Controller Mapping is Rough and Inconsistent (Suggestions Inside)

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Kraythax#2592 wrote:

1. Heal and Mana flasks should be on the shoulder buttons (above the triggers) like POE1 left and right flasks. This is because when you need these, you are under pressure and maneuvering and need to keep your thumbs on the sticks.

You can already do this. Simply edit the skill bar and put the potions on the RB/LB buttons.

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Kraythax#2592 wrote:

2. The skill panels for POE1 actually work better. If I hold the right trigger it switches to a new set of XYAB mapping aand left trigger the same. If we had that it would be much better as you would get 12 skills on XYAB and would be easier for multiple skills.

You can do this. Bind the swap skill bar button to right trigger. Unfortunately you can only bind one of those, but I haven't ran in to a build that could possibly need 3 skillbars worth of skills. Plus I think most of us would rather have LT/RT freed up for using skills, or at least I would.

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Kraythax#2592 wrote:

3. The D-PAD skills can remain with up being the portal (dont make people map it) and down toggling overlay map. The left d-pad should open up a league contextual menu. So push d-pad left to enter expedition setup then use D-Pad down to place explosives. Use d-pad right for showing and hiding the chat window.

Again, you can already do all of this. You can map the contextual buttons exactly how you want. Also, as with the triggers.. I do not want my D-pad permanently bound to stuff I don't use very often (like placing explosives). But if you want to do that, you already can.

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Kraythax#2592 wrote:

4. Clicking left stick should shift to show detaialed information at all times. In combat mode it should show your life / mana and any buffs or debuffs which should be in the upper right and show text when you hold the left stick. In the vendor or inventory windows the same should happen. A single click should pop up a compare if contextually appropriate. Clicking the left stick on a skill in the skills window should pop up detailed stats for the skill. In general left click should be in info mechanism.

There used to be a "bug" where you could make advanced stats show by default until you hit the button again/logged out (while in the stash or vendor holding down the inspect button and press B to exit would remain that way). I don't know why they took the time to patch this "bug" in 0.3. I wish they would just bring it back as a feature, I don't see any downside to allowing it.

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Kraythax#2592 wrote:

5. Right stick click should be a LOCK on button in combat mode. If I am fighting a rare or unique with other whites around it and I select the target I should be able to click to lock on and it stays locked on until I click the right stick again or the locked target dies. In info mode it should allow you to navigate the links like the left stick does now.

I already do this. In the skill bar menu, navigate to the targeting section and you can adjust every skill to behave like a melee or ranged skill as well as adjust what the behavior of melee and ranged is. You don't press right stick, but navigating to a boss/rare with the right stick(in my experience, the game already prioritizes targeting such monsters) will lock on until you move the rightstick again. A much better solution than constantly pressing RS imo


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Kraythax#2592 wrote:

8. Stash navigation is bad. First of all the stash tabs are off the left side of the screen cut off. Second the new stash interface doesnt allow us to configure the tabs and set affinities. In POE 1 you navigate tabs by triggers. I dont mind using shoulder buttons but you should be able to go into stash options by clicking both sticks at once (. In this menu you should be able to re-order the tabs, rename or color them, set affinities and so on.

If the tabs on the left side of the screen are cut off, that's some sort of issue with your monitor overscanning because mine aren't. The new interface does allow to configure affinities so I'm not sure why you think otherwise. I believe the X button brings up the affinity menu, as well as customizing names/icons/etc. In my opinion, the current way of using RB/LB to navigate folders is great but you should be able to use LT/RT to instantly swap between your inventory and the stash instead of needing to drag your cursor all the way over and back again.

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Kraythax#2592 wrote:

9. While stash or vendor window are open the player should be able to jump back and forth between vendor and inventory or between stash and inventory with the trigger buttons. The game should remember where I was when I flipped to vendor or stash (i.e. 3rd row 5th column). If I hit the triggers it should keep flipping back and forth between the spots. If I have something picked up that should come with the flip.

agreed

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Kraythax#2592 wrote:

10. Since I am suggesting another use for left trigger chat should just bee on the d pad right toshow or hide the window in all modes. Wee have the stick to navigate thee stash we can use the dpad for this.

i have chat permanently off so no idea about this one

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Kraythax#2592 wrote:

12. Selling and disenchanting is very bad and should be made consistent. Both interfaces should allow you to have a proposed sale or disenchant. Currently when you open disenchant you use Y to move the item but have to navigate to it and use A to reclaim it. That is really wacky. If I am on the ghost of the item in my inventory and hit Y again it should move the item back. Similarly in the selling interface I should have the same kind of window with proposals to sell and accept with RB. If I am on the vendor side and hit Y the item should be removed.

Not sure about this one, I'll have to go to these menus and see what you mean.

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Kraythax#2592 wrote:

13. Jumping to the search bar in any inventory or vendor or even passive tree should be Hold left stick and hit A for search, hit B for clear search. Alternatively the user could just navigate to the search box and hit A or B.

Left stick and A? Don't you just press/hold down LS to open search as it currently exists? Passive tree you can navigate to results using left/right on dpad if i recall correctly. I don't think you can do that in vendor/inventory but it would be nice.

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Kraythax#2592 wrote:

14. You should Port all of these changes to POE1 so someone going back and forth between games is not fighting muscle memory.

POE1 controller layout is atrocious imo so yes they should

Edit* Oh and one other suggestion, do yourself a favor and get a controller with buttons on the back (I suggest the Flydigi Vader 4 Pro, personally). It will alleviate basically all of the issues with using skills or the mapping of them.
Last edited by DreamAgain#4820 on Sep 5, 2025, 12:52:02 AM
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my biggest issue with controller aside from not being able to inventory with mouse. Is the fact that if you are using a to attack and a is your action button as well. If you do something like put bell down. You just wont attack if youre by the bell. Also if theres loot on the ground and your inventory is full it will priorize looting. I remember they adjusted this and it was awesome for trial of the sekhemas to hit the crystals but its not near as fun while fighting. Double edge sword.



There is an option in the menu to prioritize using skills over the interact button (or vice versa).

The easiest solution, in my opinion, is to simply just have a dedicated interact button with no bound skill. I use Y, personally.
The best solution would be to just fix it rather than trying to explain workarounds that new players wont know and will get frustrated with the game.
Last edited by Kraythax#2592 on Sep 5, 2025, 1:43:58 AM
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Kraythax#2592 wrote:

5. Right stick click should be a LOCK on button in combat mode. If I am fighting a rare or unique with other whites around it and I select the target I should be able to click to lock on and it stays locked on until I click the right stick again or the locked target dies. In info mode it should allow you to navigate the links like the left stick does now.

I already do this. In the skill bar menu, navigate to the targeting section and you can adjust every skill to behave like a melee or ranged skill as well as adjust what the behavior of melee and ranged is. You don't press right stick, but navigating to a boss/rare with the right stick(in my experience, the game already prioritizes targeting such monsters) will lock on until you move the rightstick again. A much better solution than constantly pressing RS imo.


No for two reasons.

1. If you accidentally move the right stick you change targets without intending. A small bump will do it.
2. The click right stick to lock on is in Dark Souls and a dozen other games. Its standardized.
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Kraythax#2592 wrote:
The best solution would be to just fix it rather than trying to explain workarounds that new players wont know and will get frustrated with the game.

Which fix? Anything relating to keybinds is just your personal preference and not related to new player experience at all. The game literally pauses like 30 seconds in and has a tutorial on how to do it.

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Kraythax#2592 wrote:
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Kraythax#2592 wrote:

5. Right stick click should be a LOCK on button in combat mode. If I am fighting a rare or unique with other whites around it and I select the target I should be able to click to lock on and it stays locked on until I click the right stick again or the locked target dies. In info mode it should allow you to navigate the links like the left stick does now.

I already do this. In the skill bar menu, navigate to the targeting section and you can adjust every skill to behave like a melee or ranged skill as well as adjust what the behavior of melee and ranged is. You don't press right stick, but navigating to a boss/rare with the right stick(in my experience, the game already prioritizes targeting such monsters) will lock on until you move the rightstick again. A much better solution than constantly pressing RS imo.


No for two reasons.

1. If you accidentally move the right stick you change targets without intending. A small bump will do it.
2. The click right stick to lock on is in Dark Souls and a dozen other games. Its standardized.


1. The game has a deadzone option in the menu. If it is too sensitive you can try raising it.
2. This makes no sense in this context though. Moving the RS around controls the camera in 3D games. Locking on prevents this and is especially helpful in Soulslikes when bosses are jumping above you, behind you, every which way so you can keep track of them. But there's no camera here. So there's no reason for it to exist.

Think about it.. either you are not aiming at what you want to attack/lock on to, in which case you need to target it by moving the RS and aiming at it anyways.. or you are targeting it in which case you do nothing. I'm not sure what clicking RS is supposed to accomplish. You want to lock on to what you are already locked on to?
I dont agree with that as someone who plays 100% of time with controller.
The fight with rootdredge is a great example. He had only 1/10 life left and I wanted to focus him and ignore the trash. But focus means I manually paage through 300 minions. If I have click to lock its much faster, when he is target just click.
Just a reminder that this is still an issue. I play controller exclusively and its way unintuitive.

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