Issues:
Current controller button mapping has no room to configure a button for toggle sprinting.
In addition, the gameplay requires frequent thumb button presses and prolonged holds, which can lead to discomfort or even pain during extended play sessions.
Suggested Solution:
Provide an alternative optional controller layout that assigns RB and RT to core actions such as attack and sprint/dodge.
Possible implementation approaches include:
Organizing input actions by gameplay context (e.g. menu navigation, house manage,combat, non-combat , interaction).
Allowing the same physical button to be mapped to different actions depending on the active context. For example, the B button could function as sneak , while Y could be used for parry during combat.
Splits high-frequency actions(such as charged attack and normal attack, sprint and dodge)onto separate buttons to avoid hold inputs on XYAB
Mapping rune action combinations to the LB + D-pad or right stick, thereby freeing up RB and RT for more frequently used actions.
(Optional) Avoiding hard-coded button bindings internally. Instead, expose actions through configurable action slots and allow those slots to be bound via Steam Input. This would enable players to create more advanced controller layouts, similar to Grim Dawn, where a single button can trigger different actions based on press, hold, or release states—allowing one button to handle both charge and warcry.