Controller and keybind problems

Hi there, totally new player here who immediately installed the experimental branch.

I’ve encountered some implementation issues around the game mechanics and possible control mappings of which some may come from the fact that as I’ve understood a transition to Bows becoming main weapons.

My playthrough only used Bows and 2H gauntlet/claws and favor dodging, but some encounters (unfortunately) heavily favor Parrying to get the advantage which led me to some realizations. Feedback is based on not having expanded my offhand slots so maybe I’m misjudging something, happy to be corrected if true.

Parry on [LB] behaves different from other binding

It looks like Parry got moved to [LB] which now serves 3 functions?

  1. Tap = Parry
  2. Hold = Block (if holding a Shield)
  3. Hold = Show/Use offhand Runes? (No idea how this works, is it also from old mechanics?)

However when not using a Shield, holding [LB] does nothing and tapping is required to Parry.
Binding Parry to [LT] causes Parry to always trigger regardless of a tap or hold.
The problem: [LB] short tapping is quite difficult to do (to me at least on an XB controller) so if this binding is deemed the best for global defaults, consider making it function the same as binding Parry to another button/key when a Shield is not equipped.

Mapping allowance versus game mechanics

[A]/[Y] Are sprint/pickup but also a Rune use with modifier. But assigning [B] to Parry removes the bind from Runes and are not allowed simultaneously even-though it would work.

Mapping doesn’t allow unbound functions but has an unbound function

It’s odd that you are not allowed to leave functions without bind of which you know you’ll not use but Toggle Walk/Run is unbound by default. I actually didn’t know there was a toggle before checking the controls, I feel running should be a default because walking is incredibly slow. For controller context, while auto run is enabled you can still walk with less thumb stick movement. For keyboard users or better full range stick control, I’d imagine a the additional solution would be to make the sprint hold button become walk instead while Walk/Run Toggle is set to Run.

Control Scheme view is a fixed image and shows old bindings

It would be better if this screen would be dynamically adjusted to reflect the current binds instead.

Thanks for reading.

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