I know what you mean about jumping off ledges by accident. I haven’t done it much, but it is frustrating when it happens. However, I think they’re trying to avoid it feeling like a platformer by having jumps automatically execute while sprinting. I don’t think a dedicated jump button is the solution. A few alternative solutions:
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(My preferred option) Add a dedicated dodge button on B/Circle, which currently isn’t used for anything except backing out of UI/menus. I’m an advocate for fully customizable controls, but B/Circle should be the default dodge button instead of tapping A/X as it is now. If B/Circle is a dedicated dodge button, then you also use that for jumping. So, sprinting would work as it does now, but to jump, you’d need to hold B/Circle near a ledge. The downside to this is you won’t be able to complete jumps quite as fluidly, but I think it’s a small sacrifice.
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Add a delay before jumping so when you accidentally run up to a ledge where jumping off would kill you, you have a chance to change course before your character jumps. Problem with this is it would make the movement feel clunky when you’re actually trying to jump.
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Disable jumping off any ledge that would kill you/any ledge over a certain height.
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Reverse the way walking and sprints/jumping works now. So, by default your character sprints all the time, but then holding the button causes them to walk or execute a jump when near a ledge. Problem with this is you’d burn stamina necessarily in combat. My solution to that is to simple remove the stamina requirement for sprinting in combat. There’s a stamina cost to every other combat movement. We don’t need one for sprinting necessarily.