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AI Limit doesn't have this problem and I noticed immediately when I played the demo.
It's much better to do this separately. the roll button lag in Elden Ring is painful to deal with.
And one last thing. I think it really was a bad idea to still use the old jump button format from early Soul-like games (running and then press L3 to jump) the animation seem kinda off too. Very hard to precisely land in the otherside without falling into the abyss.
Actually, now that I think about it... if sprinting doesn't cost stamina, why is it even a separate action from running normally? Shouldn't you just run at full speed by default?
I disagree. Having it on the same button is much more cumbersome and at times annoying. I've lost count on the amount of times I accidentially rolled instead of running or vice versa and the ramp up time to start running is just a pain. I much prefer it being on different buttons.
Fromsoft is not the perfect standard for everything people are making it out to be, their games have plenty of flaws.
I do agree that if it doesn't cost stamina and there's no plans to make it cost stamina in the full release, there is no reason not to make running the default.
But the reason they have it separate is because I see there's like run dodges, strafe dashes, and the normal roll dodges so it's good to have the separate binds in this game.