Collection of controller issues after trying it out
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I tried out to play with a controller which was a surprisingly great experience, but due to several issues I had to go back to mkb.
First the small objective ones: 1. When you use compare on potions, it doesn't show your equipped potion. 2. No seen/unseen NPC dialog highlights (!) so you never know when new dialog as arrived. And then the game breaking ones: 3. Activating the time pillars in Sekehemas. This is where I had to abandon it. If you are within range of a pillar and a monster is within a few meters its almost impossible to activate it. Yes, you can do use the right stick in the direction of the pillar and do some hand acrobatics (or commit to rebind the entire default action since you can't have a secondary assignment for it for these cases), but even in this case its extremely pedantic with positioning compared to when no monsters are around. And given you are chased around by monsters and getting hit is detrimental, you need to be able to do this in a flick motion. So I guess any key environment action during combat will be a problem. I was hard locked from the trails with a controller by these input constraints. 4. The targeting of some skills just don't make sense. I think that skills generally makes a decent job of selecting which target to pick - and the aiming is okay. But when I want to use a skill in a certain direction sometimes it listen to the direction stick and sometimes not. But what is up with Freezing Salvo! I don't think I had it target anything over a 2H session. By default, it just shoots around me instead of the closest monster, which misses everything as a ranged character. If I'm moving, it shoots in the movement direction (which as a ranger will always by away from the monsters) and hit nothing, and if I aim with the right stick it shoots it outside of the screen instead of a monster in that direction. And back to Sekehemas, the walls that one of the rock dudes create have mega high priority so it feels like my character refuses to target anything else if walls are up. And if monsters are too far away, they don't get targeted even if I can see them on the screen so the character just shoots in a random direction instead. Last bumped on Jan 13, 2026, 6:55:32 PM
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I want to add to this post regarding controllers.
I noticed that targeting monsters right in front of you with ranged attacks will cause the character animation to aim towards the ground. Making skills with pierce feel really bad. Example is Fragmentation Rounds, shoots through nearby targeted enemy and hits the ground. Can be replicated with any ranged attack while using Pierce Support also. I recommend disabling this animation, or better yet add a free aim option to skills, so you can pick and choose which will use the targeting system. Shotgun type skills would feel so much better letting me freely aim in any direction. I've missed many frozen enemies because I can't place the shot properly due to targeting. This option would also be nice for sniper like shots, allowing better alignment with piercing shots. To help while using free aim, add a faint laser pointer or something. Last edited by Logickane#5017 on Dec 8, 2024, 1:50:55 PM
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" Hi mate sorry for ressurecting this post, but I have same problems with my Fragmentation rounds and permafrost bolts. I struggle to detonate the frozen enemies and I don't feel my PIERCE to be working at ALL! Can you explain me like step wise what should I change to fix this issue? IGN: Chichotka
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