Please fix issues with sprint causing unnecessary loss of character control
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My #1 biggest annoyance with the game currently is the awkwardness of sprint.
In particular, there are 3 issues: 1) Accidentally holding a dodge roll for a tiny fraction of a second too long results in the start of an unwanted sprint animation. This is very easy to do when spamming back to back dodge rolls. This makes you immediately vulnerable to being knocked down by any hit, which is my #1 cause of deaths BY FAR and is, frankly, infuriating. Since you cannot decouple the sprinting from the dodge roll hotkey, there should absolutely be a window of a couple seconds after starting a sprint where you cannot be knocked down, so that accidental sprints don't result in immediate death. 2) The slide animation at the end of a sprint is WAY too long. It's both goofy visually and causes annoying loss of control of your character, especially when you accidentally sprint for a fraction of a second (see #1) and are then locked into sliding halfway across the screen. Again, a shorter duration sprint should have a much shorter (or no) slide animation at the end. 3) For many melee skills with built-in movement, such as Falling Thunder, the momentum of rolling, sprinting, or sliding is often carried into the skill. This leads to weird situations where you are trying to cancel your sprint with an ability but your character keeps moving for another second or two before actually executing the skill. If you are sprinting forward and trying to Falling Thunder the pack of mobs following you, your character often turns around and runs straight into the middle of the pack before actually executing the attack. It feels awful and makes many melee skills almost unplayable. Most ranged skills don't have this issue because they can be used while moving and will immediately cancel a sprint without triggering the sliding momentum. If there's one thing I want to see fixed in 0.5 it's this. Please make sprint feel better to use GGG! Last bumped on Apr 13, 2026, 7:48:08 AM
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Sprint is a mechanic that was introduced to ease the map backtracking and traversing through the cleared map.
It was Added SOLELY for purpose of stopping the outcry on how tedious running around cleared map was. Now you try to abuse that system to jump from pack to pack. You are getting punished by a system design, because of wrong usage of that utility. Hence, your post is invalid. PS. I play melee (actually Falling Thunder) and have 0 issues with Sprint. I just don't use it near packs. https://poe.ninja/poe2/builds/vaal/character/Evergrey-7535/Chonkest?i=1&search=name%3Dchonk&timemachine=week-15 Last edited by Evergrey#7535 on Apr 13, 2026, 4:02:12 AM
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" Even if that were true, it's way too easy to proc an accidental sprint when you're just dodge rolling. Like it or not, it's a core part of the game and combat flow now. When something in the game feels this bad to use consistently, it needs changes. The feedback is valid even if you disagree. If your solution is "I just don't use it" then you're proving my point. |
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" It is true. " Is it? Fat fingers out there? It happened to me once after which I learned to care about my thumb on the space-bar. My solution is: learn the mechanics and use them properly before posting to change it. It's literally a skill issue. I love dodge. I have no complaints about Sprint. Fuck, I am happy they added it at all. Feedback can be invalid when you are basing it on assumption of how something should work, while being mistaken about that foundation. Which is what happened here in most of your points. Now you can align your feedback to base it on something you feel could work better, while not working against the design - dodge/sprint button hold threshold, or rebinding the Sprint key (expect designed clunkiness on the sprint start for the latter). That's valid feedback, I just disagree/see no reason for work here. Last edited by Evergrey#7535 on Apr 13, 2026, 7:21:44 AM
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" Tap the button, and don't hold it. Not the games fault you're unable to just tap. |
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