Targeting and controls

This is my little feedback on targeting and controls on both controller and kbm in this game after playing over 120 hours. I’ll start by saying that targeting in this game is pretty confusing. From my testing, when auto-lock option in the settings is on you start with the white circle auto target lock but can swap to manual or ‘hard’ (as I’ve seen someone call it, manual is what it’s called in the settings) lock that has red circle on your target. To swap target lock mode on controller you need to click on right stick, on kbm however you need to hold T which can be a bit inconvenient for some people. The hold/click difference is because these two target lock modes have different control behavior for kbm and controller. On controller the white circle target lock is placed on the nearest target and you can only change it by moving towards the other (left stick), while the red circle target lock allows you to choose target just by the movement of your right stick thus separating it from character’s movement. On kbm the white circle allows you to change targets just by hovering you mouse toward them while the red circle ‘hard locks’ you (thus the name, probably) on the target and you can only change it by hovering mouse onto another target and pressing T key. This inconsistency between controller and kbm kinda makes sense if you think about it. And the targeting is alright in my experience. Just don’t use the white circle auto-lock on controller, it updates too slow sometimes when enemies leap and teleport around. It’s also just bad if you have any ranged runes or attacks because you need to target backliners a lot of the time, they have ranged attacks and will annoy you otherwise. And you won’t use your right stick for anything but consumables selection which is a blunder imo. This behavior is not explained anywhere in the game at all, neither in the settings nor in any of the tutorials/compendium. You just have to test and taste it yourself. It would be helpful for new players to state the difference between these two modes somewhere in the settings or tutorials.

Now to my suggestion. We should be able to attack, cast and charge spells, hold block and just look in any chosen direction independently of our movement. It’s already possible to walk around a target while holding a shield, charging a spell and just facing it in general at all times unless you’re running. But it’s only possible with target lock. It makes it harder to block against two spaced out enemies. This also means that it’s much harder, near impossible, to hit two enemies with our AoE runes when these enemies stand farther than a radius of the AoE. There are only four exception – Thunderstrike, Hellfire, Glacial Spike and Pestilence. These rune’s description start with ‘Target an Area’. They also have a quick cast on key release behavior, just like charging runes but without any bonus for waiting. However, they also don’t have any target lock which helps casting it more accurately against multiple dispersed targets since it also pre-shows you the AoE! But you can only cast it right in front of your character (locked range) and you can only controll it by moving. If I’m not wrong, there are no other runes that can do this. Besides Armageddon but it has a very very weird behavior, probably bugged. It just locks to the target with target lock on or to the location in front of you when you press the key down and when you release it, the effect is applied to the locked target/location from wherever you are. You can literally lock onto the target dummy in Sacrament, hold the rune key, walk off dummy’s agro zone, release the key and deal no damage (because dummy’s invulnerable out of combat) but see the rune’s visuals from afar. Anyway, back to the topic. No other rune can be cast precisely without target lock and even these four follow only one input – movement. You can’t walk backwards as you can do while charging a spell or blocking in target lock and and cast them in front of you. You can’t cast it around you, closer or farther. I suggest all runes be set quick cast on key release behavior of runes like Hellfire and Pestilence (or better yet, allows us to configure it as normal cast, quick cast on key down and on key release for all runes with targeting, per specific rune or per rune slot), even for melee and projectile runes. And also add the AoE (circular, projectile width, sector of an AoE or in any other form like width plus sector in case of Fire Blast) plus range indicator. Allow us to control the target point for AoE or projectile, regardless of direction the character is walking, maybe even when running in case of some runes or weapons like bows. On kbm with target lock it could require holding left/right mouse button or any other assigned key, without target lock just hovering your mouse could be enough. And without the assigned key down use target lock or the direction character is facing (just like now). On controller use right stick movement or target lock when it is on and right stick is in neutral position, with no target lock and no right stick input – the direction character is facing.

I really hope we get some of this or everything and a bit more in the upcoming combat update or even sooner. I have no idea how hard it is to implement but most of these mechanics are already in the game (like the animation of walking backwards or sidewards and charging a cast, blocking), they’re just restricted to specific runes or control options.

There’s an AI Summarize option which is great but I’ll also include the version of my text refined by DeepSeek (the easier to access AI in my country):

Feedback & Suggestions: Targeting Systems & Directional Control

Playtime: 120+ Hours
Focus: Targeting mechanics (Controller & KBM) and directional attack/spell control.

  1. Current Targeting System: Observations & Issues

The current dual-targeting system (auto-lock/“white circle” and manual-lock/“red circle”) is powerful but opaque and inconsistently implemented across input methods.

· Lack of Explanation: The system’s behavior is not documented in-game, in settings, or tutorials. Players must discover its intricacies through experimentation.
· Inconsistency Between Controller & KBM:
· Controller: Auto-lock (white) selects the nearest target and can only be changed by moving the left stick. Manual-lock (red) allows target selection via the right stick.
· KBM: Auto-lock (white) allows target switching by mouse hover. Manual-lock (red) “hard-locks” and requires hovering + pressing T to switch.
· While this input-specific logic is understandable, the differing control behaviors (click vs. hold to switch modes) and lack of clarity create a steep learning curve.
· Key Practical Problem: On controller, the auto-lock (white circle) is often ineffective. It updates too slowly against mobile enemies and is poorly suited for prioritizing ranged backliners. This also renders the right stick largely redundant outside of consumable selection.

  1. Core Suggestion: Decouple Aiming from Movement

A significant limitation in current combat is the inability to independently aim attacks, charged spells, or blocks while moving. This becomes critical in several scenarios:

· Blocking against multiple spaced enemies.
· Effectively landing AoE runes on dispersed targets outside a single spell’s radius.

Currently, free-aiming while moving is only possible while locked onto a target. This feels restrictive and limits tactical positioning.

  1. Specific Suggestions for Runes & Aiming

The “Target an Area” runes (Thunderstrike, Hellfire, Glacial Spike, Pestilence) demonstrate a better paradigm with their quick-cast-on-release and ground indicator, but they are limited by fixed range and movement-only aiming.

Suggestions for Improvement:

  1. Universal Quick-Cast & Indicators:
    · Apply the “quick-cast-on-release” behavior (with configurable options: normal cast, quick-cast on key down, or on release) to all targeted runes.
    · Add a visual indicator for all runes: AoE circles, projectile width, cone sectors, etc. (e.g., a sector for Fire Blast).

  2. Independent Directional Control:
    · Allow players to control the aim point for spells and attacks independently of their movement direction.
    · KBM Implementation:
    · With Target Lock: Hold a modifier key (e.g., hold RMB) to free-aim with the mouse. If no input, use target lock.
    · Without Target Lock: Hover mouse to aim.
    · Controller Implementation:
    · Use the right stick to free-aim.
    · With target lock active and right stick neutral, maintain lock-on behavior.
    · With no lock and no right stick input, use character facing direction.
    · Consider allowing this during running for certain abilities (e.g., bow attacks).

  3. Fix & Standardize Exceptions: Address the bug-like behavior of runes like Armageddon. The four “Target an Area” runes should also have their range unlocked and be aimable freely.

  4. Conclusion

The foundation for these improvements already exists in-game (walking backwards/sideways while charging, blocking animations, the four area-runes’ system). The goal is to extend this flexible, tactical control to more of the combat suite.

I believe implementing these changes would dramatically improve combat depth, player agency, and satisfaction, especially with the upcoming combat update. Thank you for considering this feedback.