Monster Hunter Wilds

Monster Hunter Wilds

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Why does the monster flee every few minutes??
Played the beta for a few hours. Every single monster decided to flee MULTIPLE times during a hunt (like SIX TIMES for Rey Dau). It is extremely annoying. Plus, the hunt timers feel shorter than previous MHs, so that chase time really eats away at your ability to hunt. Had two monsters leave the map before we could finish them because of all the running away.
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Showing 1-14 of 14 comments
Lars Feb 7 @ 3:41pm 
Agree, nothing pisses me off more then monsters constantly running away but now atleast we have a mount so thats a bonus
I think you can build camps. If a monster flees you can fast travel to a nearby camp to reduce how much time is lost.
Sevnir Feb 7 @ 3:47pm 
Originally posted by Lars:
Agree, nothing pisses me off more then monsters constantly running away but now atleast we have a mount so thats a bonus
Yes, the mounts help, but mounts shouldn't be a travel mechanic to soften a bad fight mechanic. It's Monster HUNTER, not Monster CHASER.
Sevnir Feb 7 @ 3:50pm 
Originally posted by Simulacrum111:
I think you can build camps. If a monster flees you can fast travel to a nearby camp to reduce how much time is lost.
Again, another travel mechanic to soften the blow of a poor combat mechanic. I am fine with the monster fleeing once or twice like the old versions, but SIX TIMES in ONE hunt?!?! Don't get me wrong, fleeing is a good addition to the hunt, but it obviously needs to be toned down and capped.
jautja Feb 7 @ 3:52pm 
It's old game mechanics, problematic in my opinion, but tradition and all that. Actually there are a couple of ways to prevent escape (depends on the type of monster) but they are still difficult to apply because they have to be ready for very quick implementation.
Sevnir Feb 7 @ 3:57pm 
Originally posted by jautja:
It's old game mechanics, problematic in my opinion, but tradition and all that. Actually there are a couple of ways to prevent escape (depends on the type of monster) but they are still difficult to apply because they have to be ready for very quick implementation.
To be fair, you do make a good point. Flashing, traps, etc. do make a good skill check. HOWEVER, I tried flashing multiple times last night...either my flashes were sub-optimal or it just doesn't work as well as it does in World or Rise.
They addressed in the Pre-Launch Community Update that the monsters constantly fleeing in the beta is a bug.
And is already fixed for launch.
Originally posted by Sevnir:
Originally posted by Simulacrum111:
I think you can build camps. If a monster flees you can fast travel to a nearby camp to reduce how much time is lost.
Again, another travel mechanic to soften the blow of a poor combat mechanic. I am fine with the monster fleeing once or twice like the old versions, but SIX TIMES in ONE hunt?!?! Don't get me wrong, fleeing is a good addition to the hunt, but it obviously needs to be toned down and capped.

There is a secondary purpose. When the monster flees it goes to a different environment. The environment itself can be a huge advantage in a fight.

In the beta, the monster can traverse to an area where there are huge rock formations. You can make the rocks fall on the monster for HUGE damage.

You should look for opportunities to use the environment to your advantage. In some cases, using the environment is way more advantageous than attacking the monster directly.

I mention this because you may see no value in the mechanic or see it as an absolute negative. That is not always the case. Sometimes a scene change can hurt you and in some other cases the monster has sealed it's fate so long as you recognize the opportunity in front of you.

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If you don't get the secondary mechanic, or just don't care for it, your mount and strategically placed camps can reduce the amount of time needed to catch up with monsters.
Last edited by Simulacrum111; Feb 7 @ 4:03pm
yeah one of the few issues i have so far i feel like im spending atleast 5 minutes of every hunt chasing the monster
Makima Feb 7 @ 4:16pm 
Originally posted by Sevnir:
Played the beta for a few hours. Every single monster decided to flee MULTIPLE times during a hunt (like SIX TIMES for Rey Dau). It is extremely annoying. Plus, the hunt timers feel shorter than previous MHs, so that chase time really eats away at your ability to hunt. Had two monsters leave the map before we could finish them because of all the running away.
"lemme stay here where theyre beating the ♥♥♥♥ out of me for no good reason other than me existing since ive never bothered any humans" :mhwgood:
They said in the full game, monster will linger for around the same time world monster do.
If monsters are leaving the map, before you can kill them, you're not being aggressive enough. Note: That does not mean run up to the monster like a berserker, with reckless abandon. Make your attacks, know when to dodge/evade to get out of attacks, but when you do, don't run far away. Try to stay as close to the monster as you can, without getting hit by them. You lose a lot of time if you back way off, it may not seem like a lot of distance to you, but it is. Do this even when you have to heal. That was one of the biggest hurdles I had to overcome when I first started playing MH almost 20 years ago.

Once you get that down, you'll be wasting less time running away and back towards the monster, and spending more time hitting it. With your increased damage on target time, you'll be doing more damage, obviously. You also start knocking monsters over due to this increased damage frequency, meaning they have less chances to run. You can even stop a monster mid flee by getting lucky on the damage topple timing. Unless they're on low health (skull showing on mini-map) they'll stay in the area they're at, rather than continue running, when they get back up. It also means they'll be running to new areas far less as you're going to be killing them faster, not giving them the opportunity to run.

They will still run, but you can deal with that, something new to MH Wilds is that you can attack the monster while on the Seikret, I've been making my second weapon a ranged one because of this. I pull out a LBG, HBG, or even a Bow (less effective on the Seikret), to deal damage as it's running to the next area. Then switch back to my usual weapon to dismount and continue the fight.

Remember, if you were a critter/monster out in the wild, minding your own business, and some crazed little thing comes running at you, flailing ouch-sticks at you, you're going to be all "wtf?". Then, if that wacky ouch-stick-waving crazy little thing keeps attacking and hurting you, you're eventually going to say "I've had enough of this" and try to get away. It's something hunters in real life deal with. You take a shot at a deer, and you miss, guess what it's going to do? Run. That's why it's called Monster HUNTER. Not Monster Boss Room Fights.
Last edited by saber_avalon; Feb 7 @ 4:40pm
The reason they run to areas every couple minutes is so that arena quests/fights can feel all the more special.
Sevnir Feb 7 @ 5:02pm 
Originally posted by saber_avalon:
If monsters are leaving the map, before you can kill them, you're not being aggressive enough. Note: That does not mean run up to the monster like a berserker, with reckless abandon. Make your attacks, know when to dodge/evade to get out of attacks, but when you do, don't run far away. Try to stay as close to the monster as you can, without getting hit by them. You lose a lot of time if you back way off, it may not seem like a lot of distance to you, but it is. Do this even when you have to heal. That was one of the biggest hurdles I had to overcome when I first started playing MH almost 20 years ago.

Once you get that down, you'll be wasting less time running away and back towards the monster, and spending more time hitting it. With your increased damage on target time, you'll be doing more damage, obviously. You also start knocking monsters over due to this increased damage frequency, meaning they have less chances to run. You can even stop a monster mid flee by getting lucky on the damage topple timing. Unless they're on low health (skull showing on mini-map) they'll stay in the area they're at, rather than continue running, when they get back up. It also means they'll be running to new areas far less as you're going to be killing them faster, not giving them the opportunity to run.

They will still run, but you can deal with that, something new to MH Wilds is that you can attack the monster while on the Seikret, I've been making my second weapon a ranged one because of this. I pull out a LBG, HBG, or even a Bow (less effective on the Seikret), to deal damage as it's running to the next area. Then switch back to my usual weapon to dismount and continue the fight.

Remember, if you were a critter/monster out in the wild, minding your own business, and some crazed little thing comes running at you, flailing ouch-sticks at you, you're going to be all "wtf?". Then, if that wacky ouch-stick-waving crazy little thing keeps attacking and hurting you, you're eventually going to say "I've had enough of this" and try to get away. It's something hunters in real life deal with. You take a shot at a deer, and you miss, guess what it's going to do? Run. That's why it's called Monster HUNTER. Not Monster Boss Room Fights.
There were two of us attacking at once. Trust me, we were not giving it space. As it turns out, the fleeing frequency is a bug that will be addressed prior to launch, so "git gud" isn't the completely correct solution.

I also understand AND LIKE the fleeing mechanic. It makes sense that even the toughest monster would flee rather than die eventually. My problem isn't with the monster fleeing...it's with how often it was happening, the shorter hunt windows, and how flashing wasn't seeming to help. Knockdowns and staggers are not reliable enough when the monster tries to flee a half-dozen times each hunt.

I never thought about making a ranged weapon as a secondary for your mount though. I'll definitely try that. I thank you for that tip.
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Date Posted: Feb 7 @ 3:39pm
Posts: 14