Solution to item pickup AGONY

Forced-to-pickup feels very bad for controller play. Every item of loot on the ground feels like a stun-lock trap that wants to kill my character.

Its worse than you might think because for me I want to benefit from my attack speed so I often hold down the attack button, but if there is loot it will grab ONE item and then just do nothing until notice, release and then re-click. This takes reaction time and often there is more than one item you are forced to grab. Any limited space fight like ritual or delve is agony because you need to find a place to stand.

There are only ~4 premium buttons on a controller. Wasting one for pickup is unacceptable. No I cant reserve one just for pickup or move a combat move to the alt+ zone.

Before the change pickup difficulty was an issue but it was less bad in poe1 than poe2. In poe1 you could turn your back on the mobs and then 'A'(xbox) would switch to pickup. Sadly in poe2 hitting 'A' always refaces you to an available mob and attacks.

FOR THOSE THAT LIKE THE CHANGE, I don't believe it should be us vs you. Some sort of change that works for both needs to be developed.

IDEA for change
----------------
Have the button just do both - You press the button and it attacks with attack animations but at the same time it will also grab one item. The pickup part needs zero action speed but you only get one item per down press. If you want to grab all the items just button mash as normal getting one item per press with the bonus that an attack will come out 'if' there is a valid target. Stuff off screen doesn't need to count as valid. I have no strong opinion on this.

This is not OP. Mouse players still have better control than we do with this change. It would feel great for everyone. If for some reason someone doesn't like this have a toggle in setting to turn it off.
Last bumped on Jun 26, 2025, 5:53:31 PM
You will see some posts like "I never put a skill on X so whats the problem?". The problem is that this is forced mechanic for something we are used for years. If this can be considered as a QoL, it should be made like a toggle so anyone can choose. From my personal point of view as playing with hierophant archmage I have - sigil of power, frostblink, arcanist brand, vortex and there we have the 4 buttons. Imagine how often I use sigil as its on X. And as previously said - this is not a game for breaking fingers so you would use either the L or R2 buttons for something trivial as a curse. Heck, Returnal is a fast pace action game with a lot of things going on still doesnt break your fingers. Why should POE as a game of one-button-to-rule-them-all be such?
"
You will see some posts like "I never put a skill on X so whats the problem?".


I assume you're talking about me, and if that's the message you got, you did not actually read any of my replies on the matter.

I have urged people to actually TRY playing without a skill on X, and to actually use some of the trigger + button skills.

It's awkward at first, but, once you get used to it, I think you will find it to be better. I certainly did, as have many others I've made the suggestion to.

GGG gives you 12 button binds for a reason. It's a super button-intensive game. Heck, they just added up to 3 additional buttons you need to press in end-game maps, using a double button press for each one.

If you refuse to use more than 4 buttons, then that's on you, not on GGG. And, if you refuse to use more than 4 buttons, you should choose your build based around that. Why play a build that wants you to press lots of buttons when you could play one that requires fewer presses, if that's the way you want to play the game?

You're creating this problem for yourself.

Also, keep in mind that the new behavior isn't ONLY tied to items on the ground. It also makes it MUCH easier to grab shrines or other interactables, which used to be a serious problem, especially with divine shrines, where you can't just kill all the mobs before grabbing it.

Now, as I've said before, I'm fully in favor of GGG adding a toggle to the behavior, so that people who don't like it aren't forced into it.

Or they could implement some other behavior, such as allowing us to bind "interact/pickup" to the button of our choice.
I use arc, galvanic field, arcanist brand and frost blink on my four buttons. For a while I put vaal arc on RT+A as a fifth button but it was too slow for the value it gave. Yes I could play 3 button builds but that is very limiting and the opposite of qol. Imagine reading a pob you like and then counting the buttons and sighing, not for console :(

Another issue with the alt buttons is I have 4 golems and 3 auras. I was lucky to have one extra to try RT+A. I could easliy put another aura if needed.

I wouldn't mind if I could map a force-pickup action to RT+A. That would be pretty cool. Regular pickup could be on 'A' and an option to prioritize pickup or attack could be in settings.
"
mozolog#1201 wrote:

Another issue with the alt buttons is I have 4 golems and 3 auras. I was lucky to have one extra to try RT+A. I could easliy put another aura if needed.


One thing that could help you with button pressure would be to not have your Auras bound. They stay on when you revive now, so there's not a lot of reason to bind them.

You can activate them (when you need to) by using the "skill assignment" control (R3), then select any button to get the skill list. While you have the list open, press Square on any aura (or other reservation) you want to toggle on/off. You can scroll through and turn on all your auras at once with this, very quickly.

The only reason I could see not to do your reservations this way is if you're playing one of those wild builds that actually swaps auras depending on the situation.
Oh every time you remove gear to enchant compare etc your auroras turn off. You'd never notice until its too late. Best way to check is to RT, all auras on etc

Report Forum Post

Report Account:

Report Type

Additional Info