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I don't reccommend using a pre made one
Try and set one up yourself to your own preferences
The game has action cam
It will make the camera control like an action game
You have to go into keybindings and bind a key for it, then you can enable it
But yes I highly reccommend enabling it for controller
Yes, you can play on controller, if you use a better Steam Input config that's actually designed for GW2. My partner and I always play on controller (and have for five years) and we enjoy the game far more this way. And you can build your own, as Joker suggested, but I'd highly recommend trying a few first because building one is really tedious work, especially with Steam's far, far worse new configuration tool, which is clearly not made by anyone who ever actually uses Steam Input... And that's not even getting into Steam Input's frustrating array of bugs and quirks that one has to learn and work around.
If you find a config that suits you, it hardly makes sense to start from scratch when those hours could be spent enjoying actually playing. Also, I've seen several different styles for managing the necessary buttons, and you might enjoy or be inspired by one that wouldn't come to mind if you were just trying to put something together yourself. Good interface design is not a trivial task when you are squeezing a keyboard game with a base twenty actions into a controller.
Here's the setup/guide for my config. If you're new to the game, this may also help figure out what other configs are doing that they don't really explain (eg, the special action on 'N', which one probably won't even know is important for a long time).
https://steamcommunity.com/sharedfiles/filedetails/?id=2853314602
THANK YOU
I'm not alone then
The new controller mapping UI is much worse :(
The steam controller mapping software is really powerful.
There's many ways to get more keys mapped.
You can set a key to be an "activator" key. So while you hold in that key you can set the entire controller to a new mapping scheme.
Edit: To give an example. Imagine Final Fantasy XIV's controller system. You can basically program that yourself. Allthough it won't have the UI to go with it ofc, so will have to remember what does what.
To give another example. When I hold in the start button and pulls the left joystick in directions, it activates different mounts.
Imagine the mount radial, just much faster.
You can have unique commands when you double press a key and when you hold in a key too etc.
There's many options.
The biggest challenge is to find a system that works for you.
It takes time to make a good controller config
There's a lot of trial and error.
But I still reccommend one does so
A premade config will not work exactly how you want it too
Also remember that you will have to use default keys or the exact key binding that the user who made the controller config uses.
Some keys are not even mapped by default in Guild Wars 2
So will have to map them to what the user has set it too (if he's even given a description of that)
And there are lots of ways to do GW2. A key element for my config is grouping buttons so ABXY+Start and DPAD+Back each make a cluster of five buttons. This helps a lot with making sense of GW2s mapping needs. Since you don't have on-screen prompts to remind you, making sense helps a lot with acclimating.
And if you think about it, someone new to GW2 on keyboard is already in a weird place, with the WASD cluster, ten number keys going way outside that space, and F1-F5 up on the other side of that, and space and V. It's a pretty crazy mess, and there are lots of ways people move keys around trying to make it feel better. At least with a controller, your fingers are right on everything and someone already thought about what made sense to need to push.
Besides all that, config building is kind of painful, especially now, and there's a bit of art to it with an input heavy game. While I'm not trying to keep anyone from engaging with it, we should not push people into it unless it's their kind of activity. A lot of people just want something that works so they can play, and telling them they need to figure out Steam Input is slamming a gate in their face. Much better to offer some good starting points (Steam's config search is basically worthless and misleading for a bunch of reasons) and remind them they can get into the control details if they so want.
Remember you can save your keybindings in GW2's options panel, so you can easily swap the whole thing. Makes trying a config much less of a hassle, especially if it sticks close to the default mapping, as a reasonable config should if it wants people to try it out.
Yeah, this is why I have a guide for my config, and I know a few others have youtube videos for theirs (though I personally loathe videos as a way for transferring such information). There's way too much information to put in Steam's useless description box, so I just put a link to my guide there. Steam should have connected guides, Steam Input configs, and versioning years ago, but for all the obvious dreams of whoever initially created Steam Input, Valve seems against actually using it to do anything beyond simple button remapping. Was really hoping the Steam Deck would mean Steam Input finally got some much-need polish and fixes, but instead they made it worse and continue burying their head in the sand about critical things :(
That will serve a peson much better in the long run.
For simple platformers or whatever?
A config is very useful
But for a complex config like an MMO, yes my recommendation would absolutely be to spent some time to figure out how the software operates.
Sometimes taking the easy route is not the best route
It will pay off
You config might be very well explained and easy to adapt too.
I haven't checked it out as I do my own, cool if so
But that's rare.
My recommendation stands
No one have to agree with me and can do what seems right for them :)