Runers
Nano Nov 1, 2014 @ 6:52pm
Controller aiming "snaps" to x and y axes, and other controller gripes (suggestions.)
I think this is probably intended behaviour, but personally I find it pretty irritating and wish for the option to disable it; the aim should also stay where I put it once I've let go of the stick, rather than snapping back. (Again, this should be an option, not a forced change.)

Also, I'm sure we're all aware that the earth spike (can't recall its exact name, but it's the basic earth rune ability) is really hard to use with the controller due to how it requires not only a direction, but a distance. The game lets you pause to choose where to put it (same with similar abilites) but this doesn't feel good enough. Can't we have an option that makes the game either place it a set distance away always, or automatically place it under the feet of the closest enemy in that direction? (Perhaps with a damage reduction to compensate for how it'd be easier.)

Navigating the options menu with the analogue stick is inadvisable, because by default the deadzones are too small, and it's easy to accidentally change an option by hitting left or right as you try to navigate up or down on your way through the list of options. My advice would be to either increase the deadzone size when in the menu, or put a small delay wherein it'll ignore left/right analogue stick input, after accepting up/down input.

Another thing that would make the game feel better with a controller is if more of the UI would loop back on itself. By which I mean, if you have a list of items to select, pressing down until you're at the last item, and then pressing down again, would loop back to the top item. I'm not sure if the game has any of that at all, but I know there are some areas that could use it. (This is not a big issue though.)

Overall the game does play pretty well with the controller (tricky spells like the earth spike excluded,) but I felt like offering some feedback.

Edit: Another thing I forgot to mention is that rather than having statistics bound to Y, that should be the class ability button by default. Having the class ability bound to an analogue stick depression was really odd, to me, especially considering how statistics were apparently deemed more important, and got their own button. I found that I kept triggering my class ability by accident while aiming. I'd probably put statistics on the pause screen (that is, when the game is paused they're displayed, with like 40% opacity so you can still see what's behind them) instead.
Last edited by Nano; Nov 1, 2014 @ 6:55pm
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Showing 1-5 of 5 comments
Nano Nov 9, 2014 @ 11:25am 
I've played again since creating this thread a week ago, and I'm chaging my opinion slightly: the controller support /really/ needs improving. I didn't notice before just how much the x/y aim snapping affected your ability to actaully aim, it's a serious issue.

Furthermore, I didn't realise until now that the movement isn't analogue with the controller: you move at the same speed, regardless of pressure, and that hurts. It means you can't really use movement as a way to help aim, since you can't control your speed. Just another thought.

I'm a little disappointed that this thread didn't get much attention when I created it, I thought there'd be a little more discussion on it, since I consider controller support to be pretty important, perhaps you guys need a little more nudging to partlicipate? ;D
Testy Nov 22, 2014 @ 2:18pm 
I totally agree with you. I just bought the game a few days ago and i think the same about the controller.

And actually, i have the problem with the "pause to cast" option in casting list. With mouse and keyboard, it works (when you hit the spell, it pauses, and you can aim, apply effect, and continue) but when you hit the spell with the controller, it pauses, and then, it's impossible to release the pause, and impossible to cast the spell...

Also, there're some passive spells that i would like to cast when it's ready, and i'm not sure the "autocast" exists already...
SAF Nov 25, 2014 @ 6:35pm 
I agree with op as well, controller support needs to be fixed in this game.
Habnabbit Dec 17, 2014 @ 6:16am 
The only two issues I've had so far are controller related. Menu navigation is a little annoying, but the orthogonal snapping is BEYOND frustrating.
stubar Aug 22, 2015 @ 3:51pm 
I came here for same reason. First game I chose that stone spike thing and it is just so hard to aim it. I switched to keyboard and mouse and it was easier. This made me wonder how I'd play local co-op, which is one of the main reasons I got it.
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