Controller Bindings

Currently working on a steamdeck binding for this game and noticed some oddities that make for some challenges in regard to bindings.

First off combination keys don’t behave independently of the base, in that, should I be unable to perform the combination action it will execute the base key input. Combination keys are already a hassle to begin as in any reaction base gameplay, they tax responsiveness… however this game seems to further punish the player by adding a loss of control to it aswell allowing for action unintended to occur. I’m already punished by spending the time to combine keys, I shouldn’t be futher punished for being unable to perform the action.

The major issue this is causing in regard to binding is having to decide what actions can exist on the face button that won’t result in a loss of control should I be unable to perform the combined actions.

Also… why is it so important “gestures” be given a means to never be unbound for controller? Why I ask is because I’m opting for keyboard shortcuts for quicker response. Gesture aswell take far to long to activate, Any hold key beyond 150ms is basically a lifetime for me, yet it seems all hold activation are upwards of 400ms. I will say it’s nice to see hold activations built into the game, however please allow us to modify the activation time, aswell the ability to toggle wether a key is to be activated on hold or not.

Run… so right now the project for me in regards to this game seems to be figuring out how to incorporate run into the analog stick. So far most attempts have been too janky to consider as a solution aside from 1 that basically limits the maximum range so that when auto run is enabled will only run when the stick is at the edges… but now the joystick doesnt work in menus lol. Considering you went above a beyond to create 3 seperate movement style for keyboard, would it be to much to ask for a means to have the option to enable run on a outskirts edges of the joystick?

why do some keys unbind rune keys and others dont? the whole point of combination keys is they require 2 keys to activate and yet dispite this I can’t bind parry to x, without unbinding rune 1? is this related to the above issues? Like to be honest 3 keys dedicated to modifier is too much on a controller, especially when utility could of just as easily been added to direction keys when either offhand or weapon runes are activated

Also… considering there is custom controllers with extra keys, i think having 4 to 10 sudo controller keys we can bind to keyboard keys and then bind to controller would be a huge qol. You can even just have a toggle in the keyboard binding that enables that binding to behave in controller mode. Why i ask is 1 of my auto run attempts I wanted to incorporate shift on the outskirts as this had no menu interaction, however because is executed on the outskirts it will always be the last button pushed on the joystick and thus kicks me into keyboard mode until I move the stick around. If shift was allowed to behave in controller mode I could have my auto run on outskirts with no loss of control, but to be honest if you gave me my other idea I wouldn’t need this, but I could still possible make a much more interesting control scheme if it were a option… like making the number keys controller and now I use my right stick or trackpad to fire off spells with no risk of loss of control.

I really enjoy making a quick menu, mouse combo on the steamdeck, it always shows up in every layout I make. This game I have it as right pad touch is simple joystick, up press is inventory, down map, right journal, and left kicks into gestures which required me to utilize mouse region to ensure the cursor doesnt snap back to center before gesture release is registered. However to keep the mouse hidden I have to use controller keys bound to the left and right side of the trackpad… which then disables mouse input, so now I need to add a keyboard key at the end to re-enable mouse input. Which is cool and all… but why is there so little menu shortcuts?

Menu interactions should also be allowed to bindable.

I’m sure I’ll come across more qol suggestion irregardless to binding, but I find myself frustrated with how combination keys are treated and limited to such a harsh degree that ultimately has me considering abandoning controller mode all together and just making a stable keyboard and mouse layout for the steamdeck… I just really like the menu interaction of the controller but all the other limitations are starting to outweigh this qol.