By this reasoning, all challenges that do not provide full information up front regarding how to overcome the challenge would fall under the label "Artificial Difficulty". Following the "Trial and error is artificial difficulty" reasoning, Super Meat Boy or Dustforce would be mainly artificially difficult since they don't provide you with all information regarding the stage, the hazards and timings within, leaving the player to have to fail in order to gain information.
This is not the case, as all challenges SMB/DF can be overcome by player skill. These games do not invalidate player effort and place them in a failure state arbitrarily.
Trial and error has nothing to do with artificial difficulty and is not an implementation of artificial difficulty. It is the way information is gathered and/or supplied. Given time, the player will be furnished with the information needed to overcome the challenge by player skill.
The Iceclaw/Firehorn tooltips provide the player with more than enough information. They clearly state that if you suffer another attack of the same type, you will take a lot more damage. It is not a leap of logic for a player to thus want to avoid taking another attack of the same kind whilst the debuff is active. Because of the timings of the two attacks, a group will quickly come upon the situation where a player marked with debuff A suffers an attack of type B, subsequently removing the A debuff. Observing and realizing the solution to this puzzle is player effort. Positioning group members to solve this puzzle is player effort and the game lets you pass on to the next phase as a reward. There is nothing artificially difficult about this.
Do not confuse artificial difficulty with the rate/severity at which the game punishes failure and the rate at which information is provided. One-shot mechanics (death wall, distributing damage etc.) are only severe punishments for failure. In addition, one-shot mechanics limit the rate at which information can be gathered since a player will need more attempts to test things.


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) for doing the same thing. "Two exact same ladders ? Pick one ! Too bad, this one is a trap, you're dead."
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