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And is already fixed for launch.
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.
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.
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.