, leaving you with nothing.
TL;DR: Quick Slash is the best because it's a metaphor for discarded vessels; perfection is overrated, try to get laid instead.
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Overcharming Statistics
Overcharming is a mechanic in Hollow Knight that allows you to put on charms with a total notch cost higher than your maximum number of notches. More charms are obviously beneficial, but being overcharmed comes with one significant drawback: you take double damage on everything. For this reason, 141 of our respondents (66.5%) said that they do not regularly overcharm, and many responses noted that the guaranteed double damage is scary. This is very understandable, and it’s unsurprising that so many people do not do it regularly. A few of these respondents did not know what overcharming was; this is also not particularly surprising, since this mechanic is never explicitly explained beyond one dialogue hinting at it, and newer players may have never discovered it.
The next largest proportion of people were those who only overcharm for radiant Hall of Gods (RadHoG) and/or for the delicate flower quest. Both of these situations require the player to complete a challenge hitless, so the double damage penalty is negligible. 46 respondents (21.7%) noted that they only overcharm for one or both of these challenges. Particularly with RadHoG, where an extra charm can make or break a fight, it’s not startling to see how many people overcharm in this situation.
A smaller proportion of respondents, only 8 of them (3.8%), noted that they only overcharm when inside of Godhome, whether for radiant challenges or radiant pantheons (which we take to mean hitless pantheons). Godhome, as it is a dreamscape, does not have the same penalties as dying in the overworld, encouraging players to take more risks in their playstyle. Besides this, Godhome is often intended for late stages of a playthrough, meaning that players have more upgrades to make survivability more viable. Many people have also completed hitless pantheon challenges, where overcharming would be helpful. It is possible that some of these respondents only overcharm for RadHoG despite not overcharming for flower quest, which would put them in the former category, but due to lack of clarity we opted to sort them into this separate one. The remaining few explicitly noted that they practice for radiant pantheons (and to that: good luck! It’s a tremendous challenge.)
Of the remaining few respondents, 11 (5.2%) said that they sometimes overcharm, and 6 (2.8%) said they regularly overcharm. Among those that said ‘sometimes’, around half cite their confidence in their capabilities, either against a boss or with their current gear, as the reason behind this choice. The respondents who said yes have similar reasonings: they’re confident in their abilities and value the extra boost from overcharming. However, for those that said they only ovecharm sometimes, the decision to overcharm is more situational. What situations would push you to overcharm? Let us know!
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