To anybody wondering why the hell this quest has a 30 min timer instead of 50 it's because in Monster Hunter 1 (2004) where fatalis was the final online boss battle, there was a mechanic in place where the dragon would flee if you did enough damage but no enough to kill him, this was because in those times final bosses where meant to be hunted by a group of four and had a fixed gargantuar health pool meant for those 4 players, well if they flee the next time you fought them they would come back with the remaining health and also any broken body part that you managed to break in your last attempt, guess Capcom forgot about this last part lol
@@carlosescamilla5260 I remember them doing a similar thing with yian garuga in mhf1 he had a 15 mins timer and damage was kept each run. I remember it took me around 4-6 runs to kill him for his armour.
Capcom forgetting about basic things seems like a real Capcom move, they screw up the most basic and easy things to fix sometimes. Like ultrawide in their pc ports.. Or an FOV slider.
My Headcanon is that as we fight Fatalis in MHW:IB the Flames are getting hotter and hotter so much that Schloss Schrade becomes unbearably hot that we need to leave after 30min.
Just saw the title & the thumbnail and here's my answer: Difficulty becomes artificial when the complexity & engagement of the enemy is no longer the force pushing the player to be better, but is rather the very high(sometimes unavoidable) damage along with possibly too much health. This causes the players to beat the enemy via pure war of attrition rather than by purposeful adaptation
100% the correct answer. When the enemy becomes a damage sponge with the devs just increasing the numbers on their resistances or damage or hp then it’s artificial
If you want examples of "artificial difficulty," look no further than Forza Horizon. Instead of coding the braindead AIs to actually drive properly in higher difficulties, they just get a speed boost. Skill doesn't matter if the roads are straight and everyone else gets double your horsepower
I got well adjusted to this once I got into playing the limited time multiplayer driving events where it places you against a team of the most difficult AI. Anyone not in first or second watches all the AI just rubber band to catch up to the person on first, making it so they can’t even ride their draft to attempt to catch up. In fact, the game was so bad, it was more beneficial for the people in last to flat out leave, as then the AI would get less points due to technically not being in front of anyone. Complete garbage game for multiplayer, good casually.
For me artificial difficulty is when the game breaks established rules, changes things that have been uniform, or makes things harder first arbitrary reasons like disabling core mechanics or giving an asinine time limit or instant kill mechanic that can rob a player of a victory for no other reason aside from “because I said so”
@@Rat_Fบcker It's entirely weirder because it's literally just doing the MH1 thing where you have 30 minutes to kill the monster, and if you don't it just runs away and returns with all the broken parts you gave it and all the HP you took away from it, and was meant to be fought with 4 players. Crapcom essentially forgot the most important part of that.
That's why I hate the FF7 remake trilogy's hard mode. They take away item use, something that been a core mechanic from the first fucking game, and also rest points dont restore your hp/mp. And the cherry on top is that THERE IS PROGRESSION LOCKED BEHIND IT! Not story progression, it's stat progression but still. I shouldn't have to bang my head against a wall for hours to max out my stats. In fact, I'd argue that maxing stats should be a good thing to do before taking on a challenging difficulty
@@Rat_Fบcker the final fight designed for you to have mastered the game and have all the equipment in you would ever need hell they even give you the weapons that counter him in the fight before him
Funny enough I think presentation is one of the important factors here. A strict time limit on a boss with super punishing mechanics that require good pre positioning and reactions while also executing a high enough degree of damage to beat the time limit. That sounds brutally punishing, but that's also pretty much exactly the structure of raid bosses in mmos. You'll have fights that are 10, sometimes 20 minutes of difficult mechanics where one or two players in the party doing it wrong can cause everyone to die, but even if you do all of the mechanics perfectly if your damage is too low you hit enrage and die. The structure of enrage as a time limit feels less arbitrary because it's just another part of the boss's pattern, rather than being an interruption to the flow of a fight. It doesn't "fix" the problem with the fight, but tying the timer in mechanically can change the feel a lot. Maybe fatalis is slowly destroying the arena as you fight and if you don't defeat it in time the ground is destroyed, or flooded with lava, or otherwise made intraversible for the player. Then it feels like the time limit is something the boss is doing, rather than the hand of the game itself pulling you from the fight.
Tying into the second part: it's also less frustrating to fail if it looks cool when you do it. Funny/cool death animations was something older difficult games often used to make frequent deaths more palatable.
I know why the monster hunter time limmit exists (to prevent the player from just stallling for an hour and just do chip dama, aka saving them from themselve and the "given the oppertunity a player will optimize all fun out of a game" rule), but using a shortened time limmit which is shorter for no reason to force the players to be aggressive is just bad... not only does the player have to deal with a change to the core mechanics in a fight which is ment to test those mechanics, but this really just feels once again like one of those "teehee, damage check" moments As the person above said, if there was some reason or animation for the time limmit instead of a "it is what it is", then it would be a little bit less frustrating... well maybe... the monster you unlock right before fatalis is a fantastic example of how not to do a good time limmit by game mechanics xD But if instead of a shortened time limmit fatalis had something like an ability which would continually boost its power or attack speed after the 30 min time limmit, that would make it feel less unfair and more of a desparation act on its side
Honestly, this was perfectly explained. It took me 40 plus carts for me to finally solo Fatalis. And now I can solo it with Defender weapons just because I simply gotten much better than I was 4 years ago.
I'm glad you mention that timeline actually, since originally when I planned to write this script it was going to be *much* more negative lol. However I thought "ya know, it really wouldn't be fair to write this considering I've only beaten the monster 2 or 3 times, and without even having proper endgame gear so lemme see what the fight is like if I have full fatalis and weapons augmented a bit" and I'm really glad I did since in doing so not only did I get a much better understanding of the fight, but I also just got a whole lot better at it! It's crazy how much more fun this fight becomes as you improve
MHW:IB is my first MH game. Played it on 2019 and I admit, I use cheats just to solo World and Iceborne content. My dad bought me a NSW since it's pandemic that time and I don't have a pc. Played MHGU and MHR and got very good at it. I replayed MHW and I soloed all my hunts up to Fatalis using only defender armor and weapon. There really is no such thing as hard games, you just try and try and familiarize yourself to the mechanics. That's why I just roll my eyes whenever a veteran would say "waaah monster hunter is so easy now" like bro ofc it would be easy, you've been playing the game for almost a decade. Some of my friends started playing MH when they ported Rise on to pc and I watched them get bodied by great izuchi lol.
@@boangsiate7701 they are veterans because they have a lot more hours and knowledge than you. Thats why they are right when they say the game has gotten easier. You have no idea what they are comparing to. Go back and beat every hunt in mhfu then you can have 1 piece of what they are using as relative judgement. No cheats allowed you filthy casual.
@@LeetTron5000dude I’ve been playing since freedom 1 on the psp and am currently on 4U in my 6th full playthrough of the games, so I feel like I am what you’re calling a veteran. I have no issues with people using cheats on their first solo playthrough of a game. It’s a hard game series. Especially if it’s your first time playing something like it. If they’re cheating in multiplayer using one shots or something like that then it’s an issue, but that’s pretty rare. They also said they went back and implied they beat it normally after learning more about the games and getting better in gu and rise. And GU isn’t one of the easiest games at least by endgame. I think the most harmful people for this community are ones like you attacking someone for lnot being good enough” and not having played the games you played. Let people play how they want if they’re doing it solo. I have a friend who doesn’t like the endgame material grind so he has a mod to change the drop rates so there are less trash gems. I have another who just edits his save and adds them, also increasing his rank so he doesn’t have to grind the guiding lands to fight ruiner. Not everyone has the time to no life these games and ultimately they’re not hurting anyone other than themselves with that hacking in of decos and ranks.
I think a big problem with MHW's later fights is that they unlock way too early. You fight the Icebotne DLC final boss and then are thrown against monsters right away designed for the players who have been grinding post-game content for weeks or months as originally these monsters were released 1 by 1. Fatalis and Alatreon feel like they should be minimum MR 100 monsters, but you can fight them before you have that skill and equipment which makes many players bounce off them saltily.
Best point I've seen brought up so far in these comments. Fatalis is far and away my absolute favorite fight in Iceborne, yet had I not played this game since day one, and perhaps picked it post Fatalis update, my opinion may have been different. I can 100% see how plenty of, fresh out of shara and the guiding lands, not even to ruiner yet, fresh fifth fleeters eagerly fighting one or both of the black dragons, and getting their teeth kicked in so hard they quit. However closed of a mindset that may be, I'd understand why to a point. I feel like it should at the very least MR 125 and 150 for alat and fatty, that gives players some REAL time to break into the endgame and hone themselves and their gear.
Personally I liked knowing what I was preparing for in the endgame. I gave up on MH Rise because it just turned into a bunch of endgame grind and there wasn't an obstacle I felt I was readying myself to deal with.
I personally like that they're unlocked so early. They act as walls so you know what challenges you cannot overcome, encouraging you to go back out into the rest of the game to get what you need. Go earn some decorations, new armor and weaponsets, augments, maybe some missing mantles, farm some strong consumables. However, for me, this does come with some hindsight because I played after the last patch of the game. Maybe people expect to be able to beat new bosses the day of release? Idk.
They definitely should be tackled after MR100, but I understand why they unlock them immediately. The title updates are meant to entice people to return to or even pick up the game, and those same people are less likely to stick around if they’re met with a MR100 requirement to see the new monster they’re excited for.
It is indeed too easy. The 1st alatreon fight isn't required Only the cutscene is Leave the quest and obtain the 2nd fight for some reason Beat that 2nd one with or without elemental weapons it doesn't matter it only has about 1/4 of its max hp. It should be dead before or just a little after 1 judgment. Then you have fatalis. No augments at all cause whoops I'm not mr100 to have the def minimum I need for fatalis
I hate the gaming nomenclature where the second someone suggests a boss might be overtuned in a game they are immediately met with hordes of people just telling them to get gud and they're stupid. It's cancerous and had always annoyed me.
The one bit that annoys me most is when they then suggest that you must be a newcomer to the series and therefore you just "don't understand" the game's design. But to me, it's actually the opposite. I have such strong feelings because I've played and enjoyed a game series for so long, that I feel like such strange difficulty is going against the series' previous ideas of difficulty.
Okay i'll play devil's advocate a little here. Because while i agree that what you say is true, i'll also say that most of the time, the solution against the boss is just that: getting better. I didn't watch the video in it's entirety yet, but fatalis IS supposed to be challenging. He is, and was always (at least in the games he appeared in) the final boss, and he was always the ultimate test for you, the hunter. For example, in mhfu, the white fatalis gets an armor that makes all attack bounce, an increase in attack and defense when at 50% hp. This armor gets only removed when it's at 20% hp. Is that a bit much? Maybe, but he is also doable with a few tries and the correct equipment. Same with alatreon in world. Is he hard? Yeah of course, the horn breaks and elemental threshold forces you to be aggressive all the time, while he can two shot you at full health, and even if you pass the elem. Threshold you can still faint during the judgement if you mess up your heal timing. But he is also very easy to read, and has a lot of openings to allow for some quick hits. And building an elemental build is not that bad as you are not forced to do the safi hunt (contrary to what i could read on the net) to have a decent build. Those are hard encounters sure. And they can seem like absurd increase in difficulty, and require a lot more preparation time than the rest of the roster, but two things: like I said, it's the culmination of the game, the ultimate skillcheck to everything you've learn until that very moment, the time to put to use everything you've learnt to master. And second, the satisfaction you get after you beat them is unrivalled. You finally overcame the wall. You did it, and only with your own skill
@@Hugolaste then i'll play devils advocate for your devilish avocation. The "solution" is ALWAYS to "get better". Boss does too much damage? Get good enough to never get hit. Boss has terribly mapped hitboxes? Get good enough to never be in a bad position. Boss has too much hp? Get good enough to hit him more. Obviously, if you're good enough you can beat anything at all. But that doesnt excuse poor design. "Erm, actually you just need to get good enough to not get hit!" Doesnt make up for a boss having a hitbox in the place that the visuals of the attack arent. Just because its possible to beat something by getting good enough doesnt mean that ascension of skill should be necessary, nor does it mean developers should just be able to ignore quality control because they have a ton of dick riders that will hard defend their poor decisions with copious amounts of "git gud"s instead of actually looking into other players complaints to see if they have some merit. Getting good should definitely be a large factor in a player beating a boss. But that doesnt mean the primary hurdles of that boss to overcome can just be at best cringe, at worst dogshit, issues like a timer running out or poor hitboxes. I agree that fatalis is a great final boss of world, but the amount of dogshit combined in it means that when i finally solo it, i wont feel elation or happiness, im going to feel relief thay i wont have to do it again
Artificial difficulty is when you're punished in a way that pretty much feels like there's no lesson. When you beat a boss not because you got better, but because you got lucky.
I agree that beating a boss simply due to beating your head against the wall until you finally got lucky isn't meaningful or satisfying or a good type of challenge. But at the same time, if a game has any random elements at all, then increasing difficulty past a certain point inevitably increases the odds that luck will be what finally wins it. The harder a boss is, the less the player is in control, and the less control a player has, the less the player is able to offset the influence of luck alone, which is otherwise a constant. Furthermore, the harder a boss is, the more tries it takes, and the more time you roll the dice, the more chances you have to get that lucky roll. Quite honestly, I'd say that almost every time I've EVER finally beaten a boss after say, twenty or more tries, if not less, it has been luck that ultimately made the difference, not increased skill. I know that because I consciously noticed that the boss just randomly didn't use their worst moves as many times that time, or I button mashed parries at just the right time through sheer blind luck, etc, and if that wasn't enough, I've proved that by refighting the boss after winning on try 37 and finding that I'm once again doing no better than the last 20 tries. And on the rare occasion it wasn't sheer luck that made the difference, it still wasn't so much that my own personal skill improved, as that I simply memorized the boss's moves enough or noticed some exploitable quirk to its AI, that meant my current otherwise insufficient skill level could get the job done with the very cheap added benefit of knowing exactly where to stand where the hit detection breaks for some reason, or finally noticed that a grab attack never, ever follows a fireball. And personally, I don't think that simple memorization of move sets or level layouts has ever been a legitimate or meaningful test of skill. So this is all to say that I truly believe that in order for a boss to be a proper, meaningful test of raw skill, rather than luck and/or very specific memorization (that could never be justified in-story since your character shouldn't be getting multiple tries,) bosses should never go past a certain level of difficulty or total expected tries. A true, meaningful victory is the one that comes from properly reacting on the fly because you've gotten that good, not from simply trying until you get lucky, or replacing/supplementing legit skill with knowing exactly what the boss will do, and the more tries you take, the more likely the latter two things are what will make the difference instead of real skill. Which means that yes, I feel like the proper game design job of bosses isn't training, or otherwise making you better. Bosses should be about testing the skills you should have ALREADY developed. You should get good enough to beat the boss by fighting the common enemies in the preceding area, and as long as you did that, the boss itself, as long as it's properly balanced, should take only a few tries at most. Ideally only one. Bosses should be like the final test at the end of a class: there only to provide confirmation of the learning that was intended to have already happened on the way there, not a teaching point in and of themselves. Though I will make a small exception for bosses that appear multiple times, getting more difficult each time. In that case, it is okay to expect you to learn a thing or two in the fight itself, because that experience should then build for the next time when the boss is tougher/uses more moves/etc. Like with common enemies that show up over and over, training actually applies to multi-encounter bosses since there are future battles to apply that specific training to. (That's why I think recycling bosses is actually a good thing, it makes them skill-building stepping stones instead of hard pass/fail only walls.) Though even then, the final encounter with a boss should still follow the previous rules of being a skill check only.
@@Alloveck a boss having a "worst move" is bad design. That's why malenia is so bad because she has one singular move that is way harder than her others so the luck of how much she uses that one move plays a large factor in your success. If the difficulty of all the moves is relatively equal then there is less luck involved and the fight overall feels more enjoyable and balanced. It always feels bad to get killed by the one super hard attack and then have to redo all the easy attacks at the start of the fight just to get back to the one hard one.
@@NihongoWakannai In regard to your last point, I'd say that in a larger sense, any time games make you redo a bunch of easy stuff just to retry the only part that actually gives you problems is bad design. A classic example is "Do X perfectly 100 times in a row," where it gradually gets harder and only the last, say, 20 times are where you actually start screwing up at all. So redoing the first 80 rounds that aren't a problem proves nothing you didn't prove the first time you passed the first 80 rounds, making them a pointless waste of time on the way to the actually meaningful challenge. And yeah, that somewhat applies to multi-phase bosses too, but they're complicated by variable resources like HP and MP and so on being a factor, meaning that redoing early easy phases can still be relevant because doing them even better next time means you go into the hard phase with more HP, heal potions left, etc. But yeah, if you could theoretically do the early phases perfectly anyway, then there's definitely no point in redoing them just to retry the final phase. More on topic though, I agree: Waterfowl Dance alone really is 95% of Malenia's effective challenge right there, and that's just not good design. The other 4% is knowing not to get Scarlet Aeonia nuked in the second phase, but as damaging as it is, its so easy to deal with once you've seen it even once that it's only 4% of her challenge. Still not cool that it's an attack that basically requires preemptive positioning to successfully avoid though, and thus is nearly impossible to avoid if you haven't already experienced it once to know a massive AoE you can't simply dodge roll out of like usual is coming. Also, the first one is guaranteed after the phase change, so its luck factor is reduced. But while you're very right that having one randomly used, outstanding super attack is basically intentionally making luck a factor, I'd say that it's a bad thing even regardless of luck. Like you said, a severely imbalanced move set just makes the rest of the fight seem like a waste of time. If the point of Malenia is dealing with her signature move, then just cut to the chase and have her do nothing but Waterfowl dance, since that's clearly the only real test or challenge there anyway. That one attack is on such a different level from everything else that you can't even make the argument that the lesser attacks function as warmups or training to help ready the player for when she finally busts out her best attack, so the rest of her moveset truly is pointless padding. Just halve her HP to compensate and go all in on Waterfowl Dance. And finally, as far as random boss luck goes, singular "worst attacks" not coming up are only one example of many. There's also attacks that aren't clearly worse on their own, but extremely difficult to deal with for positioning reasons if the boss randomly chooses them both back to back, so a lucky win would be the boss AI simply rarely if ever doing the worst possible sequence of attacks. If a stamina system is involved, and boss AI has randomness to how often it attacks, or the amount of stamina needed to dodge/block/outrun attacks varies, you can get lucky by the boss randomly giving you breathing room between attacks more than usual, or never stringing together high-stamina attacks back to back. Maybe level geometry makes certain attacks more or less difficult to deal with in certain boss arena locations and hey, what luck, the boss consistently only did its big AoE fire breath when you were already near cover. Or got you in a tight spot but then randomly didn't do the melee combo that's nearly impossible to dodge without some open space. Point is, there are many, MANY ways that boss design can make luck a factor, so many that I'd say it's basically inevitable. Which is why I say that luck ultimately being the deciding factor gets closer to inevitable the more tries a boss battle takes, and therefore bosses shouldn't be designed so that a lot of tries are expected to begin with. Every try is another chance for the luck factors to finally come through instead of skill.
Beating a boss because you got lucky instead of just getting better can feel good in certain situations. A desperate fight that left you at the edge of death and improvement you one because you just happened to get the killing blow to land first can be such a rush as it confirms you can do it, now you just need to work on making it consistent.
The amount of sonic gongs that flinch a monster at a bad time is astounding. Turns a perfectly good clutch claw window into a insta mantle shred, insta pin and into a one shot. Thanks AT Velkhana.
"Get good" is a shallow answer to those struggling with the possible. It ignores the process many need to learn by simply aggrevating said person instead of helping. Artifical Difficulty is the buzz word way of saying something isn't hard, but unfair. Which ignores the potential skill ceiling or other possible options that may not have been considered. Furthermore can be used as a slap on "everyone finds this hard, so it's unfair" way of decrediting what may be genuinely good game design. Both by themselves ignore the inherit nuances that video game difficulty or game design is.
"Get good" is truly now meant to be an insult, its short n straight, so theres no point trying to gain any positive insight from that remark cuz in most cases its steeped in negativity or apathy Either position if further replied to would follow up with a "erm who asked" for a double wammy
Artificial difficulty is 100% a thing used way to much in many modern video games an extremely high health pool for instance is artificial difficulty since the devs didnt need to give the target 700 times the hp of other enemies like in Borderland games so it forcefully extending a battle that should last a few minutes to last 30 minutes to an hour or how many games whit resources just give the AI a passive higher income then the player this is not normal difficulty this is artificially inflated you can counter play AI just gets more income
I think the best way to know if a boss was bullshit vs when its a skill issue, is when most people beat the boss do they have a"that was epic" feeling or a "glad thats over" feeling
I agree. The "just get good" crowd seems to forget that boss fights arent just about beating the boss, but about having FUN while doing it. I was super disappointed with Margit from Elden Ring. He has both un-telegraphed quick attacks and delayed attacks. To dodge the former, you need to roll preemptively but to dodge the latter, you need to wait before you roll. Before I noticed this obvious catch 22, I tried to learn his patterns for hours. After still not making any significant progress, I decided to simply trade hits with him. I legit just ran at him with no regard for his attacks and just spammed the one long sword attack that often staggers enemies. Guess what, got him on my second try. Didnt feel rewarding at all though.
Facts. Superman dives are SO underrated in the Monster Hunter games. A lot of people only use them to dodge a select few attacks because they think the recovery time makes them too vulnerable to use the dive consistently. But the recovery actually isn't as long as it looks and using Superman dives can make a lot of monsters MUCH more manageable to defeat.
The cone isn't really too bad, if your close, it's actually a really good damage opportunity, and if your near a pillar, they block it. If you do get caught in the open with max health, you can spam dice to survive. The only time this move is a garuntees cart, is if your missing health, AND far from the monster, AND not near a pillar....at that point, it's kinda your fault, every time I have died to it, it's been my dumb xD
I should add too, I hunted with a group, and once we got into the swing, we went 15+ hunts without a single cart, not just no fails, no carts.... If there really were unavoidable tng deaths, we would have had some, but everything is avoidable, not easily avoidable, but avoidable.
@@jameslough6329 the one prolonged invincibility move every player has access to by default is absolutely not underrated in any meaning of the word. how often you use the dive is influenced by how quickly you can sheathe your choice of weapon.
OK IM SORRY BUT I NEED TO COMPLAIN. Fatalis has three different chomp attacks. A quick chomp, a fire chomp, and a charge chomp. ONLY THE CHARGE CHOMP HAS A HITBOX THAT COVERS THE BODY, but you used forage of ALL THREE CHOMPS when discussing how to avoid the fire chomp!!!!! So incredibly misinforming!!!! Other than that great vid
Yeah I agree with the general notion of the video that fatalis has some mechanics that are frustrating for newcomers but some of his footage/examples are super frustrating Like when he explains your options with cones, I feel like he completely forgot Superman diving was a thing…the one move you typically use when you know you’re going to get caught in a length aoe.
Im a massive fatalis fan and I will die on the hill that Fatty is one of the best bossfights ever. However I do agree with some of your points. Some of his hitboxes are janky especially the tail slam, quick bite, and his flame sweep (i get damaged before fire hits me???). I guess its just personal tolerance. The music, buildup and spectacle along with a tough fight just makes everything else feel fantastic tho, despite the flaws. I really felt like I was fighting the OG Black Dragon, so imo the difficulty felt justified. Its quite fascinating how everyone has such different opinions on the same thing
I think all in all I've grown to like the boss quite a lot. It's not my favorite boss but it holds a very special place in my heart not only for the reasons I went over in the video, but just for the context of it all. Feels really good to finally have this guy crossed off the list of hard bosses I have to beat lol
Also, the timer is great imo. You dont just get scrape by, you will need to know him in and out to beat the clock to the finish. Optimise your dps, get more staggers, avoid damage etc.
I've yet to play a game where hit boxes are perfect. Janky hit boxes are in every video game ever made. And are especially prevalent with huge 3d models. Fatalis hit boxes are fine they're not more janky than any other monster in the game. And MHW in general had pretty good hit boxes not perfect there's jank here and there but pretty good in general.
Right game, evade window is basically ADP lol That’s kind of what I love about MH. It’s the kind of game that’s as hard as you want it to become because there are a LOT of defensive skills to keep you alive if you need them.
The timer and HP pool also prohibit using any build that is not designed for maximized damage. Setting yourself up with a build using defense, regen, medicine, divine blessing etc. nearly guarantees you will be right up against the timer if not well past it. Part of what makes this game great is having all these skills and being able to create a build that best suits your personal playstyle.
Tbh Divine Blessing 5 with Gold Rathian is a common recommendation for Fatalis because it let's you play more aggressive since you can actually take multiple hits and be more greedy
And the problem is that bottlenecking a player into one playstyle is something that could be an issue. Why should I be forced to play these couple of builds just to be able to beat the game?
@@KitsuneYojimbobecause you’re seeing Fatalis as “beating the game” instead of treating him as he is. A post-game challenge boss that is intended to be purely a challenge in exchange for the strongest gear in the game. You beat the game after Shara Ishvalda; everything after that is just challenges to push yourself further. You SHOULD have to adapt to the challenge, otherwise it’s not really a challenge is it?
Not true, i play 75% defensive skills and 25% offensive skills. Weakness Exploit, Critical Boost, Speed Eating, Divine Blessing, stun resist, and Health Boost, and only some evade window. First clear, 9th try solo only, was 28 min. I got 19 minutes with the same build in the 3rd clear. Defensive Skills are there to reduce your downtime, but if you are not aggressive enough, you will lose to time.
That was also a thing Elden Ring kinda suffered from. A lot of the difficulty late in the game came from really bloated enemy and boss stats. And a lot of people got around it by switching to status builds, because they dealt percentage damage to enemies, instead of just flat damage. So they ended up being so much more powerful against foes with huge healthbars that it just bottlenecked a lot of character variety, despite being an RPG. Kind of a shame as there's so much character variety on paper but a lot of them end up hitting like a wet noodle at the late part of the game.
It took me several days and 50 attempts in total in order to defeat fatalis, all the time mixing and upgrading my gear to defeat it as I go. It brought me so much joy being able to defeat it for the first time. But even using the strategies and recommended skills in order to finally kill this beast, the mental fortitude was really being tested.
The best example i can think of artificial difficulty is Vincent the Frostbringer from VRising on max difficulty: 1) he has a permanent ice aura that damages you constantly when you fight him and you can't prevent it 2) he can parry your attacks with no windup animation, and it does a lot of damage. Also your summuns can hit it - outside of your control - and you'll get damaged if you're near lol 3) he has attacks that stun you so if you fail to dodge those he'll combo you, also he does high damage You would be tempted to say "Why don't you play ranged, it seens easier", well yes but no. If you try to avoid him too much and keep your distance, he'll just leave the fight and regen all the HP without any warning, that's why you have to keep fighting in a limited space and that makes keeping range harder. Also you can't use ranged spells easily because he has one problematic ability 5) He resets all his HP if you go too far from his initial position 6) He has a big attack that he dashes and hits you 4 times, you can't dodge by just walking, so you need to use your dash that has 4s cooldown. So you're forced to pick 2 defensive abilities to deal with the rest of the 3 dashes + attack that you can't dodge. Making so you can't use ranged combat properly. That's why we distract him with summons also, but if you remember summons are bad because he can parry then and we get damaged lol 7) if you take too much time to kill him, it becomes day time and you take damage from sunlight (you're a vampire afterall) Fuck there's no way to beat this guy on a fair fight, instead you have to overlevel and overpower him, which is cringe
I disagree, I just think the game has failed to teach you. Which I say because it failed to teach me for the first like 70 hours. First thing to know is that all bosses have cooldowns on their abilities, and they tend to use whatever abilities they can at any given moment. Using this information, you can get a good feel for when a particular attack (in this case Vincent’s parry) will come out and avoid hitting it. Second thing is that all roaming V bloods have a circular aggro range, so as long as you loop back at some point they won’t de aggro. Some roaming v bloods like Vincent also have stops in their route, with Vincent stopping in a small fort near the iron mines that is pretty spacious and good for fighting in. Vincent is also a boss that pushes you to use weapon abilities as utilities, his big attack is fast and requires you to either dash out of the way, become invincible, or block. You can get the great sword before Vincent, and it’s a really good weapon for him as it’s the second longest melee weapon with very high damage output, and has both a dash ability and a dodging ability. Wraith spear is also worth mentioning as an offensive spell with a built in dash. The game doesn’t really tell you any of what I just said.
My problem with "Get Good" or "Skill Issue" is that people never really say how to get better or resolve the skill issue. Because every single one of Fatalis' attacks are dogeable and the timer is doable, it's really hard as befitting a final boss, but it is possible. The problem comes from A: people not being specific in what the issue is. "This boss is bullshit! I can't dodge anything!" Instead of "This is some nonsense, how tf do I dodge his fireball hitbox?" And B: people being annoying online, say people suck without giving advice on how to not suck. Also, pre Fatalis gear isn't bad. Stuff like Safi and Raging Brachy etc is still really good dps. The problem is they take time to farm and Fatalis unlocks really early so 90 percent of people didn't have maxxed out pre Fatalis builds. So I honestly do think not beating Fatalis is a skill issue. Those are resolved by trying all you can to improve. I'm pretty sure no one beat Fatalis solo first try, sound to me like everyone had a skill issue and needed to get good. Doesn't mean that's a bad thing.
Just about every clip where he showcases a death in this video has a resolution I could clearly point out. I find this video to be undermined by a flawed foundation stemming from his perspective.
@@HowIinlol what? Are you saying artificial difficulty only arises when it cannot be surpassed by perfect play? Otherwise what does not playing optimally in these clips have to do with anything?
Because the street is two ways, i can't tell someone how to improve because they "hitbox bs rahhh" i mean.. i'll answer "dodge the hitbox?" You're right in saying the skill issue sayers don't have a way to resolve the issue, but that's because it usually stems from being patient in learning, no way is anyone gonna admit they suck because they don't wanna put in the time.
One thing you didn't mention is that you not only have the Evade Window skill but also the Evade Extender skill (which increases dodge distance). Because, as you mentioned, the size of a lot of Fatalis' attacks feel overtuned it helps you cover enough distance to get out of most of his attacks. Overall Fatalis is a great thematic final fight against the 'strongest monster' and also a good test of skill imo. But he does feel bullshit sometimes.
I used to never use evade extender but I started to in either sunbreak or rise (can't remember, I think it was sb) and I've never looked back. It's actually such a game changer against a lot of bosses
@@mhswoocer I started using it after trying out the Arena quest with Magnamalo on Hammer. Then eventually stopped using extender and just embolden as I got better at timing dodges. Helps a lot in getting used to unfamiliar territory!
If I didn’t see this comment, I was going to make it. I thought that the armor skills and weapon augments that would have been helpful were hardly mentioned as the video went on.
@@Rytifox One of my biggest flaws as a mh player is my inability to think. I almost never prep for hunts and instead go for the more "hold forwards until I win" approach. Even against fatalis I didn't create a new set or augment my weapons (I should have done both) I just used the set I made for alatreon and replaced the element with raw damage. The reason I say this is a flaw is because it often stops me from seeing the game the way a large portion of the player base does and it often leads to me just flat out not mentioning things like skills in videos since I just didn't think about them
Personally I don't like the term "artificial" when it comes to difficulty. There's difficulty that is fun, and difficulty that is unfun. Having hitboxes that don't match the animations is unfun because it leaves you feeling ripped-off. Taking damage for small errors (or no errors) that is disproportionately punishing is unfun because it feels unjustified. It's not artificial because it's very real, and the natural result of a boss's design. However, regardless of if the difficulty is fun or not, the difficulty will fade as you improve at a game. Chalking it up to being a skill issue isn't enough, though. Think of the fight holistically from the first time you fight it to the last time. Ideally, it should be fun every time, where the challenge is fair enough to enjoy the early runs, but it doesn't get boring even if you master it. At the same time, there's people that enjoy an unfair challenge. It makes you hate the dragon, and feeds into your desire to kill it. It makes it feel like the dragon isn't just pile of 3D animations and code designed to fall over dead for you. It's a genuine threat because it's not playing fair. This is all to say unfun difficulty is subjective.
"Ideally, it should be fun every time" Thats the key. People dont complain about difficulty while theyre having fun, because difficulty isn't inherently frustrating. Only badly designed difficulty is frustrating. From my experience, most badly designed difficulty comes from situations where the player is unable to come up with a solution to the presented challenge. This can be the players fault, but its usually not. In the case of fatalis chomp, the player is not to blame for assuming that the attack can be rolled in some way. Lots of monsters have (dodgeable) chomp attacks, and fatalis doesnt have a particularly unique body type either. Its not the only boss monster either. There is absolutely no reason to assume it plays by special rules. So the game beats a lesson into you for dozens of hours only to present a challenge that can only be overcome when you ditch the lesson. Thats not the players fault, its just bad game design.
extremoth tho wasnt really built for solo hunts it doesnt scale HP with solo/duo, so you have to basically put out as much DPS solo as 4 hunters. safi'jiiva on release/HR kulve taroth iirc werent scaled as well
@@JerkTheHuman doesn't matter if he's not meant for solo or not his moveset is just bs, and not to mention the damage check he'll just spam his one shot over and over again if you dont meet it even if you already carted and just entered the arena he'll do that immediately so that practically means you already lost despite having more chances left also I'm a ps user and I refuse to give money on that shty subscription so I have to beat everything solo...which I have except for that mofo
5:52 you get 13 s at Evade WIndow 0 for normal rolls. The lowest amount is 10 for step dodges. Keep in mind this data is for 60 fps while games like Dark Souls count i frames for 30 fps. Its still nowhere near "2 or 3" tho. It is true however that it's really hard to roll through many attacks with only base level s
2 or 3 is semi accurate for some moves with lingering hurtboxes or are just slow moving. dodging through the slow moving line of fire is incredibly tight
@Bard2DaBone That's 2 or 3 frames of a dodge window, the time during which you need to input the dodge to successfully avoid an attack with the s you have, but you still have the 13 s. If you actually had 2 or 3 s pretty much every attack would be undodgeable cause attacks have hitboxes that last more than that
He probably got it mixed up with the older games. In monster hunter 4 ultimate, your roll was 36 frames long and had 6 invincibility frames. Im honestly shocked that its now at 13. No wonder its possible to roll through roars at base evade window now.
I love the musical progression in this video. As soon as Fatalis introduces itself The Forest and Hills theme starts to play. That might not seem like it makes much sense but this theme is basically the old school Fatalis theme without the choir. Then the actual Fatalis theme kicks in. Specifically the phase 2 version. You would think this is the end of the road but no there is a nother Fatalis theme. One that was also used in the Alatrean video. White Fatalis‘s music having a banger intro really helps elevate what‘s being talked about. Anyway, it‘s Proof of a Hero time, a little earlier than I expected to be honest. It makes sense though since the final phase is currently being discussed. It fits great with where the video‘s at right now but what’s gonna play at the ending now? Well, I’m glad you asked. It‘s a succession of different melodies that make you think of a sunny summer day in Seliana. What melodies? I think you already know. It‘s Succession of Light.
I think you know this already, but in case you don't, I absolutely love these comments. I put a crazy amount of work into these videos and so to have someone notice the little things like the forest and hills theme being a reference to old school fatalis makes me so happy
i personally think a lot of the problems in iceborne are due to it being designed around the clutchclaw to the point that playing without it cripples you so much to the point some simple hunts take up to 30 minutes sometimes, a good way to show this is the health numbers lets take rathian for example: MHGU Hub Rathian: low rank 2745-3285 hp, High rank 4770-5310 hp, G rank 9225-9765 hp. MHW ICEBorne Rathian: low rank 3500 hp, High rank 5700 hp, Master rank 18300 hp. the insane jump in Icebornes master rank monster HP makes it so you essentially don't have a choice but to use the clutchclaw or suffer. and no weapons don't do a disproportionate amount more damage either, iron bow (hunters stoutbow) GU: first upgrade 90 damage, last upgrade 340 damage iron bow world: first upgrade 96 damage, Last upgrade 312 damage. Not to mention half the weapons don't weaken on the first clutch and you have to double up, the entirety of Master rank is built around the clutchclaw and it's genuinely the biggest thing that stops me from enjoying the game as much as i could as i have to remember to do my chores mid combat essentially.
I’m glad I play hammer because I get huge hits in weakened parts (up to 700 dmg) but weapons like bow or dual blades that need to weaken multiple times unless you have that one decoration is annoying. Rocksteady is my best friend because of that lol
this is just objectively wrong lol. 9K hp in mhgu is far higher effective hp than 20k hp in iceborne. Your dps is 2x ed in MHWI and monster hunts are designed for solo in mind there, while in MHGU they're designed for 4 hunters. you can see this with the average speedrun time for mhwi being a lot faster than in GU
I remember fighting this boss 4 years ago when I was still new to monster hunter and getting really frustrated at it and eventually quit after 400 hours on that save file. 4 years later after playing all sorts of games, I came back after hearing about Wilds on a new save file but this time,it was different cause now I knew I had to prepare for these sorts of things so when I finally beat it,I screamed. It actually felt like 4 years of experience led up to this and now I absolutely love this boss cause it showed me that I've grown.
The best response to when you think a player is having a skill issue is try to give them a tip on how to overcome their hurdle. If your tip cannot address their main complaint, the difficulty is likely artificial.
Lemme try for some of the things here; The fireball: hero dive. If you run away from a monster and dodge, you will instead dive, which has full i-frames. Fire cone; stay near. The cone can only go forwards and out, so if you’re near fatalis, and he does it, you just get 3-5 seconds of wailing on his head for free while he spews flames out beyond you.
My brother was stuck in Ornstein and Smough, I just made giant dad with black knight sword +5 and told him "you gotta keep em separated". He replied "no way, there are people that defeat them naked with a stick!" i said "sure but none did this in the first run i guarantee"
To be fair, there are indeed bosses where “Get Good” is quite literally the only solution, they’re just not as common as the frequency of “Get Good” as advice would suggest. A prime example is Deathstroke from Batman: Arkham Origins. With Deathstroke, the fight is best described as hard but fair. The arena is a neutral, flat plane with no objects or spots that favor either side. Deathstroke has a randomized attack pattern, but all of his attacks can be countered. However, Deathstroke can also counter _your_ attacks if you become reckless. There’s also random QTE’s where you must counter Deathstroke that vary in length: some require one input, others require 2 or more and there’s no way to tell which is which except by being precise. Additionally, the QTE’s can happen at any time and you’ll only have a short time to react. All these factors combined mean there is no exploit, strategy, or gimmick to the fight; you _must_ beat him by skill and mastery of the game’s combat system. You, the player, must know when to attack, when to counter, and have perfect timing for both. In this regard, the game forces you to improve your skill as a player, regardless of what upgrades or playstyle you have.
Something i havent seen people mention much is how annoying his ai can be most of the time, mostly just in phase 1. In my experience he only uses the super fireball into flying move which takes up so much time, which especially hurts when im trying to speedrun him. He quite literally did it 3-4 times in a row when i tried him a little while ago. His tendency to just spam the same stupid attacks that dont do anything but waste time is incredibly annoying and kinda dampers the fight imo.
God I hated Fatalis for so many reasons. "Final test of the Hunter's skills"... Elder Dragons already ignore a fair portion of your bag, tempered elders even more, arch tempered almost everything, and Fatalis you got exactly one gimmick (stealth siege weapons) and a MASSIVELY inflated HP pool to try and force you to either use that gimmick, or slowly farm up pieces for new gear to meet the DPS check. Arch Tempered Velkhana was a far more palatable end tier fight BECAUSE THE HP POOL WASNT ARBITRAILY INSANE!
yeah arch tempered Velky is actually a much better fight slightly more health but massively more damage and I believe new nova move? all you need is to know all of its moveset and you're good no dps check just don't die Velkhana is one of my favorite because the hitbox is somewhat make sense except the tail stab for some reason walk under its tail after the stab animation and it still hit you
It just feels like Fatalis and Alatreon are a massive spike in difficulty for no reason. Literally nothing else in Iceborne is as difficult as they are and I feel like that isn't talked about enough. The fact that I can beat literally everything except for one boss is insane to me
7:52 What game devs could do to remedy this is to scale the damage with the distance of the player to the center of the AOE. Like, if it was dead on, get 100% of the damage, if you were just barely inside the range, maybe get 5-10% of the damage
@9:10 there's been multiple hunts against fatalis using lance where I block his fire ball move and it has so much push back on it that he literally kept me locked in a loop of fireball spam until the chip damage killed me
I’d like to play devils advocate for the timer. The shorter timer for Fatalis makes it so that you can’t just be good at avoiding Fatalis, you have to be good at dealing damage to him as well. You have to know how to capitalize off of each opening with your specific weapon to maximize your damage and truly conquer the fight. In order to beat Fatalis you have to not only master his hunt, but master your own weapon as well. Id even argue that without the timer the fight would be a little underwhelming as the final challenge in monster hunter.
Facts. Not to mention people who hate Fatalis typically are forgetting one key thing; it's actually meant to be the penultimate test for experienced players who saw the journey through to the end. And to see if you actually learned anything as you went through your Iceborne journey. All the trials you face, all the tribulations, all the triumphs, the carts, the close calls, the failed missions, all the time you spent learning and mastering the weapon you chose at the beginning of World, long before Iceborne starts that became an extension of you. Everything you went through, be it good or bad, was all to train and prepare you for the moment you face the relentless brutality and wrath of *"The Black Dragon Who Ended The World."* AND CAPCOM KNOWS how good it'll feel when you win, because that's definitely one of the reasons why *Proof of a Hero* triumphantly plays as you close in on victory and fight harder than you ever have prior against the ultimate challenge. You're about to overcome a living legend in battle and not only become one yourself when you win, but make Hunter history with your actions. The Guide chick literally says it at one point in game to us, "You're going to go down in history as one of the greatest hunters ever! And I'll be right beside you to record it all!" Hell, I even knew some attacks bc YT vids spoiled them for me and I still got hit by them, bc on paper it seems simple. Just dodge. But when you're the one staring Fatalis down in person for the very first time and it's not someone else on a RUclips video doing the fighting, then in practice, no. Mistakes will definitely be made. 😂
I hate watching a good youtube video only to realize that the youtuber barely misses the mark on understanding what they are talking about. He perfectly describes the role of hunter and fatalis in this fight of risk versus reward in all their actions. Yet lacks that finals piece that if you dont have the timer there is no point in risking anything. All good actions become the low risk actions. The only reason to play risky is the timer and you lose the fun of an exhilarating and dangerous fight without it.
I'm glad it took you only a few tries to kill the fat lizard. It took me 743 attempts (2228 faints total) just to finally solo it's butt. Honestly it felt like hell, and I hope that people can get through it faster than I did. The boss sucked, but damn did it feel good to win
You can dodge the cone attack from far away by doing two dives in a row. You'll usually get away with taking a single tick of damage in between the dives, two if you're unlucky but sometimes the i-frames line up just right and you take 0 damage.
As someone who plays and loves monster hunter, Fatalis can definitely be ridiculous, I still haven’t actually beaten him but I have to say fighting him is absolutely thrilling, and as someone who plays monster hunter I agree that the timer is in fact the straw the breaks the camels back, with a boss that has double the health of almost every other monster in the game, a 30 minute timer is delusional, that being said, it’s not so much about “skill” per say as it is about what Monster hunter trains you to do the entire time, preparation, from the time you start monsters hunter you’ll come to learn that the head is you’re most dangerous spot to be, you’ll learn that gear and weapons can be what makes or breaks your hunt, and when you get towards the end of master rank, you’ll even learn that you can’t survive without jewels, and those are all the things that makes Fatalis thrilling, and it’s also the reason the timer is what causes it to topple so hard, despite it all, the timer is still completely and utterly absurd, especially considering monsters with half the health have almost double the timer.
Which one do you mean? I've enjoyed every boss in ultrakill more than every other fps I've played, and the only one I can think of that fits this description is the Leviathan (rocket riding is not an excuse for that boss it's still kinda boring)
@Bolt2049 sisyphus and the gauntlet before him. I could explain why I think so, but ive learned from experience that arguing with ultrakill players is a waste of time.
@@officialregirock4021This reeks of "I tried to argue with people, I lost, now I insult them in other videos that have nothing to do with them". Both Sisyphus prime and the gauntlet before him are incredible tests of complex mechanical skills, so of course players would push back against you.
@@yanribeiro7108 yeah, you are right, they are complex tests of skill, does that mean that they are flawless tests of skill? No, they are not, but this fandom refuses to accept that their favorite game has flaws. This makes me wonder if you even watched the time stamp in my original comment.
@@officialregirock4021 Never said they were flawless, my point was that your comment reeks of someone who made bad arguments then decided to vent about those pesky Ultrakill fans elsewhere. Every fanbase is bad, deal with it. And good luck pointing out flaws in Ultrakill, there's very few of them, it's a very tightly designed game.
I’d argue that the timer is why it’s so hard but it’s what makes it so exhilarating. With increased time it allows you be more much more patient and not as aggressive. Lower time forces you to be aggressive and keeps the pace of the fight high. It forces everyone to bring their A-game. And with every second counting, it really feels like a clash of wills. Also, the high damage of fatalis with the short timer really puts you back to the drawing board in terms of weapon/armor set. You can sub defense skills for offense skills but might get one shot. Or be too defense heavy and not do enough damage. One of monster hunter’s biggest mechanics is the build. And having to strategize so heavily is what makes the fight feel like the last boss. Learning to beat fatalis was difficult but thats what makes the victory so satisfying. The perfect ending to a great game.
the short timer is weird cause it absolutely enhances the fight to know the clock's ticking down in those final moments so it really pushes you to mount one final effort, but at the same time when you actually do run out of time it totally kills the moment. maybe just extending the time a little would help that or maybe its just an unavoidable consequence of that design decision
I would like to nominate Terraria's Elements Awoken mod's Awakened mode. +75% HP, Damage and Defense on EVERYTHING with like 3 mode specific drops(that aren't even that good) is only fun if you like self flagellation.
i think terraria in general has that problem. on the higher difficulties the fights basically end with "make sure you have enough health and gear to tank the basically unavoidable attacks for the last 10% of the fight😊"
Rule of good presentation: If you turn your title into a question, do clearly give the answer by the end. If you can not give a definite and conclusive answer, don't pose the question.
I enjoyed soloing arch-tempered xeno-jiva. I had 2 friends. 1 friend recommended I just got the DLC and get full tank gear. Anothrr friend actually informed me of the actual hit box of the blast that frustrated me. After probably 80+ attempts, I felled the beast. There were only a few windows where vitality cloak would allow me a second wind and it timed out at least once. I won't say I did it entirely hitless. Maybe I did, probably not, it's been years. Now arch-tempered xeno-jiva is no fatalis. But "you need the bosses drops" or "just bring friends (who will eat up all the faints in minutes)" should neither be the only solutions to a problem, especially in a game like monster hunter. My full glass cannon butt literally couldn't tank a singular hit. I timed out way more times than I was wiped. That shit is lame as hell. If you're going to lock someone in a cage fight, don't call a loss or win when both fighters are still standing. If someone wants to slay Fatalis with beginner gear, I reckon thry should be granted that oppurtunity. Thank uou for listening to my ted-talk.
I agree, attacking a player's patience and sense of time is the best way to do this, which is why old souls games were considered difficult, the bonfires were so far away from the boss room while the boss can do one shot attacks or stunlock combos. It's wild how ithat ended up being so loved.
@@manuelito1233 I grow up with 8bit era games and most of those were 3-4 hours long at best, but they had to keep player entertained for at least 20-30 hours so there were a lot of dirtiest tricks how to drain your life counter and roll a gameover screen in vast majority of them. Traps that are unavoidable if you not aware of them beforehand, guessing game with 50% chance to die, sudden ungodly difficulty spikes out of nowhere, new unexplained mechanics appearing halfway trough the game that likely to cause couple of dumb deaths (looking at you battletoads) or just a dead end that forces you to backtrack half of the game wondering what you could miss. Many also had "true ending" with unknown conditions so you had to replay the game and some would go as far as "super ultra true secret ending" after true ending. Nowadays artificial difficlity is mostly tedium- lengthy traveling across the map back and forth, fetch quests, collectibles, gearcheck, level grind. Most notable example of clearly artificial difficulty i can recall in modern games is "skull level enemy" when enemy stats are multiplied ~10 times if your character level too low. You probably could totally take him down on skill alone despite being underleveled but the game demands you to get back to grind. I believe it started in WoW but even singleplayer aRPG like witcher3 or assassin's creed odyssey adopted this crap.
@@manuelito1233 at least for DS1 base game, the instant kill stuff is fairly preventable with just a bit more HP and armor while avoiding counter hits. Otherwise, besides the silly camera issues, most stuff is reasonable to position yourself around to be able to just avoid. DLC, though, these are not so simply prevented, specially Manus. DS3 the distilled version for people who love exactly that so I can see it being way more of an issue in general, specially with optional bosses and DLC.
Good video. I take offense in Insect Glaive struggling to hit the head though. The whole point is that I don’t need to wait for it to lower its head to hit it. As a IG main, I’ve being molded for this fight.
As im playing Elden Ring now, this came to my recommended page, and i agree with the points here. Im stuck on Malenia now, and in the 2nd phase, she can do her infamous Waterfowl Dance anytime she wants. And also just leap up, and string another combo together. What i feel like is articificial difficulty is when the boss ignores core concepts of the game. Example nr.1 is the combo strings. She can do waterfowl dance, followed up by scarlet summons, into a few normal attacks into another waterfowl dance. Emphasis on the "CAN" part. Sometimes she does, sometimes she doesnt, whenever she feels like it, and there's no tell when she will stop, and when she will continue the attack. Nr.2 is her hyperarmor. When you break the posture bar of a boss (every boss has it) You mostly do it by attacking with heavy attacks, and then you get a punish window for a critical hit. But sometimes its 4 charged heavy attacks , and sometimes she hyperarmors the 4th attack and resets her posture bar, so you cannot even count on the punish you worked hard for. For me, that is articificial difficulty. Not even mentioning the 1 shots at 1500 hp. Relentless attacking, unreliable punish windows, tremendous damage and ignoring core concepts of combat makes the fight absolutely unbearable so much that i dont even feel like bothering with that crap.
I am pretty deep in the "Git Good" camp when it comes to Fatalis because getting better at Monster Hunter isn't just I frame better. The older games really emphasized preparation and knowledge going into a boss, most of the mechanical difficulties are fixed with game knowledge, not playing better. -Big Hitboxes: Evade Extender level 1 totally changes the fight -30min timer and 60k health: to beat Fatalis is somewhere around 35dps, if you use heavy artillery and eat for bombardier it drops to around 25. -Cone Bad: going into the cone is normally done when you are far away, stay close. You can block it for chip damage. Also 2 dragon pods flinch and cancel the cone (Shaver jewel). -Cone Good: It only does the cone while standing (enraged) you the player control that with the flinch shot. You can also bait it by standing under the head, leave the Palico home for more control. -Flying: smoke bombs, Fatalis lands when it can't see you. This also make siege weapons safe to use. -Hits too hard: swap off pure glass cannon builds and find room for fire resist and divine blessing. -Head breaks: partbreaker Fatalis has a ton different ways to make the fight easier through preparation. Most of them are compromising on pure dps skills and actually building an armor set to counter it. There is plenty to complain about. The final theme surges at like 5% health which is still 3k and can take a couple of minutes, it always kinda feels like it kicks on too early. The head isn't a weak spot for gunners making breaks on the head a lot harder. But these are pretty minor. Most of the "unbeatable cheap artificial difficulty" is players wanting to smash through a brick wall with their heads instead of going to grab a hammer and chisel, like yeah it is still hard with the right tools, but it is do-able.
I am one of those Fatalis haters. I also hate Alatreon. Both for completely different reasons. It's a shame that MHW couldn't have just ended at Raging Brachydios and Furious Rajang. I'm not lying when I say it took me weeks to beat Alatreon and after 3 months of farming gear and doing attempts I gave up on Fatalis. I've just continued playing the game without ever beating him. It sucks that 2 of my top 5 least favorite fights across all of MH just so happen to be the final monsters of MHWIB. But it is what it is.
never beat Fatty solo too, did join other and atleast be able to hold myself and help them break head part, I just don't like the fact that it have move that force you to take damage, forcing you to use potion or next time you getting hit it's gonna be one shotted, I have no problem with any monster because they always have something that we can exploited or punished, Fatalis is just overtuned for no reason than to be hard.
Thank god the developers didn't end at raging brachy, despite it also being an amazing fight. Removing 2 incredible fights from the game because a certain group of people have shit opinions on great fights would be awful. Fatalis is straight up one of the best dragon fights in any game ever.
@@yanribeiro7108 We can have a difference in opinion. You don't have to be rude about it. I could just as easily say you have a shit opinion because you like gimmick fights. The road goes both ways buddy.
@@albinofroggy Thank you for the permission for being able to disagree, I don't know what I would've done without it. Now that Internet Jim bob gave me permission to have a difference of opinion, I can move on. I suppose you could say I have a bad opinion for liking "Gimmick" fights, whatever that means to you. And that would be an abysmal take too, similar to your other one. So, I suppose it would make sense that it came from the same guy, in that regard.
@@yanribeiro7108 Brother you gotta take your meds. You're speaking to the hallucinations again. It's just incoherent rambling from you now. Calm down grandpa.
Or, "Why you shouldn't play Monster Hunter". Seriously, this video turned me off every playing this game. A half hour fight on a timer with a bunch of bullshit attacks? Nah, I'm out. I like challenging games, but sometimes devs seem to not care about our time.
@maynardburger Yeah but the thing that wasn't talked about is that this is basically the only fight in the game that is like this (which makes it even worse IMO)
Just beat a particularly difficult pvz mod level. It sends lots of high health high speed zombies that completely sail over your plants (not your damage just your health). I think it’s the only true challenge in a video game I actively thought was unfair. To beat it, I just used a high slow down high damage plant, instead of the slow-acting damaging wall plant I was using before. Sometimes it really is just finding that trick.
@9:52: To be fair, there are technically 3 ways to not die there. 1. Is as you said in the video. 2. You have a shield to block it with. 3. You can spam Superman dives. This one probably won't save you all the time, but it definitely works if you're full health. Honestly, for me, this boss was peak BECAUSE of how bullshit he was sometimes. Idk if it's cause of being used to playing Monster Hunter or not, but no other monster in world and iceborne besides fatalis made me zero in and try everything from farming some gear, to actually using the radial menu optimally, and to actively panic/internally read the situation to make sure I never get combo'd to death, to get my first kill. It was the grueling experience I missed from older generations' endgame content. But I can definitely see your point throughout the video and can honestly appreciate hearing opinions that may differ somewhat from my own in a calm fashioned manner. Good show!
@@Oniichan880 There's one more. Stay on his ass. Always. If you get combod and he pulls range, its kind of on you. Why did you get hit in the first place? :D I know it's easier said than done but with time and practice it's actually one of the best attacks he can pull against you. If you're positioned right it's guaranteed damage on the head.
@@caliginousmoira8565 I wouldn’t say dogwalked, but I already had elemental DB sets on standby when he was announced, so it was just the usual trial and error until the kill. So from my experience, not really a wall, but not a pushover either.
yeah, why didn't he just block with his SWITCH AXE? or take a few seconds to sheathe his SWITCH AXE while the monster waited patiently for him so that he could dive out of the way? ¯\_(ツ)_/¯
I was thinking the same. The 30m time limit is really unforgivable. Sometime I just want to have a chill and fun fight but the timer force me to take more risk and rush the boss
You did a very good job of considering different sides to the fight here, great video! Personally, I liked that this monster was as hard as it was because it is the first time it felt lore accurate in the franchise. Fatalis is the world-ending dragon world-ending dragons are afraid of because he(or at least a member of its species) actually did end the world once before, it's the reason why we have rockets attached to weapons but still travel by sail boats and blimps, we are starting over but have some scraps of technology from the time before. As a final boss you need to use all the mechanics to their fullest: clutch claw shots, mantles, wall ramming, build crafting, part breaking, item pouch set, capitalizing on openings, positioning, etc. and the time limit is there to ensure that you can't outlast the monster by restocking at camp as much as you want, you have to really be better than the monster at dealing damage while avoiding/tanking it.
@Akrilloth I agree, the timer mechanic has been unchanged pretty much since the beginning, adding a lore reason, or at least one for this fight specifically, would have been awesome!
11:50 IG is actually one of the best weapons to punish fatalis and break its horns because a lot of the opening you get for IG left the head wide open. The trick for soloing Fatalis with IG is to keep a medium distance, that why you can bait a lot of openings and punish them with downward thrust which i believe has a bonus part break damage
Let's consider this scenario: If Base or even Special Investigation Risen Shagaru Magala had larger hitboxes than shown (e.x., his laser extending 10 feet further), was on a 25-minute time limit, and every attack could one-shot you in his risen state( even with 1000 armor and 250 HP) do you think people would give excuses for him? Maybe a few might, but most likely wouldn't. Fatalis benefits from a significant bias, much like Nergigante in the eyes of fans-it's all about the spectacle. I had a friend who despised the advanced quest of CG Val in base Rise due to the damage and HP, even though that boss has more accurate hitboxes. Yet, this same friend loves Fatalis more and considers it a fairer fight. 18:10 gear checks are particularly punishing for solo players, given the scaling mechanics. This approach works better in games like Warframe, where gear is the primary means of increasing difficulty. 18:24 "Death by a thousand cuts" describes much of World in general. IIXXION made an insightful video detailing the questionable UI decisions. 19:50 Complaints about these issues are valid, as Capcom frequently changes monster moves and strategies from game to game. Ryukishi's video effectively demonstrates the shift in fight philosophy from World to Rise, with a direct side-by-side comparison. It's a shame it's not more popular, as it highlights the progression seen even more clearly from the Wilds demo.
good stuff, i hope world curse doesnt affect the rise/ portable game. the portable are more fun imo i like world tho it can be annoying n tilting. Iceborne is mostly tilting n frustrating for me, something about the monster is too oppressive i cant enjoy the fight as much. i aslo hate world small monster they have sense of danger when a 2 ton monster rampaging about. and the roar concert doesnt help either, im lookin at you legiana oddly enough, rise is abit easy due to spirit bird, the fight felt very good. sunbreak some monster are abit to fast or no breaks in-between attack's, some have insta move, theyre mostly predictable and have fixed combo 80% of the time
Hey buddy, glad to see a video on this important topic! I often mention the topic since it's soooo prevalent in games, and it really comes down to Fairness, which is what you ultimately break down in your example. If even one aspect of a boss is unfair, the whole boss is unfair and falls under artificial difficulty, so I don't agree that it requires more evaluation to determine. HOWEVER, what you're doing is giving the benefit of the doubt, which is one of my goals and a reason my videos stand out. I love that you do the same. I do not like the idea of justifying unfair or bad mechanics though, which you seem to emphasize toward the end. Lower health would not justify the timer but be a bandage, especially since the timer is antithetical to the boss' theming, as you essentially explain. One of the root problems with the dumb "git gud" skill argument is that they're never actually arguing skill, because while all they think in their heads is "don't fail," the goal is never to "not fail." Players execute a skillset to meet a skill floor, a skills requirement. I describe this in great detail in my Cuphead DLC High-Noon Hoopla video. I love how you take a step back and try to look at games genuinely. I'd love to play and chat about games with fellow creators, if you're interested in the same.
Really nice video literally sums up my problem with fatalis like I wouldn't have minded him having really high damage if the hitboxes were clean like alatreon and that's why I prefer it over him also all of the people online defending his nonsense didn't help as well but at the end of the day these types fight have to happen so that the game improves as long as we don't repeat the same mistakes also I really like how you say get or got better instead of the usual useless git gud that does not help anyone and it's actually an indirect insult to player
Death by a thousand cuts sums up fatalis and alatreon fight perfectly. If there's thing to adjust on fatalis, it'll be removing the horn breaking adjustment, followed closely by removing tenderizer requirement to break horns
My take is that the Fatalis fight is not a single fight. The Fatalis fight goes from the first time you face it up until when you beat it. I think the intended experience is to tackle it several times, slowly getting the materuals to craft the armor and upgrades by breaking parts of it, grinding decorations to perfect the build, developing a strategy... My friends and I took days to beat it together. We developed a poison + bombs build for the first stage, divided ourselves into roles to organize who got the tenders and wall bangs... It was the best videogame experience we ever had.
I have no problem calling out games for flawed mechanics or enemy design, but mhwi fatalis is simply not that. It is not artificial difficulty it is simply difficult. As the video says everything has counter play, everything has risk and reward. And yes the timer is a gear check (+ skill check) , it is supposed to have a gear check, it's the final boss in a game with the core premise: kill monster, make gear from it, kill stronger monster...
i heard the framing device at the start of the video and then immediately had to rewind the first ten seconds to understand what the hell i was being asked, great start
I just did the data bosses for KH2, and this really hits. While they were hard, most of them were pretty fair. You just had to know how to block for most of them. And then you f*uck*ing have Demyxs' DM (desperation move.) He comes with a timer where you have to kill 99 water clones in 30 seconds. This happens at the end of the fight. You can not kill him until he does it. If you don't kill them all on time, you just lose. While the rest of the fight is fairly easy. dAnCe WaTeR dAnCe
to the answer to the second box question my immediate thought was "buffer my defense" be it putting up a shield or preparing a heal. We probably should be breaking it to people that you have more options to a problem than the almighty i-frame roll.
People are saying that to dodge the flame cone when out of position you just need to superman dive until it ends... But what do I do when it combos me with a hit from something else while I have a heavy weapon equipped (like a gunlance) and I get knocked down while it starts the cone flame? I'm pretty sure it's impossible to take any single hit from Fatalis and then get up, sheathe your weapon and only then start a superman dive before the cone cooks the last half of your HP bar you had left. That's what makes Fatalis so annoying to me, it hits so hard that it opens up way more chances for it to checkmate you without any counterplay (This CAN happen with other monsters, but it's WAY rarer, I have like 1500 hours in World and I can count on my fingers how many times other monsters did this to me, while Fatalis does this 1 out of 20 times it hits me). The only counter is not getting hit at all and that's a bar too high to do on a monster that requires you to output extreme levels of DPS to kill before you run out of time.
As cb player i never enjoyed fatalis he's coded in a way that makes him unfun to fight with heavy weapons since you can't stagger him or make him fall which turns the fight to hit and pray he doesn't use a one shot attack
I personally enjoyed him with most heavy weapons, just CB and lance felt very uncomfortable, and awkward, but hammer, GS, SwAx, and HH felt pretty enjoyable, but I can only really speak for myself.
While technically I agree that having the timer at 30min is "artificial" difficulty. I don't agree that it is a bad thing. I see the 30 min timer as a good thing. Maybe it's just because of how I play games. But I don't see the timer as something holding me back. I see it as a challenge to find more openings to attack to increase my dps. I won't lie, to a degree I am more of a power/meta player when it comes to MH. Pretty much all my builds are built for near maximum damage. I also have a high skill level at the game. It probably also helps that I played the game A LOT. So before Fatalis even came out I had optimized gear with all the augments like health augment. I didn't use any Fatalis gear to beat Fatalis. My first clear I killed him with about 3 minutes to spare with no Fatalis gear. Just because I learned his moveset. I basically fought Fatalis non stop after his release solo untill I killed him. It took me about 3 hours before I got my first kill. I believe he is one of the best boss fights in history. That first kill was such a rush that few things in games come close. I don't really see him as unfair at all, outside of maybe getting combo hit into a cone. All that being said I can absolutely see how a monster as difficult as Fatalis can FEEL unfair to some people. He is really hard and not only demands more skill from the player, but also there is a gear check to a certain degree. Though your personal skill level at the game is what defines the gear check not Fatalis himself. If you learn fast and are good at the game you shouldn't need Fatalis gear to beat him with plenty of time to spare. But as skill level decreases the more and more gear begins to matter. I can't stress enough how skill means everything in MH. It is VERY hard to do, but Fatalis has been beaten completely naked with a sword and shield by a speedrunner Dr. Philliam. Yes he wore no gear, and wasn't even using a Fatalis weapon, the only thing he did use was mantles. And not the mantles you are thinking of. Mostly assassin's mantle and evasion mantle. And he still killed it in like 27 min, with a few deaths. Now that took him MANY days of attempts, but it goes to show how player skill is more important than gear. This is an extreme example and 99.9% of players can't do this. But the point still stands. Let's be honest here. The vast majority of the people that have many grievances with the fight, are also people who are not good at the game. And also are doing it with bad gear/poorly made builds. Then both factors of low skill combined with bad gear, create a situation of intense frustration for many players. Pretty much all of the points brought up in the video go away as player skill increases.
I think you are the only person who managed to come up with a convincing argument against the 30 minute timer. I feel like any other time I've heard complaints about it, it just boils down to people not being good enough to kill Fatalis fast enough, and while that may be true... The first fight against him, at least, shouldn't have that timer. They clearly want the odds to be more in your favor for that first story clear. It's the only quest that gives you more than the standard 3 carts by default, and the first time you do it you get carried through phase 1 by a NPC that's helping you heal. Once you clear that initial story quest though, all you have is a standard 3 cart quest. I feel like that first one for the story should've had either a longer, or an unlimited timer, specifically for the reasons you mentioned in this video. Now, onto the topic of difficulty, there's something very important that isn't touched on in this video, but I think it's key to really understanding a discussion about how fair Fatalis' difficulty is: He was the final monster added to the game. He is, for all intents and purposes, your final challenge. He's the thing you build up to, and if you played Iceborne from launch to his release (like I did), then that's exactly what happened. People went into his fight with super augmented gear that had insanely high defense and health regen on hit, along with super optimized sets that can shred through normal monsters in less than 10 minutes easily. As a result, Fatals _had_ to be balanced around that fact, and that on its own wouldn't necessarily be a problem, but the biggest mistake Capcom made with Fatalis in World is that you have the ability to fight him almost as soon as you beat Shara Ishvalda. You don't have to do the hours and hours of grinding to gather good decorations, or level up the guiding lands to unlock crazy strong augments. You don't have to fight Safi Jiiva or Kulve Taroth to get their really powerful equipment options. You don't have to do the preparation that Fatalis is designed for, and as a result, it's very easy for people to waltz into that fight wholly unprepared and get mollywhopped for it. The timer of the Fatalis quest didn't matter to me, even without a single piece of Fatalis gear, because I had a damn good set and weapon I could use to take him down. He hit hard, but that was alright because I had a health regen augment and augmented defense to help with those mistakes, which also ties into the time limit issue because I had the liberty of being more comfortable with taking risks. But someone who's just fresh off Shara Ishvalda, and the handful of other title update quests that lead up to Fatalis, will not have that luxury. Hell, someone who has only done a _little_ bit of grinding won't have that luxury, or maybe someone simply doesn't like to play with some of those tools (like the absence of health regen stipulation mentioned in the video.) I acknowledge that it's a lot to ask from the player just so they can fight a single boss, but at the same time, is it really the fault of the boss if _you_ decided to walk into something undergeared and prepared and found it to be unreasonably difficult? Is it the boss' fault if you, personally, decided you didn't like to use a specific tool or option, but the boss expected you to make use of it? The latter question definitely lends itself to an entirely different discussion regarding game balance and why it absolutely does matter in PvE games despite people claiming it doesn't, but that's not the discussion going on here.
ADHD Version: It becomes Artificial when a difficulty spike is done by simply jacking up stats of bosses and enemies or just adding in cheap ways to kill the player instead of implimenting more complec mechanics or abilities that require more concerntration or skill to maneuver around.
Pretty much yes. It's why I hated most fights in the Elden Ring: SotET DLC. They weren't really well designed fights. Many of the bosses had extremely high speed and aggression combined with attacks that would easily one or two-shot you (even with fucking scooby doo shards). Your attack windows were so small while you constantly had to dodge attacks from enemies with high stagger resistance and big health pools that it became extremely annoying. The game wasn't a fun kind of challenging. It was just annoying and frustrating most of the time.
@nodlimax skibidi nuts are helpful though, people moaned and complained about fighting the final boss but with max nut and Ash if your using summons it's much more fun and manageable
@@nodlimaxI'd disagree with you on that. Every boss in that DLC was hard af but manageable in some way with enough scooby doo blessings. The only exception was Radahn. That fight was legitimate cancer to the point that he goes in the hall of fame for the select few bosses that FromSoft ever nerfed.
@nodlimax Nah, with the exception of pre nerf radhan none of the dlc bosses attack windows were too fast to dodge or get hits in, and I killed them all with a UGS. They just required morenstrafing and spacing, no malenia level bs. Metyr and Romina are actually unfair bosses though due to atrocious hitboxes, but they are very easy so it also kinda doesn't matter for them.
This is an absolutely well crafted video. Well done! This reminds me of that drawing of 2 guys on opposite ends of a 6 drawn on the ground. One guy says it's a 6, the other says it's a 9. They're both right but they can't acknowledge that the other guy might be right too. "Just because you're right doesn't mean the other person is wrong." The Fatalis fight can both be flawed and a skill issue.👍
the hitbox is larger than the visual it's a visual clarification design problem. sure the red circle in typical MMO might ruin the emmersion but they can just use a fire ember vfx instead seem the dev were just kinda lazy and it's not even fatalis it's many many monsters that have this problem how the fux are u gonna predict that without knowing in the first place then? u don't it's a knowledge check😂😂😂
The difference between Marget and Fatalis is that, in Elden Ring, it’s open world and you can get everything you need to beat the boss and the boss itself pushes you to learn how to use these mechanics to your advantage, while Fatalis feels so unfair that anything that could help feels useless and unable to do anything.
I've always hated the term artificial difficulty because all difficulty is artificial. The devs make the games. They choose how easy or hard the game is. "Artificial difficulty" just seems to be a derogatory synonym for Kaizo.
Unfortunately, game journalists play a big part in the misconception of artificial difficulty. They consider anything requiring even a microcosm of thought to the gameplay to be artificially difficult. When actual artificial difficulty is something like what you see in those old rage games from the 2000s/2010s or beginner's traps like the Poison Mushroom in the Japanese Super Mario Bros 2.
Yeah, in most cases it's just an attempt to invalidate design they don't like. Like you say, all video game difficulty is artificial. (There are a few examples I can think of that I can think of as truly "artificial", and that is when games are truly unbeatable, or at least unbeatable in any intended fashion without relying on glitches etc. Usually this comes down to bugginess or just inept design, but in some cases it's intentional. Something being intentionally impossible (without being marketed as such) is obviously awful design, but those cases are also extremely rare.)
19:07 It's funny cause I had the exact opposite experience: I really struggled against this boss until I sat down and looked at my build. Once I cooked up my own set with gold rathian parts for divine blessing secret with evade 5 and fire resistance 3 (and health 3 ofc), the fight went from straight up impossible to easily soloable with different weapons. I just had to sacrifice a negligible amount of offense for a huge difference in defense. I could still fit in all the crit skills and even agitator 7, but I had to switch to Alatreon weapons for more sharpness so I didn't have to rely on master's touch. It's probably far from optimized but it worked for me and that's what matters. For me this fight wasn't a story about gritting my teeth and "getting gud", but an eye-opening experience about being mindful of my build choices. I stopped looking up builds since then, and I have a lot more fun now coming up with my own builds 👍
On the Alatreon video I told you I'd go back to World to take on Alatreon and Fatalis (and AT Velk but she's more of a bonus) I can now happily say I've bested all three on my own, and they are some of my favourite bosses ever. Now it's time to grind another 200 hours to get an atk 4 decoration!
That timer is the sole reason I hate the Fatalis fight. I'm in agreement with all of the points you made here, however because of that stupid timer, I'm striped of my player agnecy and fored to play in a way I *hate* to beat him. For example, if you don't use meta skills, you're gonna fail. If you don't use the cluch claw, you fail. The one reason I loved Alatreon is that it *didn't* have a stupid timer, i wasn't forced to use tenderizer or any offensive skills like agitators. Me succeeding was based on how I fought the monster. With Fatalis, if I fought the way I wanted to fight, I would always fail the quest. Imagine being forced to do something you hate to do in a game you really like. That's how I feel about Fatalis. Is why whenever I replay Monster Hunter world I always stop when I get to fatalis.
Can this argument just die already? Players are meant to change their playstyle to fit the boss, not the other way around. Having a boss be easily beatable with ANY playstyle is ridiculous, it can't even be called a test at that point. The whole point of monster hunter is to adapt to the monster, to learn and overcome them. If the time you spent being a massive weenie because the game didn't let you play an arbitrary way, was instead spent on learning how he works and how to beat him, then you and many other people still bitching to this day, wouldn't be anymore. Hopefully the devs don't stop designing fights like this due to you people complaining about it. A key, fundamental aspect of monster hunter has always been preparing, and adapting to any monster. It would cease to be this series if this were the case.
@yanribeiro7108 No. This argument won't die because it's why the vast majority of us even play games to begin with. You're trying to argue that people shouldn't try to be creative and/or prep for hunts. People should be forced to play like everyone else... As if people somehow plays and thinks the same way. You can try to defend terrible game mechanics, but that won't make it true. You are no different than people trying to defend loot boxes being sold to kids.
@@AntonioCunningham Damn, what a shit reply. Where do I even start? First off, people don't play games so that they can play any way they want. Games have limits, and that's what make them games. You can't play doom eternal as if it's Ultrakill and vice versa, you will die. Limitations and mechanical creativity is what creates skill ceilings and floors. This is an argument people only apply to monster hunter and never realize how arbitrarily awful it is when applied to anything else. As for your second paragraph, I didn't argue for any of that, so keep beating that strawman if you want. There's a TON of freedom when fighting fatalis, for defense or offensive builds. I play exclusively solo and most of my fights against him are sub 20 minutes. All you're doing with your comment is disguising your lack of skill and mechanical understanding of the fight as a criticism about player freedom, when the fight offers plenty of freedom, you just need to be better at the game to be able to express that freedom. You yourself admitted to stopping your playthrough when tou reach him, that's a direct admission of not understanding him, by your own words. I'm quoting you with what I said. Are you now disagreeing with yourself? As for your third paragraph, there's nothing to say here. It's just a glorified "Nuh uh" coming from a bad player lacking basic Game design literacy. I could easily say the reverse to you with about as much Oomph. As for your last paragraph, there's literally not a single connection between those two concepts you buffoon. Not a single bit of connecting tissue. Thank you for proving that nobody on the internet can use comparisons accurately.
@@AntonioCunningham wtf you thought "challenging final boss meant" in a monster hunter game? You really thought that going into known hard content meant you could play however you wanted and still win without adopting new way of dealing with it. If they introduce something to help you fight just use it. I can understand not wanting to optimize against weaker monster and go the way you want. But we're talking about the final boss of a dlc meant to give challenge.
@hjmp6236 Given that I've beaten virtually all in-game bosses in the series, Fatalis is the only one I hate. Hazard Primordial Malzeno is infinaly better than Fatalis. Even back in MHGU where monsters are scaled for four players, they were still better fights. You still had agency with the fights. That's not the case with Fatalis. If you don't play the borning meta, you can't win. This is terrible game design
On release, I thought Fatalis was too hard. Like, hits hard, has high HP, requires constant reapplying weakness... But then week or two passes, people found out how to setup fight to get him down within first minute of engagement, how to bait his breath attack, when you are safe to attack or not... And baiting the breath attack means SUPER easy headshots.
I want to add one thing, I did AT Velkana, which has similar properties (health/damage wise) and I had fun. I did not with Fatalis. The problem was the timer, combined with the required head break. It forces you to take risks you might not want, but you have to. Because if you don't, good luck getting it done in 30min, but if you do, due to the high damage, you can easily cart and lose time regardless. Yes lose *time*. Fatalis should honestly not have a timer/have the default 50min timer. Because the way the fight is designed we aren't fighting Fatalis, we're fighting the timer.
Finally someone made a video about this, my biggest gripe with endgame iceborne was the amount of quests that had you fighting against the timer more so than the monster itself. I hope theyve learned thier lesson with this and keeps those quests out of Wilds
You mentioned it a little bit but the one thing in the fight that is unquestionably artificial difficulty and applies to all 3 final bosses (At velkhana, Aletreon, and Fatalis) is the hard knock down to kill you for trying to weaken with the clutch claw. It's not meant to punish the player and do a little bit of damage but it's meant to outright kill the player for doing someone the Devs made MANDATORY. The devs made all 3 of these fights annoying Dps checks. And they also made weakness exploit the highest damage boosting skill in the game and then proceeded to change how mechanics work just for these 3 bosses to kill the players. For At velkhana if you have temporal cloak on it doesn't fling you off it burns through the entire mantle and hard throws you down which 95% of the time gets you killed. I can deal with stupid hit boxes, overturned damage, ridiculous health pools and dps checks. But the second a Dev makes an annoying mechanic like weakening a monster and then makes it so I outright die for doing their stupid task? I'm pissed off and it ruined the last 3 fights for me. Thank God they removed clutch claw weakening in wilds
Just to be clear, World and Iceborne (and most of the games pre Rise) have a TON of I-frames, almost five times as many as you said in the video. Slot in some evade window and you'd be hard-pressed to find an attack you can't roll through. Base I-frames in World for example are 10-12 for rolls, I forget exactly which
note that neither of you mentioned if it was in the context of 30fps or 60fps, so you're both kinda right from internet base world has ~7 at 30fps and 13 at 60fps evade window 5: ~13 at 30fps and 25 at 60fps for comparison, elden ring datamining puts light/medium dodge rolling at 13 at 30fps and 26 at 60fps So base for world is about half of a souls game, EW5 putting it on par. I don't know rise numbers, only did datamining stuff for elden ring, iirc rise roll is ~4 30fps and ~8 60fps
The "ton" of s in question is fucking 13 at 60fps without any EW slotted. That is barely usable for the majority of things (barring roars and other very brief hitboxes). I adore fatalis but acting like your roll is just a one button solution to issues is stupid
@@earthnugget7881 13 is a pretty reasonable amount to get through quick attacks. Fatalis' bite is a quick attack. I trust you to put two and two together here. If I can I-frame through attacks with Lance's hop (which has even less than 13), then you can do it with a roll
@@praseetharae8815 Rise has so few I-frames without Evade Window I think I've rolled through attacks less than 10 times in my 600 or so hours of playtime (without that skill investment). World is very generous in that regard, to the point it feels like I'm cheating sometimes
Just yesterday I was struggling with the Phantasm and Dying Fire boss in DQ3 (absolutely sisyphean nightmare if done a bit early like I did and I've played my fair share of bullshit Dragon Quest bosses), took me 4-5 tries. See this video, notice DQ mention in the description, stay around (despite me not having played a single MH game) to see if there's allusions to DQ and which boss from which game, *oh my god it's the boss from yesterday.* Needless to say good to know I wasn't the only one. Great video! Loved listening through it. I'd consider it artificial difficulty when the challenge primarily revolves around factors that aren't skill, to reference said DQ boss, fighting six enemies all of them with the ability to summon another copy of themselves at will. At that point, it's not about beating them, it's a war of attrition and desperate race to murder them all before they randomly decided to summon a bazillion extra copies because they're immune to any kind of stun or debuff. Then it's no longer skill, you can beat the first wave but you won't beat the fight if you're unlucky.
All righty... you reminded me I didn't beat him because I didn't beat Alatreon... because I never like the DPS builds and focus more on learning to dodge, survive and play the game as an old game hunt and not speedrun. So I need to go back and beat Alatreon now... HOWEVER you reminded me as well about the last Malzeno in Rise and to me that was perfect, if you have the knowledge by previous battles and you can win by skill and knowledge while using the core mechanic of the game it is fine, but sometimes it just isn't, being forced to achieve a DPS mark on a 50min hunt that doesn't matter because you die before if you don't reach the DPS mark is absurd. Also Monster Hunter as well other games sometimes FORCES you to use specific stuff to beat some bosses, there are combos from monsters or situations that can't be avoided by skill, like Vaal Hazak blight and many stuff like that, there is where I think to myself "Is it fine that the game is forcing me to play like this and cutting my freedom?" Being said that... as far as those elements are easy to obtain and implement on your gameplay/build then it is OK for specific situations, but when it is hard to do or you must grind/sacrifice many hours to do that because skill alone and knowledge are not enough then it is really bad design.
I love that you bring up primordial malzeno since I feel like it's the perfect example of capcom responding to the community's complaints about fatalis and alatreon. It's still an incredibly challenging fight not because it has any auto lose mechanics, but instead because it's just fundamentally hard. The monster feels extremely skill heavy and when you lose it really does feel like you have no one to blame but yourself. You didn't lose to a timer or a hydrogen bomb that you failed to defuse, you lost the the boss you're fight, and I really like that
20:38 It looks like you accidentally put a clip of commander Niall over the part where you talk about flawless bosses. That frosty fart eater is anything but flawless
To anybody wondering why the hell this quest has a 30 min timer instead of 50 it's because in Monster Hunter 1 (2004) where fatalis was the final online boss battle, there was a mechanic in place where the dragon would flee if you did enough damage but no enough to kill him, this was because in those times final bosses where meant to be hunted by a group of four and had a fixed gargantuar health pool meant for those 4 players, well if they flee the next time you fought them they would come back with the remaining health and also any broken body part that you managed to break in your last attempt, guess Capcom forgot about this last part lol
@@carlosescamilla5260 I remember them doing a similar thing with yian garuga in mhf1 he had a 15 mins timer and damage was kept each run. I remember it took me around 4-6 runs to kill him for his armour.
sieges exist but yeah they seemed to have "reinvented the wheel" and had it worse.
fascinating
Capcom forgetting about basic things seems like a real Capcom move, they screw up the most basic and easy things to fix sometimes. Like ultrawide in their pc ports.. Or an FOV slider.
My Headcanon is that as we fight Fatalis in MHW:IB the Flames are getting hotter and hotter so much that Schloss Schrade becomes unbearably hot that we need to leave after 30min.
artificial difficulty is really when a "hard mode" of the boss is really just the same boss but with 2x hp and half the time to complete it.
Just saw the title & the thumbnail and here's my answer:
Difficulty becomes artificial when the complexity & engagement of the enemy is no longer the force pushing the player to be better, but is rather the very high(sometimes unavoidable) damage along with possibly too much health. This causes the players to beat the enemy via pure war of attrition rather than by purposeful adaptation
Good answer!
100% the correct answer. When the enemy becomes a damage sponge with the devs just increasing the numbers on their resistances or damage or hp then it’s artificial
Couldn’t have said it better myself 👍
This is why I can play Souls and MH, but dislike playing other games on "hard" because it becomes annoying @@ska187
Pretty much just world Fatalis and the risk & reward system is fair and world Kushala roaring then attacking before you recover is unfair
If you want examples of "artificial difficulty," look no further than Forza Horizon. Instead of coding the braindead AIs to actually drive properly in higher difficulties, they just get a speed boost. Skill doesn't matter if the roads are straight and everyone else gets double your horsepower
I got well adjusted to this once I got into playing the limited time multiplayer driving events where it places you against a team of the most difficult AI. Anyone not in first or second watches all the AI just rubber band to catch up to the person on first, making it so they can’t even ride their draft to attempt to catch up.
In fact, the game was so bad, it was more beneficial for the people in last to flat out leave, as then the AI would get less points due to technically not being in front of anyone.
Complete garbage game for multiplayer, good casually.
For me artificial difficulty is when the game breaks established rules, changes things that have been uniform, or makes things harder first arbitrary reasons like disabling core mechanics or giving an asinine time limit or instant kill mechanic that can rob a player of a victory for no other reason aside from “because I said so”
it's so wierd when they give you 40% less time to defeat strongest monster they trippin fr
Pokémon Stadium and Yu-Gi-Oh Forbidden Memories: *back away slowly*
@@Rat_Fบcker It's entirely weirder because it's literally just doing the MH1 thing where you have 30 minutes to kill the monster, and if you don't it just runs away and returns with all the broken parts you gave it and all the HP you took away from it, and was meant to be fought with 4 players. Crapcom essentially forgot the most important part of that.
That's why I hate the FF7 remake trilogy's hard mode. They take away item use, something that been a core mechanic from the first fucking game, and also rest points dont restore your hp/mp. And the cherry on top is that THERE IS PROGRESSION LOCKED BEHIND IT! Not story progression, it's stat progression but still. I shouldn't have to bang my head against a wall for hours to max out my stats. In fact, I'd argue that maxing stats should be a good thing to do before taking on a challenging difficulty
@@Rat_Fบcker the final fight designed for you to have mastered the game and have all the equipment in you would ever need hell they even give you the weapons that counter him in the fight before him
Funny enough I think presentation is one of the important factors here. A strict time limit on a boss with super punishing mechanics that require good pre positioning and reactions while also executing a high enough degree of damage to beat the time limit. That sounds brutally punishing, but that's also pretty much exactly the structure of raid bosses in mmos. You'll have fights that are 10, sometimes 20 minutes of difficult mechanics where one or two players in the party doing it wrong can cause everyone to die, but even if you do all of the mechanics perfectly if your damage is too low you hit enrage and die. The structure of enrage as a time limit feels less arbitrary because it's just another part of the boss's pattern, rather than being an interruption to the flow of a fight.
It doesn't "fix" the problem with the fight, but tying the timer in mechanically can change the feel a lot. Maybe fatalis is slowly destroying the arena as you fight and if you don't defeat it in time the ground is destroyed, or flooded with lava, or otherwise made intraversible for the player. Then it feels like the time limit is something the boss is doing, rather than the hand of the game itself pulling you from the fight.
Tying into the second part: it's also less frustrating to fail if it looks cool when you do it. Funny/cool death animations was something older difficult games often used to make frequent deaths more palatable.
I know why the monster hunter time limmit exists (to prevent the player from just stallling for an hour and just do chip dama, aka saving them from themselve and the "given the oppertunity a player will optimize all fun out of a game" rule), but using a shortened time limmit which is shorter for no reason to force the players to be aggressive is just bad... not only does the player have to deal with a change to the core mechanics in a fight which is ment to test those mechanics, but this really just feels once again like one of those "teehee, damage check" moments
As the person above said, if there was some reason or animation for the time limmit instead of a "it is what it is", then it would be a little bit less frustrating... well maybe... the monster you unlock right before fatalis is a fantastic example of how not to do a good time limmit by game mechanics xD
But if instead of a shortened time limmit fatalis had something like an ability which would continually boost its power or attack speed after the 30 min time limmit, that would make it feel less unfair and more of a desparation act on its side
Honestly, this was perfectly explained. It took me 40 plus carts for me to finally solo Fatalis. And now I can solo it with Defender weapons just because I simply gotten much better than I was 4 years ago.
I'm glad you mention that timeline actually, since originally when I planned to write this script it was going to be *much* more negative lol. However I thought "ya know, it really wouldn't be fair to write this considering I've only beaten the monster 2 or 3 times, and without even having proper endgame gear so lemme see what the fight is like if I have full fatalis and weapons augmented a bit" and I'm really glad I did since in doing so not only did I get a much better understanding of the fight, but I also just got a whole lot better at it! It's crazy how much more fun this fight becomes as you improve
hi uno
MHW:IB is my first MH game. Played it on 2019 and I admit, I use cheats just to solo World and Iceborne content. My dad bought me a NSW since it's pandemic that time and I don't have a pc. Played MHGU and MHR and got very good at it. I replayed MHW and I soloed all my hunts up to Fatalis using only defender armor and weapon. There really is no such thing as hard games, you just try and try and familiarize yourself to the mechanics. That's why I just roll my eyes whenever a veteran would say "waaah monster hunter is so easy now" like bro ofc it would be easy, you've been playing the game for almost a decade. Some of my friends started playing MH when they ported Rise on to pc and I watched them get bodied by great izuchi lol.
@@boangsiate7701 they are veterans because they have a lot more hours and knowledge than you. Thats why they are right when they say the game has gotten easier. You have no idea what they are comparing to. Go back and beat every hunt in mhfu then you can have 1 piece of what they are using as relative judgement. No cheats allowed you filthy casual.
@@LeetTron5000dude I’ve been playing since freedom 1 on the psp and am currently on 4U in my 6th full playthrough of the games, so I feel like I am what you’re calling a veteran. I have no issues with people using cheats on their first solo playthrough of a game. It’s a hard game series. Especially if it’s your first time playing something like it. If they’re cheating in multiplayer using one shots or something like that then it’s an issue, but that’s pretty rare.
They also said they went back and implied they beat it normally after learning more about the games and getting better in gu and rise. And GU isn’t one of the easiest games at least by endgame.
I think the most harmful people for this community are ones like you attacking someone for lnot being good enough” and not having played the games you played. Let people play how they want if they’re doing it solo. I have a friend who doesn’t like the endgame material grind so he has a mod to change the drop rates so there are less trash gems. I have another who just edits his save and adds them, also increasing his rank so he doesn’t have to grind the guiding lands to fight ruiner. Not everyone has the time to no life these games and ultimately they’re not hurting anyone other than themselves with that hacking in of decos and ranks.
I think a big problem with MHW's later fights is that they unlock way too early. You fight the Icebotne DLC final boss and then are thrown against monsters right away designed for the players who have been grinding post-game content for weeks or months as originally these monsters were released 1 by 1. Fatalis and Alatreon feel like they should be minimum MR 100 monsters, but you can fight them before you have that skill and equipment which makes many players bounce off them saltily.
Best point I've seen brought up so far in these comments. Fatalis is far and away my absolute favorite fight in Iceborne, yet had I not played this game since day one, and perhaps picked it post Fatalis update, my opinion may have been different. I can 100% see how plenty of, fresh out of shara and the guiding lands, not even to ruiner yet, fresh fifth fleeters eagerly fighting one or both of the black dragons, and getting their teeth kicked in so hard they quit. However closed of a mindset that may be, I'd understand why to a point. I feel like it should at the very least MR 125 and 150 for alat and fatty, that gives players some REAL time to break into the endgame and hone themselves and their gear.
Personally I liked knowing what I was preparing for in the endgame. I gave up on MH Rise because it just turned into a bunch of endgame grind and there wasn't an obstacle I felt I was readying myself to deal with.
I personally like that they're unlocked so early. They act as walls so you know what challenges you cannot overcome, encouraging you to go back out into the rest of the game to get what you need. Go earn some decorations, new armor and weaponsets, augments, maybe some missing mantles, farm some strong consumables.
However, for me, this does come with some hindsight because I played after the last patch of the game. Maybe people expect to be able to beat new bosses the day of release? Idk.
They definitely should be tackled after MR100, but I understand why they unlock them immediately. The title updates are meant to entice people to return to or even pick up the game, and those same people are less likely to stick around if they’re met with a MR100 requirement to see the new monster they’re excited for.
It is indeed too easy.
The 1st alatreon fight isn't required
Only the cutscene is
Leave the quest and obtain the 2nd fight for some reason
Beat that 2nd one with or without elemental weapons it doesn't matter it only has about 1/4 of its max hp. It should be dead before or just a little after 1 judgment.
Then you have fatalis.
No augments at all cause whoops I'm not mr100 to have the def minimum I need for fatalis
I hate the gaming nomenclature where the second someone suggests a boss might be overtuned in a game they are immediately met with hordes of people just telling them to get gud and they're stupid. It's cancerous and had always annoyed me.
They r the 99% but we not 🎉 so be happy to not be a (favourite offence) 😊
The one bit that annoys me most is when they then suggest that you must be a newcomer to the series and therefore you just "don't understand" the game's design. But to me, it's actually the opposite. I have such strong feelings because I've played and enjoyed a game series for so long, that I feel like such strange difficulty is going against the series' previous ideas of difficulty.
Okay i'll play devil's advocate a little here. Because while i agree that what you say is true, i'll also say that most of the time, the solution against the boss is just that: getting better.
I didn't watch the video in it's entirety yet, but fatalis IS supposed to be challenging. He is, and was always (at least in the games he appeared in) the final boss, and he was always the ultimate test for you, the hunter. For example, in mhfu, the white fatalis gets an armor that makes all attack bounce, an increase in attack and defense when at 50% hp. This armor gets only removed when it's at 20% hp. Is that a bit much? Maybe, but he is also doable with a few tries and the correct equipment.
Same with alatreon in world. Is he hard? Yeah of course, the horn breaks and elemental threshold forces you to be aggressive all the time, while he can two shot you at full health, and even if you pass the elem. Threshold you can still faint during the judgement if you mess up your heal timing.
But he is also very easy to read, and has a lot of openings to allow for some quick hits. And building an elemental build is not that bad as you are not forced to do the safi hunt (contrary to what i could read on the net) to have a decent build.
Those are hard encounters sure. And they can seem like absurd increase in difficulty, and require a lot more preparation time than the rest of the roster, but two things: like I said, it's the culmination of the game, the ultimate skillcheck to everything you've learn until that very moment, the time to put to use everything you've learnt to master.
And second, the satisfaction you get after you beat them is unrivalled. You finally overcame the wall. You did it, and only with your own skill
It's normally people who are trolls and couldn't care less about anyone else's success then themselves
@@Hugolaste then i'll play devils advocate for your devilish avocation.
The "solution" is ALWAYS to "get better".
Boss does too much damage? Get good enough to never get hit. Boss has terribly mapped hitboxes? Get good enough to never be in a bad position. Boss has too much hp? Get good enough to hit him more.
Obviously, if you're good enough you can beat anything at all. But that doesnt excuse poor design. "Erm, actually you just need to get good enough to not get hit!" Doesnt make up for a boss having a hitbox in the place that the visuals of the attack arent.
Just because its possible to beat something by getting good enough doesnt mean that ascension of skill should be necessary, nor does it mean developers should just be able to ignore quality control because they have a ton of dick riders that will hard defend their poor decisions with copious amounts of "git gud"s instead of actually looking into other players complaints to see if they have some merit.
Getting good should definitely be a large factor in a player beating a boss. But that doesnt mean the primary hurdles of that boss to overcome can just be at best cringe, at worst dogshit, issues like a timer running out or poor hitboxes.
I agree that fatalis is a great final boss of world, but the amount of dogshit combined in it means that when i finally solo it, i wont feel elation or happiness, im going to feel relief thay i wont have to do it again
Artificial difficulty is when you're punished in a way that pretty much feels like there's no lesson.
When you beat a boss not because you got better, but because you got lucky.
I agree that beating a boss simply due to beating your head against the wall until you finally got lucky isn't meaningful or satisfying or a good type of challenge.
But at the same time, if a game has any random elements at all, then increasing difficulty past a certain point inevitably increases the odds that luck will be what finally wins it. The harder a boss is, the less the player is in control, and the less control a player has, the less the player is able to offset the influence of luck alone, which is otherwise a constant. Furthermore, the harder a boss is, the more tries it takes, and the more time you roll the dice, the more chances you have to get that lucky roll.
Quite honestly, I'd say that almost every time I've EVER finally beaten a boss after say, twenty or more tries, if not less, it has been luck that ultimately made the difference, not increased skill. I know that because I consciously noticed that the boss just randomly didn't use their worst moves as many times that time, or I button mashed parries at just the right time through sheer blind luck, etc, and if that wasn't enough, I've proved that by refighting the boss after winning on try 37 and finding that I'm once again doing no better than the last 20 tries. And on the rare occasion it wasn't sheer luck that made the difference, it still wasn't so much that my own personal skill improved, as that I simply memorized the boss's moves enough or noticed some exploitable quirk to its AI, that meant my current otherwise insufficient skill level could get the job done with the very cheap added benefit of knowing exactly where to stand where the hit detection breaks for some reason, or finally noticed that a grab attack never, ever follows a fireball. And personally, I don't think that simple memorization of move sets or level layouts has ever been a legitimate or meaningful test of skill.
So this is all to say that I truly believe that in order for a boss to be a proper, meaningful test of raw skill, rather than luck and/or very specific memorization (that could never be justified in-story since your character shouldn't be getting multiple tries,) bosses should never go past a certain level of difficulty or total expected tries. A true, meaningful victory is the one that comes from properly reacting on the fly because you've gotten that good, not from simply trying until you get lucky, or replacing/supplementing legit skill with knowing exactly what the boss will do, and the more tries you take, the more likely the latter two things are what will make the difference instead of real skill.
Which means that yes, I feel like the proper game design job of bosses isn't training, or otherwise making you better. Bosses should be about testing the skills you should have ALREADY developed. You should get good enough to beat the boss by fighting the common enemies in the preceding area, and as long as you did that, the boss itself, as long as it's properly balanced, should take only a few tries at most. Ideally only one. Bosses should be like the final test at the end of a class: there only to provide confirmation of the learning that was intended to have already happened on the way there, not a teaching point in and of themselves.
Though I will make a small exception for bosses that appear multiple times, getting more difficult each time. In that case, it is okay to expect you to learn a thing or two in the fight itself, because that experience should then build for the next time when the boss is tougher/uses more moves/etc. Like with common enemies that show up over and over, training actually applies to multi-encounter bosses since there are future battles to apply that specific training to. (That's why I think recycling bosses is actually a good thing, it makes them skill-building stepping stones instead of hard pass/fail only walls.) Though even then, the final encounter with a boss should still follow the previous rules of being a skill check only.
@@Alloveck a boss having a "worst move" is bad design. That's why malenia is so bad because she has one singular move that is way harder than her others so the luck of how much she uses that one move plays a large factor in your success. If the difficulty of all the moves is relatively equal then there is less luck involved and the fight overall feels more enjoyable and balanced.
It always feels bad to get killed by the one super hard attack and then have to redo all the easy attacks at the start of the fight just to get back to the one hard one.
@@NihongoWakannai In regard to your last point, I'd say that in a larger sense, any time games make you redo a bunch of easy stuff just to retry the only part that actually gives you problems is bad design. A classic example is "Do X perfectly 100 times in a row," where it gradually gets harder and only the last, say, 20 times are where you actually start screwing up at all. So redoing the first 80 rounds that aren't a problem proves nothing you didn't prove the first time you passed the first 80 rounds, making them a pointless waste of time on the way to the actually meaningful challenge. And yeah, that somewhat applies to multi-phase bosses too, but they're complicated by variable resources like HP and MP and so on being a factor, meaning that redoing early easy phases can still be relevant because doing them even better next time means you go into the hard phase with more HP, heal potions left, etc. But yeah, if you could theoretically do the early phases perfectly anyway, then there's definitely no point in redoing them just to retry the final phase.
More on topic though, I agree: Waterfowl Dance alone really is 95% of Malenia's effective challenge right there, and that's just not good design. The other 4% is knowing not to get Scarlet Aeonia nuked in the second phase, but as damaging as it is, its so easy to deal with once you've seen it even once that it's only 4% of her challenge. Still not cool that it's an attack that basically requires preemptive positioning to successfully avoid though, and thus is nearly impossible to avoid if you haven't already experienced it once to know a massive AoE you can't simply dodge roll out of like usual is coming. Also, the first one is guaranteed after the phase change, so its luck factor is reduced.
But while you're very right that having one randomly used, outstanding super attack is basically intentionally making luck a factor, I'd say that it's a bad thing even regardless of luck. Like you said, a severely imbalanced move set just makes the rest of the fight seem like a waste of time. If the point of Malenia is dealing with her signature move, then just cut to the chase and have her do nothing but Waterfowl dance, since that's clearly the only real test or challenge there anyway. That one attack is on such a different level from everything else that you can't even make the argument that the lesser attacks function as warmups or training to help ready the player for when she finally busts out her best attack, so the rest of her moveset truly is pointless padding. Just halve her HP to compensate and go all in on Waterfowl Dance.
And finally, as far as random boss luck goes, singular "worst attacks" not coming up are only one example of many. There's also attacks that aren't clearly worse on their own, but extremely difficult to deal with for positioning reasons if the boss randomly chooses them both back to back, so a lucky win would be the boss AI simply rarely if ever doing the worst possible sequence of attacks. If a stamina system is involved, and boss AI has randomness to how often it attacks, or the amount of stamina needed to dodge/block/outrun attacks varies, you can get lucky by the boss randomly giving you breathing room between attacks more than usual, or never stringing together high-stamina attacks back to back. Maybe level geometry makes certain attacks more or less difficult to deal with in certain boss arena locations and hey, what luck, the boss consistently only did its big AoE fire breath when you were already near cover. Or got you in a tight spot but then randomly didn't do the melee combo that's nearly impossible to dodge without some open space.
Point is, there are many, MANY ways that boss design can make luck a factor, so many that I'd say it's basically inevitable. Which is why I say that luck ultimately being the deciding factor gets closer to inevitable the more tries a boss battle takes, and therefore bosses shouldn't be designed so that a lot of tries are expected to begin with. Every try is another chance for the luck factors to finally come through instead of skill.
Agreed fully here
Beating a boss because you got lucky instead of just getting better can feel good in certain situations. A desperate fight that left you at the edge of death and improvement you one because you just happened to get the killing blow to land first can be such a rush as it confirms you can do it, now you just need to work on making it consistent.
10:30 that one shot binder hitting the vigorwasp is the most painful part of the video
oh wow... I just realized *that's* why it didn't bind. That's... that's rough LMAO
The amount of sonic gongs that flinch a monster at a bad time is astounding. Turns a perfectly good clutch claw window into a insta mantle shred, insta pin and into a one shot. Thanks AT Velkhana.
@@hasten4435 this is why I dont bring palicos
It would make the most manlius of hunter cry
0:33 he missed the hidden option: dodging upwards
insect glaivers stay winning
i still get hit lol the game hates me
Who needs to dodge when you have a shield?
God I love gun lance
A friend of mine got lock out of the gate when fatalis does the 2nd sea of fire attack and he survived by flying over the top.
Monster Hunter Rise has entered the chat.
Insect Glaive Master Race!
"Get good" is a shallow answer to those struggling with the possible. It ignores the process many need to learn by simply aggrevating said person instead of helping.
Artifical Difficulty is the buzz word way of saying something isn't hard, but unfair. Which ignores the potential skill ceiling or other possible options that may not have been considered. Furthermore can be used as a slap on "everyone finds this hard, so it's unfair" way of decrediting what may be genuinely good game design.
Both by themselves ignore the inherit nuances that video game difficulty or game design is.
Imagine your marriage counselor just telling you to "get good." 💀 lol 😂
"Get good" is truly now meant to be an insult, its short n straight, so theres no point trying to gain any positive insight from that remark cuz in most cases its steeped in negativity or apathy
Either position if further replied to would follow up with a "erm who asked" for a double wammy
@@pixelbro99 and then you complain back to the counselor saying that "this marriage has artificial difficulty"
In my day git gud was said to people who refuse advice and plug their ears saying x/y is impossible or artifical difficulty.
Artificial difficulty is 100% a thing used way to much in many modern video games an extremely high health pool for instance is artificial difficulty since the devs didnt need to give the target 700 times the hp of other enemies like in Borderland games so it forcefully extending a battle that should last a few minutes to last 30 minutes to an hour or how many games whit resources just give the AI a passive higher income then the player this is not normal difficulty this is artificially inflated you can counter play AI just gets more income
I think the best way to know if a boss was bullshit vs when its a skill issue, is when most people beat the boss do they have a"that was epic" feeling or a "glad thats over" feeling
I agree. The "just get good" crowd seems to forget that boss fights arent just about beating the boss, but about having FUN while doing it.
I was super disappointed with Margit from Elden Ring. He has both un-telegraphed quick attacks and delayed attacks. To dodge the former, you need to roll preemptively but to dodge the latter, you need to wait before you roll. Before I noticed this obvious catch 22, I tried to learn his patterns for hours. After still not making any significant progress, I decided to simply trade hits with him. I legit just ran at him with no regard for his attacks and just spammed the one long sword attack that often staggers enemies. Guess what, got him on my second try. Didnt feel rewarding at all though.
You can actually continually dive the cone attack. If your able to get the timing right you can make it with enough health/defense.
Facts. Superman dives are SO underrated in the Monster Hunter games. A lot of people only use them to dodge a select few attacks because they think the recovery time makes them too vulnerable to use the dive consistently. But the recovery actually isn't as long as it looks and using Superman dives can make a lot of monsters MUCH more manageable to defeat.
If executed perfectly you can avoid all damage
Realistically you'll take like 2 ticks of damage which is like a third/half of ur HP
The cone isn't really too bad, if your close, it's actually a really good damage opportunity, and if your near a pillar, they block it.
If you do get caught in the open with max health, you can spam dice to survive.
The only time this move is a garuntees cart, is if your missing health, AND far from the monster, AND not near a pillar....at that point, it's kinda your fault, every time I have died to it, it's been my dumb xD
I should add too, I hunted with a group, and once we got into the swing, we went 15+ hunts without a single cart, not just no fails, no carts....
If there really were unavoidable tng deaths, we would have had some, but everything is avoidable, not easily avoidable, but avoidable.
@@jameslough6329 the one prolonged invincibility move every player has access to by default is absolutely not underrated in any meaning of the word. how often you use the dive is influenced by how quickly you can sheathe your choice of weapon.
OK IM SORRY BUT I NEED TO COMPLAIN.
Fatalis has three different chomp attacks. A quick chomp, a fire chomp, and a charge chomp. ONLY THE CHARGE CHOMP HAS A HITBOX THAT COVERS THE BODY, but you used forage of ALL THREE CHOMPS when discussing how to avoid the fire chomp!!!!! So incredibly misinforming!!!!
Other than that great vid
Yeah I agree with the general notion of the video that fatalis has some mechanics that are frustrating for newcomers but some of his footage/examples are super frustrating
Like when he explains your options with cones, I feel like he completely forgot Superman diving was a thing…the one move you typically use when you know you’re going to get caught in a length aoe.
Im a massive fatalis fan and I will die on the hill that Fatty is one of the best bossfights ever. However I do agree with some of your points. Some of his hitboxes are janky especially the tail slam, quick bite, and his flame sweep (i get damaged before fire hits me???). I guess its just personal tolerance.
The music, buildup and spectacle along with a tough fight just makes everything else feel fantastic tho, despite the flaws. I really felt like I was fighting the OG Black Dragon, so imo the difficulty felt justified. Its quite fascinating how everyone has such different opinions on the same thing
I think all in all I've grown to like the boss quite a lot. It's not my favorite boss but it holds a very special place in my heart not only for the reasons I went over in the video, but just for the context of it all. Feels really good to finally have this guy crossed off the list of hard bosses I have to beat lol
Also, the timer is great imo. You dont just get scrape by, you will need to know him in and out to beat the clock to the finish. Optimise your dps, get more staggers, avoid damage etc.
I like Safi'jiiva the most.
this. he was supposed to be a difficult fight.
I've yet to play a game where hit boxes are perfect. Janky hit boxes are in every video game ever made. And are especially prevalent with huge 3d models. Fatalis hit boxes are fine they're not more janky than any other monster in the game. And MHW in general had pretty good hit boxes not perfect there's jank here and there but pretty good in general.
Just level ADP, bro.
Edit: wait, wrong game.
Just use evade window and evade extender. Which is literally adp
Right game, evade window is basically ADP lol
That’s kind of what I love about MH. It’s the kind of game that’s as hard as you want it to become because there are a LOT of defensive skills to keep you alive if you need them.
The timer and HP pool also prohibit using any build that is not designed for maximized damage. Setting yourself up with a build using defense, regen, medicine, divine blessing etc. nearly guarantees you will be right up against the timer if not well past it. Part of what makes this game great is having all these skills and being able to create a build that best suits your personal playstyle.
Tbh Divine Blessing 5 with Gold Rathian is a common recommendation for Fatalis because it let's you play more aggressive since you can actually take multiple hits and be more greedy
And the problem is that bottlenecking a player into one playstyle is something that could be an issue. Why should I be forced to play these couple of builds just to be able to beat the game?
@@KitsuneYojimbobecause you’re seeing Fatalis as “beating the game” instead of treating him as he is. A post-game challenge boss that is intended to be purely a challenge in exchange for the strongest gear in the game.
You beat the game after Shara Ishvalda; everything after that is just challenges to push yourself further. You SHOULD have to adapt to the challenge, otherwise it’s not really a challenge is it?
Not true, i play 75% defensive skills and 25% offensive skills.
Weakness Exploit, Critical Boost, Speed Eating, Divine Blessing, stun resist, and Health Boost, and only some evade window. First clear, 9th try solo only, was 28 min.
I got 19 minutes with the same build in the 3rd clear.
Defensive Skills are there to reduce your downtime, but if you are not aggressive enough, you will lose to time.
That was also a thing Elden Ring kinda suffered from. A lot of the difficulty late in the game came from really bloated enemy and boss stats. And a lot of people got around it by switching to status builds, because they dealt percentage damage to enemies, instead of just flat damage. So they ended up being so much more powerful against foes with huge healthbars that it just bottlenecked a lot of character variety, despite being an RPG. Kind of a shame as there's so much character variety on paper but a lot of them end up hitting like a wet noodle at the late part of the game.
It took me several days and 50 attempts in total in order to defeat fatalis, all the time mixing and upgrading my gear to defeat it as I go. It brought me so much joy being able to defeat it for the first time. But even using the strategies and recommended skills in order to finally kill this beast, the mental fortitude was really being tested.
The best example i can think of artificial difficulty is Vincent the Frostbringer from VRising on max difficulty:
1) he has a permanent ice aura that damages you constantly when you fight him and you can't prevent it
2) he can parry your attacks with no windup animation, and it does a lot of damage. Also your summuns can hit it - outside of your control - and you'll get damaged if you're near lol
3) he has attacks that stun you so if you fail to dodge those he'll combo you, also he does high damage
You would be tempted to say "Why don't you play ranged, it seens easier", well yes but no. If you try to avoid him too much and keep your distance, he'll just leave the fight and regen all the HP without any warning, that's why you have to keep fighting in a limited space and that makes keeping range harder. Also you can't use ranged spells easily because he has one problematic ability
5) He resets all his HP if you go too far from his initial position
6) He has a big attack that he dashes and hits you 4 times, you can't dodge by just walking, so you need to use your dash that has 4s cooldown. So you're forced to pick 2 defensive abilities to deal with the rest of the 3 dashes + attack that you can't dodge. Making so you can't use ranged combat properly. That's why we distract him with summons also, but if you remember summons are bad because he can parry then and we get damaged lol
7) if you take too much time to kill him, it becomes day time and you take damage from sunlight (you're a vampire afterall)
Fuck there's no way to beat this guy on a fair fight, instead you have to overlevel and overpower him, which is cringe
I disagree, I just think the game has failed to teach you. Which I say because it failed to teach me for the first like 70 hours.
First thing to know is that all bosses have cooldowns on their abilities, and they tend to use whatever abilities they can at any given moment. Using this information, you can get a good feel for when a particular attack (in this case Vincent’s parry) will come out and avoid hitting it.
Second thing is that all roaming V bloods have a circular aggro range, so as long as you loop back at some point they won’t de aggro. Some roaming v bloods like Vincent also have stops in their route, with Vincent stopping in a small fort near the iron mines that is pretty spacious and good for fighting in.
Vincent is also a boss that pushes you to use weapon abilities as utilities, his big attack is fast and requires you to either dash out of the way, become invincible, or block. You can get the great sword before Vincent, and it’s a really good weapon for him as it’s the second longest melee weapon with very high damage output, and has both a dash ability and a dodging ability. Wraith spear is also worth mentioning as an offensive spell with a built in dash.
The game doesn’t really tell you any of what I just said.
My problem with "Get Good" or "Skill Issue" is that people never really say how to get better or resolve the skill issue.
Because every single one of Fatalis' attacks are dogeable and the timer is doable, it's really hard as befitting a final boss, but it is possible.
The problem comes from
A: people not being specific in what the issue is. "This boss is bullshit! I can't dodge anything!" Instead of "This is some nonsense, how tf do I dodge his fireball hitbox?"
And B: people being annoying online, say people suck without giving advice on how to not suck.
Also, pre Fatalis gear isn't bad. Stuff like Safi and Raging Brachy etc is still really good dps. The problem is they take time to farm and Fatalis unlocks really early so 90 percent of people didn't have maxxed out pre Fatalis builds.
So I honestly do think not beating Fatalis is a skill issue. Those are resolved by trying all you can to improve.
I'm pretty sure no one beat Fatalis solo first try, sound to me like everyone had a skill issue and needed to get good. Doesn't mean that's a bad thing.
doging isn't too bad I can dodge all of its move consistently the problem is breaking head part before it nuke you with blueflame
Just about every clip where he showcases a death in this video has a resolution I could clearly point out. I find this video to be undermined by a flawed foundation stemming from his perspective.
@@HowIinlol what? Are you saying artificial difficulty only arises when it cannot be surpassed by perfect play?
Otherwise what does not playing optimally in these clips have to do with anything?
Because the street is two ways, i can't tell someone how to improve because they "hitbox bs rahhh" i mean.. i'll answer "dodge the hitbox?"
You're right in saying the skill issue sayers don't have a way to resolve the issue, but that's because it usually stems from being patient in learning, no way is anyone gonna admit they suck because they don't wanna put in the time.
What about Alatreon? How do you switch weapon like 3 times in one fight for the elemental stuff? I've never understood that
One thing you didn't mention is that you not only have the Evade Window skill but also the Evade Extender skill (which increases dodge distance). Because, as you mentioned, the size of a lot of Fatalis' attacks feel overtuned it helps you cover enough distance to get out of most of his attacks.
Overall Fatalis is a great thematic final fight against the 'strongest monster' and also a good test of skill imo. But he does feel bullshit sometimes.
I used to never use evade extender but I started to in either sunbreak or rise (can't remember, I think it was sb) and I've never looked back. It's actually such a game changer against a lot of bosses
@@mhswoocer I started using it after trying out the Arena quest with Magnamalo on Hammer.
Then eventually stopped using extender and just embolden as I got better at timing dodges.
Helps a lot in getting used to unfamiliar territory!
I want the final fight to be at least a little bs. I would be disappointed of it wasn't
If I didn’t see this comment, I was going to make it. I thought that the armor skills and weapon augments that would have been helpful were hardly mentioned as the video went on.
@@Rytifox One of my biggest flaws as a mh player is my inability to think. I almost never prep for hunts and instead go for the more "hold forwards until I win" approach. Even against fatalis I didn't create a new set or augment my weapons (I should have done both) I just used the set I made for alatreon and replaced the element with raw damage. The reason I say this is a flaw is because it often stops me from seeing the game the way a large portion of the player base does and it often leads to me just flat out not mentioning things like skills in videos since I just didn't think about them
Personally I don't like the term "artificial" when it comes to difficulty. There's difficulty that is fun, and difficulty that is unfun. Having hitboxes that don't match the animations is unfun because it leaves you feeling ripped-off. Taking damage for small errors (or no errors) that is disproportionately punishing is unfun because it feels unjustified. It's not artificial because it's very real, and the natural result of a boss's design. However, regardless of if the difficulty is fun or not, the difficulty will fade as you improve at a game. Chalking it up to being a skill issue isn't enough, though. Think of the fight holistically from the first time you fight it to the last time. Ideally, it should be fun every time, where the challenge is fair enough to enjoy the early runs, but it doesn't get boring even if you master it.
At the same time, there's people that enjoy an unfair challenge. It makes you hate the dragon, and feeds into your desire to kill it. It makes it feel like the dragon isn't just pile of 3D animations and code designed to fall over dead for you. It's a genuine threat because it's not playing fair. This is all to say unfun difficulty is subjective.
"Ideally, it should be fun every time"
Thats the key. People dont complain about difficulty while theyre having fun, because difficulty isn't inherently frustrating. Only badly designed difficulty is frustrating.
From my experience, most badly designed difficulty comes from situations where the player is unable to come up with a solution to the presented challenge. This can be the players fault, but its usually not. In the case of fatalis chomp, the player is not to blame for assuming that the attack can be rolled in some way. Lots of monsters have (dodgeable) chomp attacks, and fatalis doesnt have a particularly unique body type either. Its not the only boss monster either. There is absolutely no reason to assume it plays by special rules. So the game beats a lesson into you for dozens of hours only to present a challenge that can only be overcome when you ditch the lesson. Thats not the players fault, its just bad game design.
If you think fatalis have an artificial difficulty then oh boy....try soloing extreme behemoth that mofo ain't artificial he's borderline bs
Facts,day 1 hunters know the real pain of soloing extremoth and ancient Leshen.
extremoth tho wasnt really built for solo hunts
it doesnt scale HP with solo/duo, so you have to basically put out as much DPS solo as 4 hunters.
safi'jiiva on release/HR kulve taroth iirc werent scaled as well
@@JerkTheHuman doesn't matter if he's not meant for solo or not his moveset is just bs, and not to mention the damage check he'll just spam his one shot over and over again if you dont meet it even if you already carted and just entered the arena he'll do that immediately so that practically means you already lost despite having more chances left also I'm a ps user and I refuse to give money on that shty subscription so I have to beat everything solo...which I have except for that mofo
@@lanzzallen2000 memories of Charybdis. Jesus christ
@@lanzzallen2000A clear example of a monster that would be EZ pezy if it wasn't for the BS conditions that includes its horrible fight.
5:52 you get 13 s at Evade WIndow 0 for normal rolls. The lowest amount is 10 for step dodges. Keep in mind this data is for 60 fps while games like Dark Souls count i frames for 30 fps. Its still nowhere near "2 or 3" tho. It is true however that it's really hard to roll through many attacks with only base level s
2 or 3 is semi accurate for some moves with lingering hurtboxes or are just slow moving. dodging through the slow moving line of fire is incredibly tight
@Bard2DaBone That's 2 or 3 frames of a dodge window, the time during which you need to input the dodge to successfully avoid an attack with the s you have, but you still have the 13 s. If you actually had 2 or 3 s pretty much every attack would be undodgeable cause attacks have hitboxes that last more than that
He probably got it mixed up with the older games. In monster hunter 4 ultimate, your roll was 36 frames long and had 6 invincibility frames. Im honestly shocked that its now at 13. No wonder its possible to roll through roars at base evade window now.
I love the musical progression in this video. As soon as Fatalis introduces itself The Forest and Hills theme starts to play. That might not seem like it makes much sense but this theme is basically the old school Fatalis theme without the choir. Then the actual Fatalis theme kicks in. Specifically the phase 2 version. You would think this is the end of the road but no there is a nother Fatalis theme. One that was also used in the Alatrean video. White Fatalis‘s music having a banger intro really helps elevate what‘s being talked about. Anyway, it‘s Proof of a Hero time, a little earlier than I expected to be honest. It makes sense though since the final phase is currently being discussed. It fits great with where the video‘s at right now but what’s gonna play at the ending now? Well, I’m glad you asked. It‘s a succession of different melodies that make you think of a sunny summer day in Seliana. What melodies? I think you already know.
It‘s Succession of Light.
I think you know this already, but in case you don't, I absolutely love these comments. I put a crazy amount of work into these videos and so to have someone notice the little things like the forest and hills theme being a reference to old school fatalis makes me so happy
i personally think a lot of the problems in iceborne are due to it being designed around the clutchclaw to the point that playing without it cripples you so much to the point some simple hunts take up to 30 minutes sometimes, a good way to show this is the health numbers lets take rathian for example:
MHGU Hub Rathian: low rank 2745-3285 hp, High rank 4770-5310 hp, G rank 9225-9765 hp.
MHW ICEBorne Rathian: low rank 3500 hp, High rank 5700 hp, Master rank 18300 hp.
the insane jump in Icebornes master rank monster HP makes it so you essentially don't have a choice but to use the clutchclaw or suffer.
and no weapons don't do a disproportionate amount more damage either,
iron bow (hunters stoutbow) GU: first upgrade 90 damage, last upgrade 340 damage
iron bow world: first upgrade 96 damage, Last upgrade 312 damage.
Not to mention half the weapons don't weaken on the first clutch and you have to double up, the entirety of Master rank is built around the clutchclaw and it's genuinely the biggest thing that stops me from enjoying the game as much as i could as i have to remember to do my chores mid combat essentially.
You may be interested in the Iceborne Community Edition mod for World. One of its core goals is de-emphasizing clutch-claw use.
I’m glad I play hammer because I get huge hits in weakened parts (up to 700 dmg) but weapons like bow or dual blades that need to weaken multiple times unless you have that one decoration is annoying. Rocksteady is my best friend because of that lol
Clutchclaw posting once again...
mhgu g-rank rathian: 3 armor skills active
mhwi g-rank rathian: 15 armor skills active
this is just objectively wrong lol. 9K hp in mhgu is far higher effective hp than 20k hp in iceborne. Your dps is 2x ed in MHWI and monster hunts are designed for solo in mind there, while in MHGU they're designed for 4 hunters. you can see this with the average speedrun time for mhwi being a lot faster than in GU
I remember fighting this boss 4 years ago when I was still new to monster hunter and getting really frustrated at it and eventually quit after 400 hours on that save file. 4 years later after playing all sorts of games, I came back after hearing about Wilds on a new save file but this time,it was different cause now I knew I had to prepare for these sorts of things so when I finally beat it,I screamed. It actually felt like 4 years of experience led up to this and now I absolutely love this boss cause it showed me that I've grown.
4 years ago… damn.
@@imagecko9997Feels like the Fatalis trailer came out yesterday...
Never give up brother 💪
Beating Fatalis in only 8 attempts is insanely good. Still haven't beaten him with probably 50 attempts
The best response to when you think a player is having a skill issue is try to give them a tip on how to overcome their hurdle.
If your tip cannot address their main complaint, the difficulty is likely artificial.
Lemme try for some of the things here;
The fireball: hero dive. If you run away from a monster and dodge, you will instead dive, which has full i-frames.
Fire cone; stay near. The cone can only go forwards and out, so if you’re near fatalis, and he does it, you just get 3-5 seconds of wailing on his head for free while he spews flames out beyond you.
My brother was stuck in Ornstein and Smough, I just made giant dad with black knight sword +5 and told him "you gotta keep em separated".
He replied "no way, there are people that defeat them naked with a stick!"
i said "sure but none did this in the first run i guarantee"
What if the complaint is "i have no patience to learn the fight and patterns"?
@@manuelito1233 Then they're not having a skill issue. They're having a time and/or not having fun issue.
@@Tribowhonestly I’d argue not having patience to learn a fight IS a skill issue
To be fair, there are indeed bosses where “Get Good” is quite literally the only solution, they’re just not as common as the frequency of “Get Good” as advice would suggest. A prime example is Deathstroke from Batman: Arkham Origins.
With Deathstroke, the fight is best described as hard but fair. The arena is a neutral, flat plane with no objects or spots that favor either side. Deathstroke has a randomized attack pattern, but all of his attacks can be countered. However, Deathstroke can also counter _your_ attacks if you become reckless. There’s also random QTE’s where you must counter Deathstroke that vary in length: some require one input, others require 2 or more and there’s no way to tell which is which except by being precise. Additionally, the QTE’s can happen at any time and you’ll only have a short time to react.
All these factors combined mean there is no exploit, strategy, or gimmick to the fight; you _must_ beat him by skill and mastery of the game’s combat system. You, the player, must know when to attack, when to counter, and have perfect timing for both. In this regard, the game forces you to improve your skill as a player, regardless of what upgrades or playstyle you have.
Something i havent seen people mention much is how annoying his ai can be most of the time, mostly just in phase 1. In my experience he only uses the super fireball into flying move which takes up so much time, which especially hurts when im trying to speedrun him. He quite literally did it 3-4 times in a row when i tried him a little while ago. His tendency to just spam the same stupid attacks that dont do anything but waste time is incredibly annoying and kinda dampers the fight imo.
God I hated Fatalis for so many reasons. "Final test of the Hunter's skills"... Elder Dragons already ignore a fair portion of your bag, tempered elders even more, arch tempered almost everything, and Fatalis you got exactly one gimmick (stealth siege weapons) and a MASSIVELY inflated HP pool to try and force you to either use that gimmick, or slowly farm up pieces for new gear to meet the DPS check.
Arch Tempered Velkhana was a far more palatable end tier fight BECAUSE THE HP POOL WASNT ARBITRAILY INSANE!
yeah arch tempered Velky is actually a much better fight slightly more health but massively more damage and I believe new nova move? all you need is to know all of its moveset and you're good no dps check just don't die
Velkhana is one of my favorite because the hitbox is somewhat make sense except the tail stab for some reason walk under its tail after the stab animation and it still hit you
It just feels like Fatalis and Alatreon are a massive spike in difficulty for no reason. Literally nothing else in Iceborne is as difficult as they are and I feel like that isn't talked about enough. The fact that I can beat literally everything except for one boss is insane to me
7:52 What game devs could do to remedy this is to scale the damage with the distance of the player to the center of the AOE. Like, if it was dead on, get 100% of the damage, if you were just barely inside the range, maybe get 5-10% of the damage
@9:10 there's been multiple hunts against fatalis using lance where I block his fire ball move and it has so much push back on it that he literally kept me locked in a loop of fireball spam until the chip damage killed me
I’d like to play devils advocate for the timer. The shorter timer for Fatalis makes it so that you can’t just be good at avoiding Fatalis, you have to be good at dealing damage to him as well. You have to know how to capitalize off of each opening with your specific weapon to maximize your damage and truly conquer the fight. In order to beat Fatalis you have to not only master his hunt, but master your own weapon as well. Id even argue that without the timer the fight would be a little underwhelming as the final challenge in monster hunter.
Hard agree.
Facts. Not to mention people who hate Fatalis typically are forgetting one key thing; it's actually meant to be the penultimate test for experienced players who saw the journey through to the end. And to see if you actually learned anything as you went through your Iceborne journey.
All the trials you face, all the tribulations, all the triumphs, the carts, the close calls, the failed missions, all the time you spent learning and mastering the weapon you chose at the beginning of World, long before Iceborne starts that became an extension of you.
Everything you went through, be it good or bad, was all to train and prepare you for the moment you face the relentless brutality and wrath of *"The Black Dragon Who Ended The World."*
AND CAPCOM KNOWS how good it'll feel when you win, because that's definitely one of the reasons why *Proof of a Hero* triumphantly plays as you close in on victory and fight harder than you ever have prior against the ultimate challenge.
You're about to overcome a living legend in battle and not only become one yourself when you win, but make Hunter history with your actions.
The Guide chick literally says it at one point in game to us, "You're going to go down in history as one of the greatest hunters ever! And I'll be right beside you to record it all!"
Hell, I even knew some attacks bc YT vids spoiled them for me and I still got hit by them, bc on paper it seems simple. Just dodge. But when you're the one staring Fatalis down in person for the very first time and it's not someone else on a RUclips video doing the fighting, then in practice, no. Mistakes will definitely be made. 😂
100% agree, Alatreon was like training wheels for this playstyle with the more gentle elemental check.
real
I hate watching a good youtube video only to realize that the youtuber barely misses the mark on understanding what they are talking about. He perfectly describes the role of hunter and fatalis in this fight of risk versus reward in all their actions. Yet lacks that finals piece that if you dont have the timer there is no point in risking anything. All good actions become the low risk actions. The only reason to play risky is the timer and you lose the fun of an exhilarating and dangerous fight without it.
I'm glad it took you only a few tries to kill the fat lizard. It took me 743 attempts (2228 faints total) just to finally solo it's butt. Honestly it felt like hell, and I hope that people can get through it faster than I did. The boss sucked, but damn did it feel good to win
Beating iceborne fatalis solo is one of my 2020 quarantine achievement
Sees fatalis outline with primordial malzeno switchaxe: so fuckin confused but excited too
You can dodge the cone attack from far away by doing two dives in a row. You'll usually get away with taking a single tick of damage in between the dives, two if you're unlucky but sometimes the i-frames line up just right and you take 0 damage.
I was seeing this so much! The regular dodge is nigh useless most of the time but the superman dive is just flat out immortality.
yea that whole part of the video felt like he just gave up the moment he was far from the cone, forgetting he could dive more than once
As someone who plays and loves monster hunter, Fatalis can definitely be ridiculous, I still haven’t actually beaten him but I have to say fighting him is absolutely thrilling, and as someone who plays monster hunter I agree that the timer is in fact the straw the breaks the camels back, with a boss that has double the health of almost every other monster in the game, a 30 minute timer is delusional, that being said, it’s not so much about “skill” per say as it is about what Monster hunter trains you to do the entire time, preparation, from the time you start monsters hunter you’ll come to learn that the head is you’re most dangerous spot to be, you’ll learn that gear and weapons can be what makes or breaks your hunt, and when you get towards the end of master rank, you’ll even learn that you can’t survive without jewels, and those are all the things that makes Fatalis thrilling, and it’s also the reason the timer is what causes it to topple so hard, despite it all, the timer is still completely and utterly absurd, especially considering monsters with half the health have almost double the timer.
20:21 don’t let any ultrakill players hear you say this…
Which one do you mean? I've enjoyed every boss in ultrakill more than every other fps I've played, and the only one I can think of that fits this description is the Leviathan (rocket riding is not an excuse for that boss it's still kinda boring)
@Bolt2049 sisyphus and the gauntlet before him. I could explain why I think so, but ive learned from experience that arguing with ultrakill players is a waste of time.
@@officialregirock4021This reeks of "I tried to argue with people, I lost, now I insult them in other videos that have nothing to do with them". Both Sisyphus prime and the gauntlet before him are incredible tests of complex mechanical skills, so of course players would push back against you.
@@yanribeiro7108 yeah, you are right, they are complex tests of skill, does that mean that they are flawless tests of skill? No, they are not, but this fandom refuses to accept that their favorite game has flaws. This makes me wonder if you even watched the time stamp in my original comment.
@@officialregirock4021 Never said they were flawless, my point was that your comment reeks of someone who made bad arguments then decided to vent about those pesky Ultrakill fans elsewhere. Every fanbase is bad, deal with it. And good luck pointing out flaws in Ultrakill, there's very few of them, it's a very tightly designed game.
I’d argue that the timer is why it’s so hard but it’s what makes it so exhilarating. With increased time it allows you be more much more patient and not as aggressive. Lower time forces you to be aggressive and keeps the pace of the fight high. It forces everyone to bring their A-game. And with every second counting, it really feels like a clash of wills.
Also, the high damage of fatalis with the short timer really puts you back to the drawing board in terms of weapon/armor set. You can sub defense skills for offense skills but might get one shot. Or be too defense heavy and not do enough damage. One of monster hunter’s biggest mechanics is the build. And having to strategize so heavily is what makes the fight feel like the last boss.
Learning to beat fatalis was difficult but thats what makes the victory so satisfying. The perfect ending to a great game.
a lack of skill doesn't imply a poorly designed boss fight, and vice versa too. well said!
the short timer is weird cause it absolutely enhances the fight to know the clock's ticking down in those final moments so it really pushes you to mount one final effort, but at the same time when you actually do run out of time it totally kills the moment. maybe just extending the time a little would help that or maybe its just an unavoidable consequence of that design decision
I would like to nominate Terraria's Elements Awoken mod's Awakened mode. +75% HP, Damage and Defense on EVERYTHING with like 3 mode specific drops(that aren't even that good) is only fun if you like self flagellation.
i think terraria in general has that problem. on the higher difficulties the fights basically end with "make sure you have enough health and gear to tank the basically unavoidable attacks for the last 10% of the fight😊"
When the games stops putting new enemies with new mechanics,and only starts buffing the already existing enemies.
Rule of good presentation: If you turn your title into a question, do clearly give the answer by the end. If you can not give a definite and conclusive answer, don't pose the question.
I enjoyed soloing arch-tempered xeno-jiva. I had 2 friends. 1 friend recommended I just got the DLC and get full tank gear. Anothrr friend actually informed me of the actual hit box of the blast that frustrated me.
After probably 80+ attempts, I felled the beast. There were only a few windows where vitality cloak would allow me a second wind and it timed out at least once. I won't say I did it entirely hitless. Maybe I did, probably not, it's been years.
Now arch-tempered xeno-jiva is no fatalis. But "you need the bosses drops" or "just bring friends (who will eat up all the faints in minutes)" should neither be the only solutions to a problem, especially in a game like monster hunter.
My full glass cannon butt literally couldn't tank a singular hit. I timed out way more times than I was wiped. That shit is lame as hell.
If you're going to lock someone in a cage fight, don't call a loss or win when both fighters are still standing. If someone wants to slay Fatalis with beginner gear, I reckon thry should be granted that oppurtunity.
Thank uou for listening to my ted-talk.
Artificial difficulty is when game designer think "alright players need to spend at least 15 hours at this part, how can we achieve this?"
This is such a good answer actually :D
I agree, attacking a player's patience and sense of time is the best way to do this, which is why old souls games were considered difficult, the bonfires were so far away from the boss room while the boss can do one shot attacks or stunlock combos. It's wild how ithat ended up being so loved.
@@manuelito1233 I grow up with 8bit era games and most of those were 3-4 hours long at best, but they had to keep player entertained for at least 20-30 hours so there were a lot of dirtiest tricks how to drain your life counter and roll a gameover screen in vast majority of them. Traps that are unavoidable if you not aware of them beforehand, guessing game with 50% chance to die, sudden ungodly difficulty spikes out of nowhere, new unexplained mechanics appearing halfway trough the game that likely to cause couple of dumb deaths (looking at you battletoads) or just a dead end that forces you to backtrack half of the game wondering what you could miss. Many also had "true ending" with unknown conditions so you had to replay the game and some would go as far as "super ultra true secret ending" after true ending.
Nowadays artificial difficlity is mostly tedium- lengthy traveling across the map back and forth, fetch quests, collectibles, gearcheck, level grind. Most notable example of clearly artificial difficulty i can recall in modern games is "skull level enemy" when enemy stats are multiplied ~10 times if your character level too low. You probably could totally take him down on skill alone despite being underleveled but the game demands you to get back to grind. I believe it started in WoW but even singleplayer aRPG like witcher3 or assassin's creed odyssey adopted this crap.
@@manuelito1233 at least for DS1 base game, the instant kill stuff is fairly preventable with just a bit more HP and armor while avoiding counter hits. Otherwise, besides the silly camera issues, most stuff is reasonable to position yourself around to be able to just avoid. DLC, though, these are not so simply prevented, specially Manus. DS3 the distilled version for people who love exactly that so I can see it being way more of an issue in general, specially with optional bosses and DLC.
Good video. I take offense in Insect Glaive struggling to hit the head though. The whole point is that I don’t need to wait for it to lower its head to hit it. As a IG main, I’ve being molded for this fight.
As im playing Elden Ring now, this came to my recommended page, and i agree with the points here. Im stuck on Malenia now, and in the 2nd phase, she can do her infamous Waterfowl Dance anytime she wants. And also just leap up, and string another combo together. What i feel like is articificial difficulty is when the boss ignores core concepts of the game. Example nr.1 is the combo strings. She can do waterfowl dance, followed up by scarlet summons, into a few normal attacks into another waterfowl dance. Emphasis on the "CAN" part. Sometimes she does, sometimes she doesnt, whenever she feels like it, and there's no tell when she will stop, and when she will continue the attack. Nr.2 is her hyperarmor. When you break the posture bar of a boss (every boss has it) You mostly do it by attacking with heavy attacks, and then you get a punish window for a critical hit. But sometimes its 4 charged heavy attacks , and sometimes she hyperarmors the 4th attack and resets her posture bar, so you cannot even count on the punish you worked hard for. For me, that is articificial difficulty. Not even mentioning the 1 shots at 1500 hp. Relentless attacking, unreliable punish windows, tremendous damage and ignoring core concepts of combat makes the fight absolutely unbearable so much that i dont even feel like bothering with that crap.
Small tip, you can make the throwing freeze pots and if you react quick enough it stuns her out of waterfowl, makes the fight so much more bearable
@@connorh2215 Tried that, it works. Beat her using parries and Ripostes finally. But i dont look forward to it on my 2nd playthrough
I am pretty deep in the "Git Good" camp when it comes to Fatalis because getting better at Monster Hunter isn't just I frame better. The older games really emphasized preparation and knowledge going into a boss, most of the mechanical difficulties are fixed with game knowledge, not playing better.
-Big Hitboxes: Evade Extender level 1 totally changes the fight
-30min timer and 60k health: to beat Fatalis is somewhere around 35dps, if you use heavy artillery and eat for bombardier it drops to around 25.
-Cone Bad: going into the cone is normally done when you are far away, stay close. You can block it for chip damage. Also 2 dragon pods flinch and cancel the cone (Shaver jewel).
-Cone Good: It only does the cone while standing (enraged) you the player control that with the flinch shot. You can also bait it by standing under the head, leave the Palico home for more control.
-Flying: smoke bombs, Fatalis lands when it can't see you. This also make siege weapons safe to use.
-Hits too hard: swap off pure glass cannon builds and find room for fire resist and divine blessing.
-Head breaks: partbreaker
Fatalis has a ton different ways to make the fight easier through preparation. Most of them are compromising on pure dps skills and actually building an armor set to counter it. There is plenty to complain about. The final theme surges at like 5% health which is still 3k and can take a couple of minutes, it always kinda feels like it kicks on too early. The head isn't a weak spot for gunners making breaks on the head a lot harder. But these are pretty minor.
Most of the "unbeatable cheap artificial difficulty" is players wanting to smash through a brick wall with their heads instead of going to grab a hammer and chisel, like yeah it is still hard with the right tools, but it is do-able.
I am one of those Fatalis haters. I also hate Alatreon. Both for completely different reasons. It's a shame that MHW couldn't have just ended at Raging Brachydios and Furious Rajang. I'm not lying when I say it took me weeks to beat Alatreon and after 3 months of farming gear and doing attempts I gave up on Fatalis. I've just continued playing the game without ever beating him. It sucks that 2 of my top 5 least favorite fights across all of MH just so happen to be the final monsters of MHWIB. But it is what it is.
never beat Fatty solo too, did join other and atleast be able to hold myself and help them break head part, I just don't like the fact that it have move that force you to take damage, forcing you to use potion or next time you getting hit it's gonna be one shotted, I have no problem with any monster because they always have something that we can exploited or punished, Fatalis is just overtuned for no reason than to be hard.
Thank god the developers didn't end at raging brachy, despite it also being an amazing fight. Removing 2 incredible fights from the game because a certain group of people have shit opinions on great fights would be awful. Fatalis is straight up one of the best dragon fights in any game ever.
@@yanribeiro7108 We can have a difference in opinion. You don't have to be rude about it. I could just as easily say you have a shit opinion because you like gimmick fights. The road goes both ways buddy.
@@albinofroggy Thank you for the permission for being able to disagree, I don't know what I would've done without it. Now that Internet Jim bob gave me permission to have a difference of opinion, I can move on.
I suppose you could say I have a bad opinion for liking "Gimmick" fights, whatever that means to you. And that would be an abysmal take too, similar to your other one. So, I suppose it would make sense that it came from the same guy, in that regard.
@@yanribeiro7108 Brother you gotta take your meds. You're speaking to the hallucinations again. It's just incoherent rambling from you now. Calm down grandpa.
I’ve never played a monster hunter game before but knowing there’s a time limit for fights has ensured that I never will for as long as I live
Alternate video title: Monster Hunter Fatalis Boss Design Good or Bad?
Or, "Why you shouldn't play Monster Hunter". Seriously, this video turned me off every playing this game. A half hour fight on a timer with a bunch of bullshit attacks? Nah, I'm out. I like challenging games, but sometimes devs seem to not care about our time.
@maynardburger Yeah but the thing that wasn't talked about is that this is basically the only fight in the game that is like this (which makes it even worse IMO)
Just beat a particularly difficult pvz mod level. It sends lots of high health high speed zombies that completely sail over your plants (not your damage just your health). I think it’s the only true challenge in a video game I actively thought was unfair. To beat it, I just used a high slow down high damage plant, instead of the slow-acting damaging wall plant I was using before. Sometimes it really is just finding that trick.
@9:52: To be fair, there are technically 3 ways to not die there. 1. Is as you said in the video.
2. You have a shield to block it with.
3. You can spam Superman dives. This one probably won't save you all the time, but it definitely works if you're full health.
Honestly, for me, this boss was peak BECAUSE of how bullshit he was sometimes. Idk if it's cause of being used to playing Monster Hunter or not, but no other monster in world and iceborne besides fatalis made me zero in and try everything from farming some gear, to actually using the radial menu optimally, and to actively panic/internally read the situation to make sure I never get combo'd to death, to get my first kill. It was the grueling experience I missed from older generations' endgame content. But I can definitely see your point throughout the video and can honestly appreciate hearing opinions that may differ somewhat from my own in a calm fashioned manner. Good show!
There's actually 1 more.
If you have 6000 defense and have fireproof mantle you can facetank the whole thing
so you dog walked escaton?
@@Oniichan880 There's one more. Stay on his ass. Always. If you get combod and he pulls range, its kind of on you. Why did you get hit in the first place? :D
I know it's easier said than done but with time and practice it's actually one of the best attacks he can pull against you. If you're positioned right it's guaranteed damage on the head.
@@caliginousmoira8565 I wouldn’t say dogwalked, but I already had elemental DB sets on standby when he was announced, so it was just the usual trial and error until the kill. So from my experience, not really a wall, but not a pushover either.
yeah, why didn't he just block with his SWITCH AXE? or take a few seconds to sheathe his SWITCH AXE while the monster waited patiently for him so that he could dive out of the way? ¯\_(ツ)_/¯
I was thinking the same.
The 30m time limit is really unforgivable.
Sometime I just want to have a chill and fun fight but the timer force me to take more risk and rush the boss
You did a very good job of considering different sides to the fight here, great video! Personally, I liked that this monster was as hard as it was because it is the first time it felt lore accurate in the franchise. Fatalis is the world-ending dragon world-ending dragons are afraid of because he(or at least a member of its species) actually did end the world once before, it's the reason why we have rockets attached to weapons but still travel by sail boats and blimps, we are starting over but have some scraps of technology from the time before. As a final boss you need to use all the mechanics to their fullest: clutch claw shots, mantles, wall ramming, build crafting, part breaking, item pouch set, capitalizing on openings, positioning, etc. and the time limit is there to ensure that you can't outlast the monster by restocking at camp as much as you want, you have to really be better than the monster at dealing damage while avoiding/tanking it.
It's still kind of lame how it just takes you out of the fight tho, rather than making Fatalis nuke the map with a cinematic attack.
@Akrilloth I agree, the timer mechanic has been unchanged pretty much since the beginning, adding a lore reason, or at least one for this fight specifically, would have been awesome!
11:50 IG is actually one of the best weapons to punish fatalis and break its horns because a lot of the opening you get for IG left the head wide open. The trick for soloing Fatalis with IG is to keep a medium distance, that why you can bait a lot of openings and punish them with downward thrust which i believe has a bonus part break damage
Let's consider this scenario:
If Base or even Special Investigation Risen Shagaru Magala had larger hitboxes than shown (e.x., his laser extending 10 feet further), was on a 25-minute time limit, and every attack could one-shot you in his risen state( even with 1000 armor and 250 HP) do you think people would give excuses for him? Maybe a few might, but most likely wouldn't.
Fatalis benefits from a significant bias, much like Nergigante in the eyes of fans-it's all about the spectacle. I had a friend who despised the advanced quest of CG Val in base Rise due to the damage and HP, even though that boss has more accurate hitboxes. Yet, this same friend loves Fatalis more and considers it a fairer fight.
18:10 gear checks are particularly punishing for solo players, given the scaling mechanics. This approach works better in games like Warframe, where gear is the primary means of increasing difficulty.
18:24 "Death by a thousand cuts" describes much of World in general. IIXXION made an insightful video detailing the questionable UI decisions.
19:50 Complaints about these issues are valid, as Capcom frequently changes monster moves and strategies from game to game. Ryukishi's video effectively demonstrates the shift in fight philosophy from World to Rise, with a direct side-by-side comparison. It's a shame it's not more popular, as it highlights the progression seen even more clearly from the Wilds demo.
good stuff, i hope world curse doesnt affect the rise/ portable game. the portable are more fun imo
i like world tho it can be annoying n tilting. Iceborne is mostly tilting n frustrating for me, something about the monster is too oppressive i cant enjoy the fight as much. i aslo hate world small monster they have sense of danger when a 2 ton monster rampaging about. and the roar concert doesnt help either, im lookin at you legiana
oddly enough, rise is abit easy due to spirit bird, the fight felt very good. sunbreak some monster are abit to fast or no breaks in-between attack's, some have insta move, theyre mostly predictable and have fixed combo 80% of the time
Hey buddy, glad to see a video on this important topic! I often mention the topic since it's soooo prevalent in games, and it really comes down to Fairness, which is what you ultimately break down in your example. If even one aspect of a boss is unfair, the whole boss is unfair and falls under artificial difficulty, so I don't agree that it requires more evaluation to determine. HOWEVER, what you're doing is giving the benefit of the doubt, which is one of my goals and a reason my videos stand out. I love that you do the same.
I do not like the idea of justifying unfair or bad mechanics though, which you seem to emphasize toward the end. Lower health would not justify the timer but be a bandage, especially since the timer is antithetical to the boss' theming, as you essentially explain.
One of the root problems with the dumb "git gud" skill argument is that they're never actually arguing skill, because while all they think in their heads is "don't fail," the goal is never to "not fail." Players execute a skillset to meet a skill floor, a skills requirement. I describe this in great detail in my Cuphead DLC High-Noon Hoopla video.
I love how you take a step back and try to look at games genuinely. I'd love to play and chat about games with fellow creators, if you're interested in the same.
Really nice video literally sums up my problem with fatalis like I wouldn't have minded him having really high damage if the hitboxes were clean like alatreon and that's why I prefer it over him also all of the people online defending his nonsense didn't help as well but at the end of the day these types fight have to happen so that the game improves as long as we don't repeat the same mistakes
also I really like how you say get or got better instead of the usual useless git gud that does not help anyone and it's actually an indirect insult to player
I would still prefer to fight fatalis more than alatreon. I think alatreon restrict my builds too much.
Death by a thousand cuts sums up fatalis and alatreon fight perfectly. If there's thing to adjust on fatalis, it'll be removing the horn breaking adjustment, followed closely by removing tenderizer requirement to break horns
My take is that the Fatalis fight is not a single fight. The Fatalis fight goes from the first time you face it up until when you beat it. I think the intended experience is to tackle it several times, slowly getting the materuals to craft the armor and upgrades by breaking parts of it, grinding decorations to perfect the build, developing a strategy...
My friends and I took days to beat it together. We developed a poison + bombs build for the first stage, divided ourselves into roles to organize who got the tenders and wall bangs...
It was the best videogame experience we ever had.
I have no problem calling out games for flawed mechanics or enemy design, but mhwi fatalis is simply not that. It is not artificial difficulty it is simply difficult. As the video says everything has counter play, everything has risk and reward. And yes the timer is a gear check (+ skill check) , it is supposed to have a gear check, it's the final boss in a game with the core premise: kill monster, make gear from it, kill stronger monster...
i heard the framing device at the start of the video and then immediately had to rewind the first ten seconds to understand what the hell i was being asked, great start
I just did the data bosses for KH2, and this really hits.
While they were hard, most of them were pretty fair. You just had to know how to block for most of them.
And then you f*uck*ing have Demyxs' DM (desperation move.)
He comes with a timer where you have to kill 99 water clones in 30 seconds.
This happens at the end of the fight.
You can not kill him until he does it.
If you don't kill them all on time, you just lose.
While the rest of the fight is fairly easy.
dAnCe WaTeR dAnCe
to the answer to the second box question my immediate thought was "buffer my defense" be it putting up a shield or preparing a heal. We probably should be breaking it to people that you have more options to a problem than the almighty i-frame roll.
the finale of this video is a great callout against toxicity in both MH and general gaming community, good job
People are saying that to dodge the flame cone when out of position you just need to superman dive until it ends...
But what do I do when it combos me with a hit from something else while I have a heavy weapon equipped (like a gunlance) and I get knocked down while it starts the cone flame?
I'm pretty sure it's impossible to take any single hit from Fatalis and then get up, sheathe your weapon and only then start a superman dive before the cone cooks the last half of your HP bar you had left.
That's what makes Fatalis so annoying to me, it hits so hard that it opens up way more chances for it to checkmate you without any counterplay (This CAN happen with other monsters, but it's WAY rarer, I have like 1500 hours in World and I can count on my fingers how many times other monsters did this to me, while Fatalis does this 1 out of 20 times it hits me).
The only counter is not getting hit at all and that's a bar too high to do on a monster that requires you to output extreme levels of DPS to kill before you run out of time.
As cb player i never enjoyed fatalis he's coded in a way that makes him unfun to fight with heavy weapons since you can't stagger him or make him fall which turns the fight to hit and pray he doesn't use a one shot attack
I personally enjoyed him with most heavy weapons, just CB and lance felt very uncomfortable, and awkward, but hammer, GS, SwAx, and HH felt pretty enjoyable, but I can only really speak for myself.
What is the track that's playing around 7:00 ? I know I recognise it from either mh3u or mh4u, but I can't place it!
While technically I agree that having the timer at 30min is "artificial" difficulty. I don't agree that it is a bad thing. I see the 30 min timer as a good thing. Maybe it's just because of how I play games. But I don't see the timer as something holding me back. I see it as a challenge to find more openings to attack to increase my dps. I won't lie, to a degree I am more of a power/meta player when it comes to MH. Pretty much all my builds are built for near maximum damage. I also have a high skill level at the game. It probably also helps that I played the game A LOT. So before Fatalis even came out I had optimized gear with all the augments like health augment. I didn't use any Fatalis gear to beat Fatalis. My first clear I killed him with about 3 minutes to spare with no Fatalis gear. Just because I learned his moveset. I basically fought Fatalis non stop after his release solo untill I killed him. It took me about 3 hours before I got my first kill. I believe he is one of the best boss fights in history. That first kill was such a rush that few things in games come close. I don't really see him as unfair at all, outside of maybe getting combo hit into a cone.
All that being said I can absolutely see how a monster as difficult as Fatalis can FEEL unfair to some people. He is really hard and not only demands more skill from the player, but also there is a gear check to a certain degree. Though your personal skill level at the game is what defines the gear check not Fatalis himself. If you learn fast and are good at the game you shouldn't need Fatalis gear to beat him with plenty of time to spare. But as skill level decreases the more and more gear begins to matter. I can't stress enough how skill means everything in MH. It is VERY hard to do, but Fatalis has been beaten completely naked with a sword and shield by a speedrunner Dr. Philliam. Yes he wore no gear, and wasn't even using a Fatalis weapon, the only thing he did use was mantles. And not the mantles you are thinking of. Mostly assassin's mantle and evasion mantle. And he still killed it in like 27 min, with a few deaths. Now that took him MANY days of attempts, but it goes to show how player skill is more important than gear. This is an extreme example and 99.9% of players can't do this. But the point still stands.
Let's be honest here. The vast majority of the people that have many grievances with the fight, are also people who are not good at the game. And also are doing it with bad gear/poorly made builds. Then both factors of low skill combined with bad gear, create a situation of intense frustration for many players. Pretty much all of the points brought up in the video go away as player skill increases.
CROSS CODE MENTIONED!!!! Also great video!
I think you are the only person who managed to come up with a convincing argument against the 30 minute timer. I feel like any other time I've heard complaints about it, it just boils down to people not being good enough to kill Fatalis fast enough, and while that may be true...
The first fight against him, at least, shouldn't have that timer. They clearly want the odds to be more in your favor for that first story clear. It's the only quest that gives you more than the standard 3 carts by default, and the first time you do it you get carried through phase 1 by a NPC that's helping you heal. Once you clear that initial story quest though, all you have is a standard 3 cart quest. I feel like that first one for the story should've had either a longer, or an unlimited timer, specifically for the reasons you mentioned in this video.
Now, onto the topic of difficulty, there's something very important that isn't touched on in this video, but I think it's key to really understanding a discussion about how fair Fatalis' difficulty is:
He was the final monster added to the game.
He is, for all intents and purposes, your final challenge. He's the thing you build up to, and if you played Iceborne from launch to his release (like I did), then that's exactly what happened. People went into his fight with super augmented gear that had insanely high defense and health regen on hit, along with super optimized sets that can shred through normal monsters in less than 10 minutes easily. As a result, Fatals _had_ to be balanced around that fact, and that on its own wouldn't necessarily be a problem, but the biggest mistake Capcom made with Fatalis in World is that you have the ability to fight him almost as soon as you beat Shara Ishvalda.
You don't have to do the hours and hours of grinding to gather good decorations, or level up the guiding lands to unlock crazy strong augments. You don't have to fight Safi Jiiva or Kulve Taroth to get their really powerful equipment options. You don't have to do the preparation that Fatalis is designed for, and as a result, it's very easy for people to waltz into that fight wholly unprepared and get mollywhopped for it.
The timer of the Fatalis quest didn't matter to me, even without a single piece of Fatalis gear, because I had a damn good set and weapon I could use to take him down. He hit hard, but that was alright because I had a health regen augment and augmented defense to help with those mistakes, which also ties into the time limit issue because I had the liberty of being more comfortable with taking risks. But someone who's just fresh off Shara Ishvalda, and the handful of other title update quests that lead up to Fatalis, will not have that luxury. Hell, someone who has only done a _little_ bit of grinding won't have that luxury, or maybe someone simply doesn't like to play with some of those tools (like the absence of health regen stipulation mentioned in the video.)
I acknowledge that it's a lot to ask from the player just so they can fight a single boss, but at the same time, is it really the fault of the boss if _you_ decided to walk into something undergeared and prepared and found it to be unreasonably difficult? Is it the boss' fault if you, personally, decided you didn't like to use a specific tool or option, but the boss expected you to make use of it? The latter question definitely lends itself to an entirely different discussion regarding game balance and why it absolutely does matter in PvE games despite people claiming it doesn't, but that's not the discussion going on here.
I thought that Monster hunter was just broken for solo players but your analysis makes more sense
ADHD Version: It becomes Artificial when a difficulty spike is done by simply jacking up stats of bosses and enemies or just adding in cheap ways to kill the player instead of implimenting more complec mechanics or abilities that require more concerntration or skill to maneuver around.
Pretty much yes. It's why I hated most fights in the Elden Ring: SotET DLC. They weren't really well designed fights. Many of the bosses had extremely high speed and aggression combined with attacks that would easily one or two-shot you (even with fucking scooby doo shards). Your attack windows were so small while you constantly had to dodge attacks from enemies with high stagger resistance and big health pools that it became extremely annoying.
The game wasn't a fun kind of challenging. It was just annoying and frustrating most of the time.
@nodlimax skibidi nuts are helpful though, people moaned and complained about fighting the final boss but with max nut and Ash if your using summons it's much more fun and manageable
@@sonicmaster047 It's manageable but the final boss still is not fun.
@@nodlimaxI'd disagree with you on that. Every boss in that DLC was hard af but manageable in some way with enough scooby doo blessings. The only exception was Radahn. That fight was legitimate cancer to the point that he goes in the hall of fame for the select few bosses that FromSoft ever nerfed.
@nodlimax Nah, with the exception of pre nerf radhan none of the dlc bosses attack windows were too fast to dodge or get hits in, and I killed them all with a UGS. They just required morenstrafing and spacing, no malenia level bs.
Metyr and Romina are actually unfair bosses though due to atrocious hitboxes, but they are very easy so it also kinda doesn't matter for them.
This is a wonderfully crafted video, great job!
This is an absolutely well crafted video. Well done!
This reminds me of that drawing of 2 guys on opposite ends of a 6 drawn on the ground. One guy says it's a 6, the other says it's a 9. They're both right but they can't acknowledge that the other guy might be right too.
"Just because you're right doesn't mean the other person is wrong."
The Fatalis fight can both be flawed and a skill issue.👍
This video perfectly encapsulates why primordial malzeno is the much better “final” monster hunter fight
the hitbox is larger than the visual it's a visual clarification design problem. sure the red circle in typical MMO might ruin the emmersion but they can just use a fire ember vfx instead seem the dev were just kinda lazy and it's not even fatalis it's many many monsters that have this problem how the fux are u gonna predict that without knowing in the first place then? u don't it's a knowledge check😂😂😂
The difference between Marget and Fatalis is that, in Elden Ring, it’s open world and you can get everything you need to beat the boss and the boss itself pushes you to learn how to use these mechanics to your advantage, while Fatalis feels so unfair that anything that could help feels useless and unable to do anything.
19:12 they are the same person so I dont blame you lmao
Another masterpiece, you break things down in a way that no one else does.
I've always hated the term artificial difficulty because all difficulty is artificial. The devs make the games. They choose how easy or hard the game is. "Artificial difficulty" just seems to be a derogatory synonym for Kaizo.
Unfortunately, game journalists play a big part in the misconception of artificial difficulty.
They consider anything requiring even a microcosm of thought to the gameplay to be artificially difficult.
When actual artificial difficulty is something like what you see in those old rage games from the 2000s/2010s or beginner's traps like the Poison Mushroom in the Japanese Super Mario Bros 2.
Yeah, in most cases it's just an attempt to invalidate design they don't like.
Like you say, all video game difficulty is artificial.
(There are a few examples I can think of that I can think of as truly "artificial", and that is when games are truly unbeatable, or at least unbeatable in any intended fashion without relying on glitches etc. Usually this comes down to bugginess or just inept design, but in some cases it's intentional. Something being intentionally impossible (without being marketed as such) is obviously awful design, but those cases are also extremely rare.)
19:07 It's funny cause I had the exact opposite experience: I really struggled against this boss until I sat down and looked at my build.
Once I cooked up my own set with gold rathian parts for divine blessing secret with evade 5 and fire resistance 3 (and health 3 ofc), the fight went from straight up impossible to easily soloable with different weapons.
I just had to sacrifice a negligible amount of offense for a huge difference in defense. I could still fit in all the crit skills and even agitator 7, but I had to switch to Alatreon weapons for more sharpness so I didn't have to rely on master's touch.
It's probably far from optimized but it worked for me and that's what matters.
For me this fight wasn't a story about gritting my teeth and "getting gud", but an eye-opening experience about being mindful of my build choices.
I stopped looking up builds since then, and I have a lot more fun now coming up with my own builds 👍
On the Alatreon video I told you I'd go back to World to take on Alatreon and Fatalis (and AT Velk but she's more of a bonus)
I can now happily say I've bested all three on my own, and they are some of my favourite bosses ever. Now it's time to grind another 200 hours to get an atk 4 decoration!
I remember that!!! Great job, that's sick!
Plesioth's hip check is the best example of artificial difficulty
That timer is the sole reason I hate the Fatalis fight.
I'm in agreement with all of the points you made here, however because of that stupid timer, I'm striped of my player agnecy and fored to play in a way I *hate* to beat him.
For example, if you don't use meta skills, you're gonna fail. If you don't use the cluch claw, you fail.
The one reason I loved Alatreon is that it *didn't* have a stupid timer, i wasn't forced to use tenderizer or any offensive skills like agitators.
Me succeeding was based on how I fought the monster.
With Fatalis, if I fought the way I wanted to fight, I would always fail the quest.
Imagine being forced to do something you hate to do in a game you really like. That's how I feel about Fatalis.
Is why whenever I replay Monster Hunter world I always stop when I get to fatalis.
Can this argument just die already? Players are meant to change their playstyle to fit the boss, not the other way around. Having a boss be easily beatable with ANY playstyle is ridiculous, it can't even be called a test at that point. The whole point of monster hunter is to adapt to the monster, to learn and overcome them. If the time you spent being a massive weenie because the game didn't let you play an arbitrary way, was instead spent on learning how he works and how to beat him, then you and many other people still bitching to this day, wouldn't be anymore. Hopefully the devs don't stop designing fights like this due to you people complaining about it. A key, fundamental aspect of monster hunter has always been preparing, and adapting to any monster. It would cease to be this series if this were the case.
@yanribeiro7108 No. This argument won't die because it's why the vast majority of us even play games to begin with.
You're trying to argue that people shouldn't try to be creative and/or prep for hunts. People should be forced to play like everyone else... As if people somehow plays and thinks the same way.
You can try to defend terrible game mechanics, but that won't make it true.
You are no different than people trying to defend loot boxes being sold to kids.
@@AntonioCunningham Damn, what a shit reply. Where do I even start? First off, people don't play games so that they can play any way they want. Games have limits, and that's what make them games. You can't play doom eternal as if it's Ultrakill and vice versa, you will die. Limitations and mechanical creativity is what creates skill ceilings and floors. This is an argument people only apply to monster hunter and never realize how arbitrarily awful it is when applied to anything else.
As for your second paragraph, I didn't argue for any of that, so keep beating that strawman if you want. There's a TON of freedom when fighting fatalis, for defense or offensive builds. I play exclusively solo and most of my fights against him are sub 20 minutes. All you're doing with your comment is disguising your lack of skill and mechanical understanding of the fight as a criticism about player freedom, when the fight offers plenty of freedom, you just need to be better at the game to be able to express that freedom. You yourself admitted to stopping your playthrough when tou reach him, that's a direct admission of not understanding him, by your own words. I'm quoting you with what I said. Are you now disagreeing with yourself?
As for your third paragraph, there's nothing to say here. It's just a glorified "Nuh uh" coming from a bad player lacking basic Game design literacy. I could easily say the reverse to you with about as much Oomph.
As for your last paragraph, there's literally not a single connection between those two concepts you buffoon. Not a single bit of connecting tissue. Thank you for proving that nobody on the internet can use comparisons accurately.
@@AntonioCunningham wtf you thought "challenging final boss meant" in a monster hunter game?
You really thought that going into known hard content meant you could play however you wanted and still win without adopting new way of dealing with it. If they introduce something to help you fight just use it.
I can understand not wanting to optimize against weaker monster and go the way you want. But we're talking about the final boss of a dlc meant to give challenge.
@hjmp6236 Given that I've beaten virtually all in-game bosses in the series, Fatalis is the only one I hate.
Hazard Primordial Malzeno is infinaly better than Fatalis.
Even back in MHGU where monsters are scaled for four players, they were still better fights.
You still had agency with the fights. That's not the case with Fatalis. If you don't play the borning meta, you can't win. This is terrible game design
On release, I thought Fatalis was too hard. Like, hits hard, has high HP, requires constant reapplying weakness...
But then week or two passes, people found out how to setup fight to get him down within first minute of engagement, how to bait his breath attack, when you are safe to attack or not... And baiting the breath attack means SUPER easy headshots.
9:41 The thing is this depends on the weapon. A lot of them have a block, and that trivializes cone
I want to add one thing, I did AT Velkana, which has similar properties (health/damage wise) and I had fun.
I did not with Fatalis. The problem was the timer, combined with the required head break.
It forces you to take risks you might not want, but you have to.
Because if you don't, good luck getting it done in 30min, but if you do, due to the high damage, you can easily cart and lose time regardless.
Yes lose *time*.
Fatalis should honestly not have a timer/have the default 50min timer. Because the way the fight is designed we aren't fighting Fatalis, we're fighting the timer.
I found AT Velkhana to be more fun as well
Finally someone made a video about this, my biggest gripe with endgame iceborne was the amount of quests that had you fighting against the timer more so than the monster itself. I hope theyve learned thier lesson with this and keeps those quests out of Wilds
You mentioned it a little bit but the one thing in the fight that is unquestionably artificial difficulty and applies to all 3 final bosses (At velkhana, Aletreon, and Fatalis) is the hard knock down to kill you for trying to weaken with the clutch claw. It's not meant to punish the player and do a little bit of damage but it's meant to outright kill the player for doing someone the Devs made MANDATORY. The devs made all 3 of these fights annoying Dps checks. And they also made weakness exploit the highest damage boosting skill in the game and then proceeded to change how mechanics work just for these 3 bosses to kill the players. For At velkhana if you have temporal cloak on it doesn't fling you off it burns through the entire mantle and hard throws you down which 95% of the time gets you killed. I can deal with stupid hit boxes, overturned damage, ridiculous health pools and dps checks. But the second a Dev makes an annoying mechanic like weakening a monster and then makes it so I outright die for doing their stupid task? I'm pissed off and it ruined the last 3 fights for me. Thank God they removed clutch claw weakening in wilds
Just to be clear, World and Iceborne (and most of the games pre Rise) have a TON of I-frames, almost five times as many as you said in the video. Slot in some evade window and you'd be hard-pressed to find an attack you can't roll through. Base I-frames in World for example are 10-12 for rolls, I forget exactly which
note that neither of you mentioned if it was in the context of 30fps or 60fps, so you're both kinda right
from internet base world has ~7 at 30fps and 13 at 60fps
evade window 5: ~13 at 30fps and 25 at 60fps
for comparison, elden ring datamining puts light/medium dodge rolling at 13 at 30fps and 26 at 60fps
So base for world is about half of a souls game, EW5 putting it on par.
I don't know rise numbers, only did datamining stuff for elden ring, iirc rise roll is ~4 30fps and ~8 60fps
The "ton" of s in question is fucking 13 at 60fps without any EW slotted. That is barely usable for the majority of things (barring roars and other very brief hitboxes). I adore fatalis but acting like your roll is just a one button solution to issues is stupid
@@earthnugget7881 13 is a pretty reasonable amount to get through quick attacks. Fatalis' bite is a quick attack. I trust you to put two and two together here. If I can I-frame through attacks with Lance's hop (which has even less than 13), then you can do it with a roll
@@praseetharae8815 Rise has so few I-frames without Evade Window I think I've rolled through attacks less than 10 times in my 600 or so hours of playtime (without that skill investment). World is very generous in that regard, to the point it feels like I'm cheating sometimes
Just yesterday I was struggling with the Phantasm and Dying Fire boss in DQ3 (absolutely sisyphean nightmare if done a bit early like I did and I've played my fair share of bullshit Dragon Quest bosses), took me 4-5 tries.
See this video, notice DQ mention in the description, stay around (despite me not having played a single MH game) to see if there's allusions to DQ and which boss from which game, *oh my god it's the boss from yesterday.*
Needless to say good to know I wasn't the only one. Great video! Loved listening through it. I'd consider it artificial difficulty when the challenge primarily revolves around factors that aren't skill, to reference said DQ boss, fighting six enemies all of them with the ability to summon another copy of themselves at will. At that point, it's not about beating them, it's a war of attrition and desperate race to murder them all before they randomly decided to summon a bazillion extra copies because they're immune to any kind of stun or debuff. Then it's no longer skill, you can beat the first wave but you won't beat the fight if you're unlucky.
All righty... you reminded me I didn't beat him because I didn't beat Alatreon... because I never like the DPS builds and focus more on learning to dodge, survive and play the game as an old game hunt and not speedrun. So I need to go back and beat Alatreon now... HOWEVER you reminded me as well about the last Malzeno in Rise and to me that was perfect, if you have the knowledge by previous battles and you can win by skill and knowledge while using the core mechanic of the game it is fine, but sometimes it just isn't, being forced to achieve a DPS mark on a 50min hunt that doesn't matter because you die before if you don't reach the DPS mark is absurd.
Also Monster Hunter as well other games sometimes FORCES you to use specific stuff to beat some bosses, there are combos from monsters or situations that can't be avoided by skill, like Vaal Hazak blight and many stuff like that, there is where I think to myself "Is it fine that the game is forcing me to play like this and cutting my freedom?" Being said that... as far as those elements are easy to obtain and implement on your gameplay/build then it is OK for specific situations, but when it is hard to do or you must grind/sacrifice many hours to do that because skill alone and knowledge are not enough then it is really bad design.
I love that you bring up primordial malzeno since I feel like it's the perfect example of capcom responding to the community's complaints about fatalis and alatreon. It's still an incredibly challenging fight not because it has any auto lose mechanics, but instead because it's just fundamentally hard. The monster feels extremely skill heavy and when you lose it really does feel like you have no one to blame but yourself. You didn't lose to a timer or a hydrogen bomb that you failed to defuse, you lost the the boss you're fight, and I really like that
Skill and knowledge are enough. You can beat alatreon with a blast weapon and its not even that hard.
20:38 It looks like you accidentally put a clip of commander Niall over the part where you talk about flawless bosses. That frosty fart eater is anything but flawless