Monster Hunter Wilds' Monsters Die Too Fast And It's A Problem

Arkveld
Credit: Capcom

Arkveld
Credit: Capcom

After playing Monster Hunter Wilds every day for the past two weeks and reaching HR 120 at 80 hours, I’ve noticed that the monsters don’t have enough health to survive a hunter’s ass-kicking for more than 10 minutes.

This is perplexing, as during my Low Rank, I had a great time hunting down monsters for an average of 15 minutes. However, now that I've gotten better gear and played against the Endgame Monsters, the fights don't last longer than they should.

What's Happening Here?

Capcom needs to increase its co-op scaling regarding Monster's health pools to make it feel more challenging and rewarding. In regular High Rank, typically at level 40+, hunters deal so much damage that each hunt lasts 9–10 minutes with minimal risk. This doesn’t necessarily make the game trivial, but it does disrupt the intended sense of challenge.

The lack of thrill when you know a monster is about to die at the 9-minute mark makes the game monotonous in the long run. Sure, it’s fun when you're solo, testing your best builds, but when playing with three others and expecting a longer, more challenging fight? Wilds doesn’t quite deliver on that.

MH Wilds Screenshot
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Credit: Capcom
The Black Flame.

Co-op Scaling Is An Issue

The health scaling isn’t as effective as in Monster Hunter World and Iceborne, where monsters received a significant HP boost as more players joined a quest. Even with my endgame Fatalis or Raging Brachydios gear, monsters in the Guiding Lands usually last 15–20 minutes. Of course, raid monsters like Fatalis, Alatreon, or Safi’Jiva, with their uber-inflated health pools, typically lasted 30 minutes.

This makes Wilds a strange case. Steam users say its scaling system isn’t as expansive as expected. The current system reportedly works as follows:

  • Solo: 100% health
  • Two players: 163% health
  • Three players: 200% health
  • Four players: 234% health

The issue lies in the four-player scaling—34% is just a minor increase in a monster’s health pool. At High Rank (level 40+), hunters can quickly decimate even endgame monsters in under 10 minutes. Fortunately, this is something Capcom could adjust in a future Title Update. Ideally, the scaling should be closer to:

  • Solo: 100%
  • Two players: 175%
  • Three players: 250%
  • Four players: 325%

That would make fights significantly more balanced.

Capcom Is Aware Of This

That said, this isn’t necessarily a Wilds problem—it’s clear Capcom designed it this way to keep hunts moving quickly. This is why everything feels more streamlined now. Even after a successful hunt, players can immediately opt to end the quest. Quick fights with lower health scaling seem to be part of their plan.

MH Wilds Screenshot
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Credit: Capcom
Rey Dau vs. Arkveld

But come on, Capcom—maybe bump those numbers up a bit? We love the game, and we’d love to hunt monsters for longer. A lower health pool is fine for early ranks, but in endgame high-rank battles against temperate apes and temperate gore magalas, We've already talked about how gamers are getting better and breezing through the hardest fights.

Capcom likely has plans to make hunts more engaging with the upcoming Title Update 1, expected in early April. We might see the return of Arch-Tempered Apexes—monsters that hit harder and have the bigger health pools we’re looking for.

For more Monster Hunter Wilds, check out our Beginner's and Advanced Guides here.