I think it's unnecessarily tedious and buggy. As it is right now, you're still in "combat" even though the enemy is very far from you, to the point that sometimes you can't even see it, and when it finally gets to you, quite frequently it doesn't attack you or rapidly stops because it has gotten too far from its spawn zone. This also creates a chain effect where if you move to get away from the aggroing mob or to find it, you're risking to get aggro'd by yet another mob that will further prevent you from mounting.
I understand that this is done to make the world a little bit more dangerous to explore, but it just doesn't work and it only makes it tedious. In addition to this, the mobs, just like pretty much everything in overland, are very rarely a threat anyway, so they're an annoyance that if anything break the immersion: why is my horse refusing to let me mount even though the enemies aren't really close? And why shouldn't I be able to use a mount to flee the battle, anyway? Irl, horses were used to flee from dangerous situations so it doesn't make sense in that regard.
This problem becomes especially irritating if you're trying to level up the mages guild skill line by picking up lore books. The grinding already isn't particularly exciting, and the fact that your character dismounts to get the book, risking to get aggro'd and then being unable to mount again, makes it really boring. Imo leveling the mages guild in a fantasy game with epic proportions such as this one, should be a little more exciting, but that's a matter for another day (I know there's a daily but it's far from effective).
I suggest to let us mount even if we're in "combat". If we're really in combat, then we will get knocked off the mount, and if we aren't, we will get away and save time.
Edited by Eridanus on September 21, 2021 11:21PM