WASD and Click-To-Move both feel incomplete

Complaints about WASD:
1) Janky 2-axis movement instead of fluid analog movement

2)No pathfinding when moving, get stuck on stuff you can't see because the screen is so busy.

3) Looting is more annoying, since if you fail to exactly click the loot, you simply don't move (in CTM you will start moving towards the item and not lose any time as you go for a second click to get it).

4) Can't "share the load" by binding force move to multiple buttons, thereby allowing you to relieve wrist strain by switching which hand you click to move with in real time.


Complaints about Click-To-Move:
1) Can't take advantage of PoE 2's new ability to allow movement while casting effectively. Technically you can do it, but practically speaking it is more hindrance than help in CTM mode.


Solutions:

1) Allow binding force move in WASD mode. Being able to bind force move to left click in WASD would solve all of my complaints with the control schemes, pretty much. Click when I want to pathfind / loot. WASD when I want to move in a direction I'm not attacking in.

2) Allow a checkbox to switch WASD from absolute to relative movement (W moves towards cursor, S moves away from cursor, AD move orthogonal). This would fix the janky 2-axis movement to allow it to feel fluid, though it wouldn't address the other WASD issues.

No reason you couldn't implement both fixes, btw. I think adding force move to WASD is probably the easiest fix.


Side complaint: I have bound dodge roll to right click, and the context dependence is a bit iffy. Rclicking a currency item successfully figures out the context and doesn't dodge roll me, but rclicking a stash tab to mess with its configuration doesn't, and I end up dodge rolling away from my stash. This is hopefully an easy fix.
Last bumped on Dec 21, 2024, 11:29:33 AM
+1

Adding force to move when using WASD
Didn't have problem picking up loot with WASD personally. If you click on loot directly it moves towards loot, if anything I would like a toggle to disable that because a lot of the time I just wanted to shoot in the direction where loot is and instead I start moving towards it. Also when you use WASD loot is highlighted when you're in the pickup range (it's not very clearly visible if you use borders but it's still visible, there is highlight around corners of the loot nameplate based on font color). You can also use loot pickup key.
Last edited by DemonikPath#1311 on Dec 13, 2024, 8:32:38 AM
Click to move is horrible and unplayable. It needs to be addressed.
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Karhaa#6561 wrote:
Click to move is horrible and unplayable. It needs to be addressed.

It is playable if you set all your skills to attack without moving, but disabling one of the big selling point features added for PoE 2 in order to make it playable isn't exactly ideal.
"
Karhaa#6561 wrote:
Click to move is horrible and unplayable. It needs to be addressed.


It takes getting used to. You have to learn to click where you want to move, and let your character "drift" to the destination while you continue your point-and-click attacking.

This is what happens to a game when game-controller/WASD inputs are allowed to continually move players in whatever direction they wish while simultaneously allowing players to continue attacking enemies wherever they are on the screen.

Mouse/Keyboard is at a disadvantage in my opinion, because there will always be "downtime" to move the mouse back-and-forth between where you are attacking and where you need to move. But at least the point/click/drift works. And the more I play/practice, the more accustomed to it I get.

Don't really have any choice but to get used to it. I'm never going to use a game-controller or switch to WASD. So, it's either get used to it or don't play.
"
Complaints about WASD:
1) Janky 2-axis movement instead of fluid analog movement

2)No pathfinding when moving, get stuck on stuff you can't see because the screen is so busy.

3) Looting is more annoying, since if you fail to exactly click the loot, you simply don't move (in CTM you will start moving towards the item and not lose any time as you go for a second click to get it).

4) Can't "share the load" by binding force move to multiple buttons, thereby allowing you to relieve wrist strain by switching which hand you click to move with in real time.


Complaints about Click-To-Move:
1) Can't take advantage of PoE 2's new ability to allow movement while casting effectively. Technically you can do it, but practically speaking it is more hindrance than help in CTM mode.


Solutions:

1) Allow binding force move in WASD mode. Being able to bind force move to left click in WASD would solve all of my complaints with the control schemes, pretty much. Click when I want to pathfind / loot. WASD when I want to move in a direction I'm not attacking in.

2) Allow a checkbox to switch WASD from absolute to relative movement (W moves towards cursor, S moves away from cursor, AD move orthogonal). This would fix the janky 2-axis movement to allow it to feel fluid, though it wouldn't address the other WASD issues.

No reason you couldn't implement both fixes, btw. I think adding force move to WASD is probably the easiest fix.


Side complaint: I have bound dodge roll to right click, and the context dependence is a bit iffy. Rclicking a currency item successfully figures out the context and doesn't dodge roll me, but rclicking a stash tab to mess with its configuration doesn't, and I end up dodge rolling away from my stash. This is hopefully an easy fix.


Also auto lock defeats the purpose of a free floating mouse.
The only problem im having with click to move is when I dodge, I emmidiatly right after, take a swing in mid air which slow my already slow butt down....
It could be an engine/code/tech debt limitation. From working on a solo ARPG project in Godot, I know if they've tied too much into how things currently work control-wise, it may not be a simple fix. I'd imagine they'd know how best to structure things to avoid that, but it was a consideration I'd had after starting my project and I needed to refactor multiple scripts to make what some would consider a simple change.
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Papito#5286 wrote:
+1

Adding force to move when using WASD


Agreed. This would be great.

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