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After that, it'll run after a few-minute intervals and/or when you have sufficiently injured it enough to want to rest, so it's up to you to pin it to an area as much as possible and/or ensure each trip to an 'open-arena' results in you doing as much damage as possible. After said timer, it'll then move onto whatever is regarded as the next 'open-arena' and this will keep cycling until the monster leaves the area, it dies, it's injured and wants to move to wherever it sleeps, you fail the mission, or you cart too much.
So, that's the monster PoV out of the way.
This is kinda the point.
If a fight is taking way too long, it can be for various reasons - often a lot of reasons at once. It's no secret that monsters fleeing became a bit more prevalent @ Iceborne expansion (specifically clutch-claw patch), but not enough to seem extreme unless you're just not doing much damage, which can boil down to many things. Passivity, gear, build, weapon choice, resistance or inappropriate element, lack of weakspot abuse, claw use, not making enough opportunities for yourself, taking too much damage or spending lots of time to recover, etc, etc.
Shredding down those hunt-times comes as a result of many things, so be sure to look inward first before feeling it's the game's fault. It's also unfortunate that the post-Iceborne starter set might also give newer people the impression (after roflstomping their way through the campaign with ease) that the game randomly has a difficulty spike or hunt-time-spike later on when they become normalized. It's good that said set helps people to catch up, but bad in that it can easily give a wrong impression later. Not saying that is you, just something for people starting out to be mindful of.
Back when I started, my OCD made it very difficult for me to mix and match gear-pieces to make good use of equipment skills, so I'd usually just build full sets if (a) they looked good and (b) the skills seems remotely useful, and never do anything more than use my LBG (which, in the hands of a noob, isn't exactly a big DPS weapon) to shoot pesky pellets at monsters that would get bored of the fly trying to kill them and run off for 15minutes while my mission timers drooped.
Then I started reading the actual monster notes, consider elements, inspect the weakspots, consider things like sleep-shots into triple barrel wyvernblast openers, use melee more (which can lead to stunlocks for more wyvern nonsense), better use of flashes, pods and environment to pin monsters to one area for as long as possible (rather than just 'It's running? Yes. Can I flash it to stop it? No? Time to run after it for 3minutes'), and do whatever I could to optimize my play.
Sure, I was having fun, but most fights were overly long. Started considering other weapons, researching proper builds, farming gems and doing all the usual grunt work to give myself more options vs more monsters. 15mins becomes 10mins, then eventually 5min, then eventually less - and the quicker you learn to kill things, the less it runs, because it can't run if it's dead. Most veterans will only see it run once or twice - initially, when you engage (which is normal), and probably when it tries to head over to its nest after being bust open by a good build.
Until then, expect the monster to run quite often. It's usually a sign that improvement (in one way or another) is required.
You wasted more time writing a reply than if you had just... ya know, not clicked it. It's like finding an ad for guitar lessons, calling him then yelling: "BUT I DON"T WANT GUITAR LESSONS".
Then why the ♥♥♥♥ did you call?
yes yes yes
it's awful when you forget to mark the monsters with paintball
oh god those paintballs. if you forgot to reapply it, good luck! have fun running around for 10 minutes trying to find the stupid thing.
Or you can use flash pods so they'll get stunned when they run away but do take note that spamming flash pods will build monsters resistance to it so use it wisely.