Would really love to see some kind of “hold position” function for the controller. I’m using Foot of the Mountain unique boots which requires you to not move. However in order to aim a spell in a different direction you have to move the left joystick and that causes you to move which is frustrating.
I am on the Steam deck and when using the Native (non-proton) version of the game the left joystick seems to be too sensitive or something, my character always starts running to the right by itself until I slightly tilt the joystick into another direction (left, up, down). If I tilt the joystick all the way into a certain direction and then let go of it the character starts running to the right again. It behaves like there’s an invisible third joystick that’s always tilted right. I tried fiddling with steam input’s options to help with the issue but it doesn’t seem possible to workaround the issue. And no, no other game does that.
The workaround is using the Proton instead of the Native version of the game but the Proton version has worse performance than the Native so I’d really prefer playing Native.
My feedback, I am using your typical XBOX controller that came with my XBOX series X console.
It actually works well, some options though are easier to use a mouse with but for actually fighting I never have to stop and use a mouse or kb for that. except for when in dungeons and you get that popup to continue on as you rearch a door to traverse deeper. THIS has actually got me killed a couple times cause I had to stop and mouse point click to accept this prompt cause for some reason it doesn’t detect any controller buttons being pushed.
Another controller related issue:
The safety box for the mastery choice is tied to the default button input.
This makes the safety box meaningless since you can just ‘skip’ over it.
This definitely needs to get a quick fix to default to ‘no’ rather then ‘yes’ so it demands an extra input, otherwise the safety feature is… well… no safety feature.
That… does not sound like it works well?
It’s fine other than that 1 annoyance.
I don’t know if the devs are still reading this thread, but in case they are here is my one piece of feedback concerning controller support.
Consider the following scenario:
I want to make a quick 180 degree turn to attack an enemy that is behind me. With a mouse, all I have to do is place the cursor somewhere behind my character and activate an attack skill. My character then instantly spins around and attacks exactly in the direction of the cursor.
Naturally, I expect to be able to do the same thing with a controller, by flicking the left analog stick towards the enemy, and activating the attack skill. But what ends up happening is that when I engage the analog stick, my character starts slowly turning (and running!) in that direction, and when I activate the attack, it goes off in whatever direction my character happens to be facing at that moment, regardless of what direction I am currently holding the stick in.
This feels like something that should be fairly simple to remedy. When an attack is activated, simply check if the analog stick is engaged, and if so immediately rotate the character so that it faces the direction of the stick, and then attack.
I had the feeling that the autotargeting felt sluggish but couldnt put my finger on why. Glad you pointed this out
Two things.
One controller is at a massive disadvantage for spinning your character around. For instance Foot of the Mountain requires you to be stationary to get its buff. Well a mouse can just move their pointer to where they want to cast and the character will ONLY turn, but a controller will cause you to move and cause you to lose the stacks. Controller needs a way like with the right stick to just cause your character to spin in place.
Two
When selecting a blessing with controller sometimes it selects the wrong one. Now I have to refarm that monolith to get the blessing I want.
Today I leveled a Aerial Assault Falconer to lvl 70. Verdict: Unplayable, don’t bother unless you like boxing against your controller.
I am pasting my latest reddit post here with the list of things that need to change as of today.
Hi, I wanted to start by saying that I LOVE the game but as someone that plays on his couch with controller on his TV there is much to be desired yet, don’t get me wrong I appreciate a lot how good the controller support is up to now!
I just started taking notes every time I had a bad experience with the game because of controls.
So here we go:
1)Aim Assist
Aim assist especially for ranged builds feels really bad right now. e.g. when I try to use bow attacks with rogue even when I move the left stick in the direction of the enemy the skills miss most of the time, so I waste a good bunch of channeling time or first shots missing the target. For people that can’t play with KB/M either because of accessibility issues or preference, you could provide a strong Aim-snap support with the controller to the stronger or closer target.
Also, if you are ranged the targets that are inside your character model are Untargetable something that is not a problem with the mouse at all. You need to move for the aim system to highlight them at all.
2)Menus
I have many gripes with the menus while using the controller.
For starters the whole hold down for radial menu and release on selection is really bad IMHO and should be a simple press of select button and select with either the left or right stick and A (if you want to be able to move your char while on menu). Also radial menu shift for more selections could happen with the bumbers (BG3 style)!
Another really appreciated change would be to allow us to open a menu on the other side of the screen while we have the inventory open. for example, if I’m in the inventory and press the left trigger (that would normally move the selection to the shop or forge if it was open) then a selection of possible menus would open so I can also open the start screen forge etc.
Filters. This is simple currently the filter window does not have controller support at ALL.
B! IF YOU PRESS B TO CLOSE THE MENU YOUR CHARACTER WILL CAST THE SKILL THAT IS ON THE B BUTTON! Dear god is that annoying. When i want to close the menu and press B in the city I keep hearing my char say “nOt GoNnA hApPeN!!!” again, and again! So annoying!
Inventory Grid. Simple but make the range of squares that I can jump off from the inventory to the sort and move all materials buttons bigger please. What I mean is that if I want to move to the button’s menu from the inv grid I have to go under one button, or it just skips the buttons and goes straight to my equipment. Also hold DPAD button to move repeated squares please!
3)Compare items stick buttons.
I don’t know how this passed QA but the trying to compare items I have to hold the stick down and after 2-3 seconds most of the time I lose my grip move my character and lost my selection on the item, so I start from the top left square of the inventory and have to find my item again rinse and repeat. IMO controllers have aim assist so the very least they can lose is to move while on menu. It’s fine.
4)Complete quest with dialog open.
Currently there is a huge chance when you talk to someone to finish the quest you are doing for the rewards window to come up and the only way to close it is by moving the cursor with the right stick… Its a bug. Also, there is some kind of bug with the B button that throws you into the quick bar to change skills sometimes when you press it its rare tho.
5)Skill Nodes.
I get what you try to do. DPad selects the skill and stick selects the nodes. It’s just a bad idea and for a beginner its unreadable. Bumbers already give the possibility to change the selected skill keep it at that or allow to press B and reselect the skill to expand. Dpad and stick should be interchangeable in those Fullscreen menus anyway.
6)Menu Size on TV
I play mainly on my TV with the controller and many times I can’t see clearly what happens or the menus are a bit small. I use a 65-inch tv and I’m not even that far. Just something to consider as I get its personal preference.
Teleporting Not controller specific but please give us a better feeling feedback that we are teleporting or changing area. A simple hiding animation like the throne and liberty teleportation would be amazing. Much better that full world freeze and my character moves on a waiting server environment. legit many times I am waiting for the game to load back from the portal I am not sure I selected the portal at all!
Whatever I write here I still think the DEVS know better in the end so what I would like to recommend for whoever is in charge of the controller implementation is to play a bit of D3 eternal edition on switch as I think its the PRIME example of Arpg controller support (before you guys rage, I am talking about the controls ONLY nothing else). Yes, you would need to make controller specific menus (BG3 and D3 switch edition also did that) but the better controller experience would make the difference from playable to godlike.
Oh, and to the dev that is currently managing the controller implementation: I see you Sir/Madame and your work does NOT go unnoticed! Keep up the good work!
This Bug is still present in 1.0.6 although it feels slightly less terrible.
Whatever was fixed, it wasn’t enough.
Just here to say that the Ballista really needs to be set to just spawn at your character’s position if using Controller. It’s really soured me on the class a bit, since I love turret classes but don’t enjoy mouse controls unless I have WASD to go with them… which I don’t.
I’ve also found that some abilities (specifically on the Paladin) that are just outright unusable as it stands. More specifically on the targeted heals. Most of the damage based ability smart targeting is good, but using heals it is always casted at max range in the way you’re facing. An option to smart cast an ability on Self or Nearest Ally would help in that aspect a ton.
Another example is the Drain-Life ability on the Necromancer. It seems to place pools randomly instead of at least centered on a minion (with the talent specc’d) making that ability rather useless or RNG on a controlleer.
I don’t know if this would be better placed in the bug forum, but drain life skill seems to be nearly unusable on a controller. Unlike many other skills, drain life doesn’t soft lock onto a target and instead just ground targets at the skill’s maximum range, making it useless for most encounters.
A forum search shows that this problem has been previously posted about but it still persist as of today (07.2024) and the patch 1.1 notes don’t appear to suggest that a fix is expected. So I wanted to again bring awareness to this issue.
Starting in Patch 1.1, the game prioritizes my Flight Sim HOTAS - yes Flight Sim! - over mouse and keyboard. Everytime I Alt+Tab out of the game and return, my mouse cursor is gone and LE wants me to play using my WINWING Throttle.
I love the game, especially the item and skill system. I also like where it’s going with the league mechanics and everything and do recommend it to friends.
But god damn, your controller implementation just plain ass sucks! Just look how PoE or PoE2 is doing it and copy it. Or even the one from D4 is better.
For example, why are you not using combinations? With that, I mean any Trigger + A/B/X/Y. Like this, many more inputs could be directly mapped to a button press instead of that clunky wheel.
Some things aren’t even usable on the controller, like turning off/on the loot filter. Please show some more love to controller users, especially if you want to release the game onconsoles one day.
While casting Warpath, other skills have a significant delay in adjusting facing.
That is, if I’m holding the stick to the left, and then suddenly turn right and press another skill, it will fire to the left anyway. Even after waiting around half a second after re-aiming, the skill will fire in a random direction, such as up or down, as if my character is turning very slowly, despite Warpath’s direction changing instantly.
Yeah, the controller system is still a lot behind compared to the competitors, the problem you are pointing out it’s really annoying and destroy probably the only little movement advantage that a controller player can have over a mouse and keyboard one, making the movement system really bad and a downside, and also the auto-aiming with builds that fire projectiles at distant, half of the time you shoot at the wrong target, even if you aim correctly to another target, if they want to go live on the consoles with this system, well, be ready for a shitstorm, you can’t bring this system in a contest as the console one where the players play games super smoothly on controller and where they find instantly all the flaw of the actual system, but it’s also being year that the controller is supported, and if this is the best result we are in big trouble
I really wish they would put some effort into the controller. Trying to play a mele character and you can’t even target all of the bosses. You also can’t move and attack - only move. This makes it terrible to play with a controller. I have submitted bug reports, but the black hole of not fixing issues continues.