# Attack inputs are broken with toggle run – and painfully slow walking should not be the default

**URL:** <https://forum.norestforthewicked.com/t/attack-inputs-are-broken-with-toggle-run-and-painfully-slow-walking-should-not-be-the-default/15170>\
**Category:** Wicked Feedback\
**Created:** [May 1, 2025, 11:43am UTC](https://forum.norestforthewicked.com/t/attack-inputs-are-broken-with-toggle-run-and-painfully-slow-walking-should-not-be-the-default/15170 "2025-05-01T11:43:22Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![Lights](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/lights/32/12428_2.png) [@Lights](https://forum.norestforthewicked.com/u/Lights)\
**Post date:** [May 1, 2025, 11:43am UTC](https://forum.norestforthewicked.com/t/attack-inputs-are-broken-with-toggle-run-and-painfully-slow-walking-should-not-be-the-default/15170/1 "2025-05-01T11:43:22Z")

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_For me, these issues apply when using a gamepad._

I appreciate that you added a “toggle run” option, but in practice, it just doesn’t feel right. On paper, it sounds like a nice quality-of-life feature, but in actual gameplay, it becomes a frustrating workaround to a deeper design issue.

Here’s the core problem: with toggle run enabled, you _can_ walk by gently pushing the stick forward, but if you try to attack while doing so, the game will always interpret it as a _sprint attack_ - even if you’re barely moving the stick. This makes performing _charge attacks_ extremely awkward, since the system reads your intention wrong. Your options become: 1) turn off toggle sprint every time you enter combat, or 2) stand still like a statue to avoid accidental sprint attacks. Neither is good.

But this is just a symptom of a larger issue: why is walking even the default movement mode in a game like this? And it’s not just slow - it’s _painfully_ slow. There is almost no situation where I would _ever_ choose to walk, unless I’m on a tight beam or trying to avoid detection (in both cases I will always use the sneak function anyway). In a fast-paced ARPG that’s built around exploration, combat, and momentum, walking just kills the flow. It feels like a holdover from a different genre or a legacy system that doesn’t belong.

Some suggestions:

- Make running the default movement mode, and flesh out the “bugs” mentioned.
- Remove walking entirely or bind it to a modifier key/button if it’s truly necessary in rare edge cases.
- Clean up the attack input logic when using movement toggles - attacking while walking should never trigger a sprint attack regardless.
- If I toggle run on, it should automatically turn off when I stop moving. That way I need to press it each time I want to run, which gives better control.

Right now, the system feels like it’s fighting the player’s intentions instead of responding to them. It feels untested, because I can’t even consider these issues bugs. Movement and combat should feel fluid and responsive, not like you’re managing toggles and tiptoeing around input quirks.

Not being able to auto-run is what made me instantly quit playing on launch, and now it’s happening again.

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**Author:** ![balrogslayer](https://avatars.discourse-cdn.com/v4/letter/b/4af34b/32.png) [@balrogslayer](https://forum.norestforthewicked.com/u/balrogslayer)\
**Post date:** [May 2, 2025, 9:06am UTC](https://forum.norestforthewicked.com/t/attack-inputs-are-broken-with-toggle-run-and-painfully-slow-walking-should-not-be-the-default/15170/2 "2025-05-02T09:06:10Z")

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I understand that pressing sprint is and should be useful, but should walking without holding the button be THIS slow? 😅

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**Author:** ![Chemile0n](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/chemile0n/32/5788_2.png) [@Chemile0n](https://forum.norestforthewicked.com/u/Chemile0n)\
**Post date:** [May 2, 2025, 9:15am UTC](https://forum.norestforthewicked.com/t/attack-inputs-are-broken-with-toggle-run-and-painfully-slow-walking-should-not-be-the-default/15170/3 "2025-05-02T09:15:21Z")

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i moved this over here, to collect feedback about the same thing in one place 🙂

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**Author:** ![balrogslayer](https://avatars.discourse-cdn.com/v4/letter/b/4af34b/32.png) [@balrogslayer](https://forum.norestforthewicked.com/u/balrogslayer)\
**Post date:** [May 2, 2025, 9:28am UTC](https://forum.norestforthewicked.com/t/attack-inputs-are-broken-with-toggle-run-and-painfully-slow-walking-should-not-be-the-default/15170/4 "2025-05-02T09:28:47Z")

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I don’t think it’s really the same topic, but ok, I’m sure the feedback will be noticed regardless 🙂

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**Author:** ![Morning\_Glory](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/morning_glory/32/8582_2.png) [@Morning\_Glory](https://forum.norestforthewicked.com/u/Morning_Glory)\
**Post date:** [May 9, 2025, 5:30am UTC](https://forum.norestforthewicked.com/t/attack-inputs-are-broken-with-toggle-run-and-painfully-slow-walking-should-not-be-the-default/15170/5 "2025-05-09T05:30:57Z")

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I agree completely and I don’t know why more people aren’t bothered by how slow the walking is. For me, it helps a lot to bind the toggle run to a button. Makes it it easier ti swap between walk and run

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**Author:** ![Zenith](https://yyz1.discourse-cdn.com/flex003/user_avatar/forum.norestforthewicked.com/zenith/32/7800_2.png) [@Zenith](https://forum.norestforthewicked.com/u/Zenith)\
**Post date:** [May 9, 2025, 6:14am UTC](https://forum.norestforthewicked.com/t/attack-inputs-are-broken-with-toggle-run-and-painfully-slow-walking-should-not-be-the-default/15170/6 "2025-05-09T06:14:13Z")

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I LOVE the walking animation with the staff. It has weight and looks great, If they increase the speed in terms of distance traveled per unit of time, I hope they don’t touch how good the animation of walking feels.

From an RP perspective, it feels great. I always sprint otherwise if I want to travel quicker, though I understand the reason people dislike it is because sprinting triggers the climbing onto any ledge/object or jumping off edges, which can get you killed in narrow platforms.
