Over the last fortnight, I’ve been playing Monster Hunter Worlds daily and have advanced to HR 120 after investing about 80 hours. What I’ve observed is that these monsters can’t seem to withstand a hunter’s onslaught for longer than 10 minutes before they are defeated.
It’s puzzling because when I was at my starting level, I really enjoyed chasing after monsters for about 15 minutes on average. But since I’ve upgraded my equipment and faced the end-game monsters, the battles seem to be over too quickly.
What’s Happening Here?
Capcom should adjust the cooperative scaling in Monster’s health pools to create a more challenging and satisfying experience. In higher levels, around level 40 and above, hunters inflict so much damage that each hunt lasts just 9-10 minutes with minimal risk. While this doesn’t make the game easy per se, it does compromise the intended difficulty level.
The predictability of a monster’s demise at the 9-minute mark takes away the excitement over time, even though it can be enjoyable while playing alone or experimenting with various strategies. However, when playing in a group and anticipating a more drawn-out, difficult battle, the game falls short on delivering that experience effectively.
Co-op Scaling Is An Issue
In other games like Monster Hunter World and Iceborne, the tougher monsters have more health when more players join a quest. However, in the Guiding Lands of the game you mentioned, even with top-tier Fatalis or Raging Brachydios gear, monsters can last 15 to 20 minutes. For raid monsters like Fatalis, Alatreon, and Safi’Jiva, their massive health pools often make battles last for about 30 minutes.
It’s unusual for Wilds, as some Steam users find that the scaling system isn’t as comprehensive as they anticipated. Here’s how the existing system is said to operate:
1. This statement can be rephrased as: Wilds is an odd exception, with Steam users expressing disappointment over its scaling system not being as extensive as they thought it would be. The way the current system functions, according to reports, is as follows:
3. Lastly, It seems that Wilds isn’t living up to the expectations of many Steam users when it comes to its scaling system. Apparently, this is how the current system works:
- Solo: 100% health
- Two players: 163% health
- Three players: 200% health
- Four players: 234% health
The problem is with the balance for four-player games, as a 34% increase in a monster’s health bar might seem minor, but high-level players can defeat endgame monsters in less than ten minutes. Thankfully, Capcom has the ability to rectify this issue in an upcoming patch. It would be ideal if the scaling were more aligned with:
- Solo: 100%
- Two players: 175%
- Three players: 250%
- Four players: 325%
That would make fights significantly more balanced.
Capcom Is Aware Of This
To put it simply, it appears that this issue isn’t specifically related to The Wilds; instead, Capcom seems to have intentionally designed it to keep hunts progressing swiftly. This is likely why things feel smoother and more efficient now. After a successful hunt, players can choose to wrap up the quest straight away. It seems that shorter fights with scaled-down health may be part of their strategy.

Hey Capcom, could you consider increasing the durability a bit? We’re really enjoying the game and would love to keep monster hunting for longer. A smaller health pool might work well initially, but in endgame high-rank battles against temperate apes and tempered gore magalas, players are already getting quite skilled and breezing through the toughest fights.
It appears that Capcom is planning to make hunts more exciting with the upcoming Title Update 1, due around early April. There’s a possibility that we could witness the reappearance of Arch-Tempered Apexes – these monsters are known for dealing heavier blows and boasting larger health reserves, which should offer the challenge that players are seeking.
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2025-03-12 16:14