I want to say first, I really love this game! And most of the time it is playable on Steam deck… But i just started my second toon after going v1.0 and i have to say the game becomes more and more wierd by day after v1.0 has released… I have a lot of the same issues others has pointed out but i have gotten this wierd stuff going on after i make a custom loot filter chat box constantly pops up and your controls stop working until i pop into forge and out a few times… Loot filter also stops compare to work proberly when not using pointer… Colors on loot filter also stoped working! I know that one dont seem to be controller specifik…
Another Thing there is bothering me that controller settings cant see the diffrence between in combat or not so we can map all 4 right side buttons! Like A should be working as interact out of combat and skill A in combat! I know the devs and owners pride them self with being huge fans and players of aRPGs but the controller settings and so on deffently dont show it at All, it stinks of a PR stunt!
Ohh yea forgot one big Thing! Since i play on Steam Deck i jump between keyboard and controller a lot! Well i did! Since now i cant because after playing abit the controller part breaks completly until i reload the game!
With All that said! I love your game as a whole, but ffs get the controller support fix asap!
For what it’s worth, I do highly appreciate the option (although it’s forced here) to bind all 5 skills to controller buttons other than the A (the interact button) because I like to pick up items while in combat. I also don’t want to accidentally pick up items instead of attack while in combat. Because of this, when I play PoE I leave the A button unbound, wasting a slot that other players would otherwise have.
But the Y button on the Xbox controller, I have no idea what that even does in combat. It seems like a wasted button because it does nothing.
Last Epoch limits you to 5 skills anyway, so I don’t feel the loss of A and Y on the Xbox controller for bindings much at all anyway, but I’d support giving players the option to use the A button contextually in combat. The tricky part is how well they can code the game to interpret when you want to attack and when you want to pick up loot. PoE doesn’t do this perfectly, and I forget how Diablo 4 did it since I haven’t played in over 6 months.
Edit:
Speaking of contextually aware controller keybinds. I do find it a bit odd that there are 3 controller buttons that can be used to go back/exit/escape from menus: the Xbox controller’s View button (colloquially known as “Select” (Super Nintendo term) or “Back” (Xbox 360 term)), the Menu button (colloquially known as “Start”), and the B button, which simultaneously triggers the skill on the hotbar even while in menu.
I don’t mind having multiple buttons do the same thing inherently. The problem here is the opportunity cost of what those buttons could have been used for instead for more quality-of-life shortcuts to navigate the UI.
Prefacing this with a note that I really, REALLY like Last Epoch, and would love to be playing this game for awhile.
Having come from other recent ARPG’s, one of the things that really sold me on this game was controller support, but as it stands it’s simply unplayable with controller. Targeting/Aiming goes out of whack all the time even when there’s mobs directly in front of me/the way I’m targeting on stick, many skills aren’t able to be used due to targeting needs, and the input lag/delay even in offline mode is very sporadic and frustrating (primarily for action bar skills).
I personally couldn’t care less about hotkeys and inventory management as the transition from controller to mouse is flawless and is a great implementation for those sorts of things, and the game feels GREAT with mouse and keyboard. Coming from D4 however, where the controller and UX elements worked very well together and I could bang out entire sessions with just my controller, trying to do the same in Last Epoch is a frustrating chore.
For reference, this has been my consistent experience across 3 different wired controllers and 2 different wireless controllers, all responding the same way, despite no issues and no stick drift with controllers that work flawlessly with all my other games across various platforms.
Oh well in that case, maybe they should add “Minion Attack” into the grid of options the skill bar as a method of making it customizable for controls. The tricky part with that is, for balance reasons, maintaining a 5 skill max skill bar even though there are 6 user configurable slots. I’d take that over having to dig into the settings menus just to adjust my controls and keep them in sync manually with the existing skill bar implementation. For example, I may want to set “Minion Attack” to X and my skill that would be on X to Y instead so that I can more easily roll my thumb between Y and B, especially since Last Epoch lets you hold down one ability before it’s ready, and when it is, it starts. Love that.
Hi.
I’m currently playing a Bone Golem Necro on 1.0 patch.
Relating to controller usage and feedback, this is extremely difficult to manage with some of the skills.
Feks Rip Blood should have an enable lock to minion that you can toggle.
Most of the game play with this “speck” is built around casting Rip Blood on your minion to prock Bone Shatters.
This can be translated into other similar functioning skills aswell if implemented.
Not sure if it is a bug or working as it is intended but when you take the Unbroken Prayer node in the Healing Hands tree to make it a channeled ability it channels at a maximum distance from the player and does not lock-on to enemies. I play with controller and this forced me to go to M&K for this particular build.
My meteor build is a painful to play on controller. A random shit mob tends to get targeted; there goes half my mana, leaving a screenful of mobs to run me down.
I refunded the game I was so upset with controller experience in the first 45 minutes, but seeing how serious the team is about making the experience great (and I really want to play the game!), I rebought it lol. I’m invested in this thread!
selecting a menu option from the menu wheel often moved the Right Stick through to the next screen, placing my cursor somewhere random
I don’t like having a cursor at all on controller. Certainly not 3 (THREE!?) options of cursor – right stick for essentially the mouse cursor, left stick to move through interactable buttons, dpad to move through the buttons but differently??
selecting an item in inventory “grabs” it, then leaving the menu leaves the item floating on the screen. Can’t make it go away without entering inventory again.
highlighting stuff (using Left Stick or DPad) in the skill menu shows information, but the highlighted skill’s button’s white outline collides with the description box making some of it hard to read?
Really really want to play this game, but I don’t want to fight with it. For all its flaws, D4’s controller support is awesome (there are other examples too – Hades’ movement and aim, e.g.)
Feedback from playing offline mode with controller and occasionally using m+kb for inventory management.
Let us remap or change the default behavior of R3. Currently it’s set to be your portal button on click, and toggle item highlighting on hold. Occasionally I’ll notice that I toggled it by accident and have no idea how long it’s been since I’ve had items turned off.
Traversal skills are painful, especially ones like Teleport when compared to its functionality on kb+m. Fixed distance (understandable) and doesn’t allow you to blink through any obstacle or elevation change (absolutely drives me up the wall).
The menu UI for faction shops just doesn’t function with controller currently (at least when I played on CoF on offline mode)
I don’t know how it happens, but I frequently and accidentally open the on screen keyboard. Usually after switching back to controller after putting the controller down to use my mouse.
The same goes with the normal chat box. But in this case, I’m often inside an echo and suddenly cannot press any buttons until I scramble to my m/kb to click off the chat box before I die.
I really dislike being reliant on using the on-screen cursor for controller for a number of UI interactions. Dungeons in particular are egregious.
Dungeons. I can go to a dungeon and insert the key on controller, but then need to use the on screen cursor to accept prompts to enter. This is particularly annoying in area 1 and 2 of dungeons since I’ll go up to a door and try to enter the next area but get hit with a prompt that disables my skill buttons (in an area with enemies) and forces me to use the on screen cursor or my mouse to accept.
In-game prompts for using items or mechanics often don’t tell me what button on my controller they’re meant for. At first, I didn’t know which button was for the dungeon skill until I randomly pressed it. Same goes for things like when you hover over a dungeon key, it’ll tell you to right click to go to the dungeon, but not the button on the controller.
When switching between controller and m+kb, I often notice the cursor position is desynced.
I want to like controller so badly, but it is simply painful to play on in its current state.
I can talk about my personal experience. Using Xbox Series controller in PC and in-built Steam Deck controller. Everything works 8/10… However, I have a coumple of coments about issues to solve:
-The most disturbing issue is when you are checking either in inventory menu or in map intems features the R3/L3 is soooo buggy. For example, you need to press L3 to compare intems and L3+R3 to get full info. If you follow this combination you can check for couple of second the extra info and ranges for the item but them all the item info windows dissapear.
-Exploring the inventory is not easy at all, taking a lot of time to move from inventory to equiped items.
Anyway! I really appreciate your efforts to make the game controllers friendly!
The game is a piece of love!
Remap: Have you checked out other apps? I know it’s annoying to use something outside of the game, but it can literally be a gamechanger. I’ve been going through the main ones. DS4Windows and reWASD. reWASD has been a good solution for me. Ability to tie buttons together and remap things. Set up profiles for each character and easy to switch. Choose what controller you want to emulate.
Travel skills: What I was coming to post about, but then realized there might not be a solution. It would maybe have to be a settings option. Either autotarget to closest target in view or go max distance in direction character is facing.
Onscreen keyboard: Maybe that’s a Steam setting? Disable it all the way through. Happened to me, looked like the Steam color scheme.
Chatbox: When switching to MKB then back, I get it stuck there too. I keep hitting ESC and it stays. Took me a bit to realize I have to move the mouse off the box. Did you try moving the cursor with the Right Stick?
Dungeon UI: Is that even with the Directional Pad?
In story mode: When trying to interact with a quest point, silver and gray diamonds, it won’t let me activate it. When I move the cursor over it, the mouse will show a dialogue box, but no matter what I can’t trigger it.
When using a PS4/Generic controller, the action bar still shows right click as the mouse natively. So using that, I’m just missing out on a skill.
The whole transitioning to mouse and keyboard, does it have to work that way or can it be made to something that just has both at once? Should resolve the desync issue. Make it so the key/button bindings are hidden on the bar?
Very happy controller support is where it is! That said some very annoying things currently that would be awesome:
Let me completely disable the controller’s “Mouse Mode”. It absolutely causes problems with UI focus, appears at random annoying times, it makes tooltips randomly pop up in weird places, and I don’t even use it. I just reach for my mouse if I need to point. I think having two pointers is causing more issues with the UI than necessary. Seems like a band-aid because not all the modals and windows etc actually support controller navigation.
Toggle targeting behavior for traversal skills. Current behavior is absolutely what I want if it’s a utility traversal skill. Playing Falconer with Aerial Assault though, I want to be able to tell it to target. That whole skill is just designed around having a target.
Every new area change, certain buttons won’t work. It’s like I have to activate it by using the first skill on the action bar before they are all enabled again.
I noticed that when playing, sometimes all items would just be hidden. I tried turning off the loot-filter. Didn’t fix it. Wasn’t able to pick up anything. Did some digging and found a bunch of posts EHG was just blaming it on controllers.
It’s the tool-tips. Tapping the right joystick opens a portal. But if it’s held for too long, it toggles the tool-tips.
Can you make the amount of time it needs to be help longer than 1 second or let people change bindings? Anytime I try to change any bindings, everything is locked. Even the toggle tool-tips binding is blank, it still activates. I feel like this is one of the features most won’t care about. If you can’t see or pick up any loot, there’s no reason to play.
Using most traversal skills (native or enabled via skill tree) is painfully clunky on controllers due to heavy target lock-on. One of the worst offenders: Chthonic Fissure - if there are any enemies to the side, forget about moving ahead towards your intended destination; it will snap you onto nearby targets regardless. On the contrary, Transplant works just fine - you teleport to the maximum distance towards whichever direction your character is facing.
A few potential solutions come to my mind:
a) ‘traversal enemy lock-on’ option that can be toggled in game settings to, e.g. 360, 180, 90 degrees of lock-on area or OFF - I imagine this would take longest to develop and implement to work alongside the current auto-targeting system
b) ‘free-aim traversal’ option that would disable target lock-on for all traversal skills
c) keep the lock-on as is when the left analog stick is in idle position but switch to max range free-aim when it is titled (lock-on when stationary, free-aim when moving)
Love the controller feeling so far! What i miss most is an easy way to targe yourself or your minions. I always have to stop playing, find a nice empty area and reach for the keyboard to apply a buff.
i’m having huge issues with wraith necro build. i can’t life drain my minions as it randomly targets whatever the hell it wants and then i sit there unable to cast and run around and try not to die. Please fix this! have it lock on to the closest minion to where your character is facing to cast. controller use is also not fun, cant transverse up and down hills. can’t cast minions down or up hills… targetting sucks and it needs to be better for proper controller use.