Dedicated actions button & overall input responsiveness

Please allow us to configure the inputs in such a way that the “Dodge” action is a single action, actuated on PRESS DOWN, NOT on RELEASE, and also a dedicated “Jump” button doing the same thing.

Currently, even if you bind the “Run” hold to another button elsewhere, the behavior of the “Dodge” button is that it actuate on RELEASE of the key, ONLY if the key was held for a maximum amount of time, AND a direction is being held on release.

This causes many issues:

  • It makes the input FEEL slower and worse, because you need to pre-emptively press the button down, and then time the release; this means whathever time you took to press down the key initially is “added” as a delay to your action, in a sense.
  • It makes you feel “slower” or like if you had a worse reaction time than you actually have.
    Say your reaction time is ~200ms, with a jitter of ±15ms. Now say the quickest you can press and then release the key is ~20ms, with a jitter of ±10ms. For that input now, your reaction time essentially become ~220ms with a jitter of ±25ms ! It makes you objectively react worse, which just FEELS bad.
  • If your RELEASE of the key happen while you were crossing the neutral position with the stick, while moving around, then the dodge won’t trigger!

It just adds a delay and variance to the timing of performing the action, which are two things that contribute to a perception of the inputs being “unresponsive”, “janky”, “unreliable”, “bugged”…

Especially in a game designed to be punishing but fair, it’s important that the player feel in complete control of his character, and these details in the control scheme really hinder that control.

Jump being automatic and having no way to have automatic jump similarly hinder the ability to precisely and intently control your character.

I really think the game would feel significantly better in term of input responsiveness with dedicated Dodge and Jump keys.

On a side-note, it would be really awesome to be able to bind the inventory to somehting else than “HOLD Start”; delayed hold inputs just feels very slow and bad…

Please, Moon Studio! This doesn’t even have to be the default, but please gives us the option for the players who wish to have precise control of our character!

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Agree with dodge on press rather than dodge on release, this is most apparent when fighting Echo Knight during later phases where he has a flurry of quick attacks with wide reach that require good timing.

The delay on dodges needs to go, honestly I would move the walk/run toggle to Circle on controller or move the dodge to that button and keep the X for toggling run and interacting/climbing.

I know the circle is currently reserved for cancelling, but you can make it so dodging still triggers the cancel order.

Dodging should be immediate. If not, people will be asking for longer iframes to account for the release delay and having to use dodge predictively instead of reactively.

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