Dodge/sprint key mapping is still a problem

I turned on game today to check if this has been addressed but, alas, it is not. Dodge and sprint being triggered by the same key has often caused me to enter sprint mode unintentionally, and in some cases this has resulted in character deaths when I am in the middle of action and don't focus on key press duration.

This is especially bad when Blink is active, in which case I often fail to avoid entering sprint mode when specifically trying to make button press as short as possible. If, when trying to position my character in specific spot, overshoot it with blink and try to correct it by pressing opposite direction, my character will just keep running in undesired direction slowly turning left or right - this has also gotten me killed on few occasions.

There must be an option to bind these to separate buttons.

A suggestion would be to have 3 key bindings:
- Dodge/Sprint
- Dodge
- Sprint

Then we can choose to bind first one, the latter two, or all of them, depending on our preferences. But in general I would prefer if controls were strictly one type of action on one button. No combo buttons, please.

Seems I will not be trying mapping this league, I have suffered enough already just trying to not miss the temporary content. I really hope this gets addressed in next big patch.

On the side node: I wonder why sprint was necessary to begin with as opposed to increasing base movement speed or adding more movement speed options, or reducing area size.
ขุดครั้งสุดท้าย เมื่อ 20 พ.ย. 2025 10:51:10
The dodge serves as sprint wind-up time, and initial iframe for evading.

You cannot imagine the end-result, this is why you want it.

If you allow people to sprint without wind-up, people will try to out-sprint dangers.

And if you can out-sprint danger, that is great. Because you do not have the "slow" part of dodge roll.

But if you fail to out-sprint it, you are knocked down.

And then you die. And then you tilt. And then you uninstall.

Edit: Also, dodging is not slowing you overall. It is the same as not dodging. (generally speaking, modifications aside)

And sprinting is out-of-combat, this is the big difference with "base movement speed". It is a compromise between keeping the combat slower, but giving the option to move faster from A to B.

Extra base movement means faster combat, and this means GGG will make all boss skills much faster, so they have some chance to land.
แก้ไขล่าสุดโดย Skellymancer#5263 เมื่อ 20 พ.ย. 2025 08:09:01
"

The dodge serves as sprint wind-up time, and initial iframe for evading.


Historically, dodge existed as its own feature in 0.1 and 0.2 so this is not true, specifically that it serves as wind-up for sprint.

"

You cannot imagine the end-result, this is why you want it.


I do not need to imagine it, I merely need to remember, I played versions of this game prior to addition of sprint.

"

If you allow people to sprint without wind-up, people will try to out-sprint dangers.

And if you can out-sprint danger, that is great. Because you do not have the "slow" part of dodge roll.

But if you fail to out-sprint it, you are knocked down.


If this is your concern then you could also have suggested to implement a windup for dedicated sprint action to bring it in line with dodge-into-sprint action.
That said, it is already possible to bypass "wind-up" by using blink which puts you in sprint pretty much instantly, so this makes me doubt that there was ever an intended cost of "wind-up" to enter sprint at the first place as you might suggest.

If you were to address side note in your edit - note that there is 3rd option listed to make areas smaller which would address your counter-point of keeping combat slower while make your movement faster relative to area size.
It is wind-up for the sprint, sorry that you do not get it.

But facts are facts.
On what your "facts" are based, might I ask?

Let me re-iterate - dodge was added to the game more than a half of a year before sprint, it was designed as its own feature.
Given their development cycle I am willing to bed that sprint wasn't even on table when dodge was designed as it was added in 3rd iteration that we as players could play, which means 2 feedback cycles in between, highly possible in response to complaints about slow traversal through the game.

I expect something more constructive when claiming it exists as "wind-up" than personal attack or "facts are facts"

Edit: Also none of this is addressing the core complaint in the feedback. Let me know if you have some actual suggestions to resolve it.
แก้ไขล่าสุดโดย Azorien#2307 เมื่อ 20 พ.ย. 2025 09:11:23
Based on the reality.

You press something - nothing happens - you keep pressing it - it start happening.

Wind-up time. The definition of it.
"
Azorien#2307 เขียน:
On what your "facts" are based, might I ask?

Let me re-iterate - dodge was added to the game more than a half of a year before sprint, it was designed as its own feature.
Given their development cycle I am willing to bed that sprint wasn't even on table when dodge was designed as it was added in 3rd iteration that we as players could play, which means 2 feedback cycles in between, highly possible in response to complaints about slow traversal through the game.

I expect something more constructive when claiming it exists as "wind-up" than personal attack or "facts are facts"

Edit: Also none of this is addressing the core complaint in the feedback. Let me know if you have some actual suggestions to resolve it.

Fact 1: Dodge exists since 0.1, the release of EA.

Fact 2: It's windup-time for the sprint.

There are no personal attacks there. The only reason you're feeling "attacked" is because you can't deal with facts.

Because facts don't care about your feelings.
"
You press something - nothing happens


Absolutely not true. Dodge happens. A specific action one might want to trigger mid-combat to avoid certain attacks. Now I suggest reading original post again to see the problem with sprint being on the same button.

"
There are no personal attacks there. The only reason you're feeling "attacked" is because you can't deal with facts.


There are several lines that focus on my ability to understand the claim that only serve to irate and don't add anything constructive.
Copying half my sentence to make it look wrong, wont change the facts.

Again: sprinting is action.
For this action to happen, you need to hold a button for specific time.
This specific time it takes for the action to happen is called "wind up time".

Dodge duration is the wind-up time for the sprinting action.

It is undisputable fact.
I cannot be any more constructive than this.
แก้ไขล่าสุดโดย Skellymancer#5263 เมื่อ 20 พ.ย. 2025 10:01:38
While with current behavior it is prerequisite to perform dodge before performing sprint, dodge is also an action of its own, with its own mechanics and use.

And there are at least 2 use cases for this button:
- use it to dodge an attack (often followed up by a non-sprint action)
- sprint, in which case you wait out the dodge because it happens to be on the same button

So while it happens to be "wind-up" for sprint it is not its sole purpose.

The whole blasted post was about ability to reliably trigger desired action depending on use case with or without triggering the other action.

It is not the sole purpose of dodge to serve as wind-up, and that is an important distinction, which was omitted in counter-points.


I am rather baffled what is the purpose of all these responses. Do you disagree that there could be separate key binds for these actions? Even if dedicated sprint button would have a wind-up built in?
แก้ไขล่าสุดโดย Azorien#2307 เมื่อ 20 พ.ย. 2025 10:36:08

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