Ending sprint is jank
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When stopping a sprint, the character takes way too much time in animation. It doesn’t feel snappy at all, it feels 1) like I’m locked out of my character, and 2) that there a delay between letting go of the sprint button and the animation even starting.
Kindly have another look at this. Last bumped on May 4, 2026, 4:32:29 AM
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Never really thought about this because I'm pretty sure I've just conditioned myself to always exit sprints through a dodge roll to bypass what you're complaining about.
Who am I to say anything, I don't respect my time either.
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You are right, that it should be addressed and simply made smoother/snappier. Sprint was a bit of a quick fix that they have made some refinements to over time. Was never meant to be OP, there was a weight to the choice to Sprint.
I almost never encounter this issue because I cancel out of Sprint w/ a Skill or sometimes a Dodge Roll. But if you can avoid the annoying animation of ending a Sprint so trivially, what's the point of the annoying animation at that point? I know my framing is a bit loaded but I think the point still stands. Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
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Go outside, sprint as fast as you can, and see how fast you can stop.
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I use dodge roll to transition out of sprint.
I did get jank while using blink though. Once my cast speed got too high my blink would follow with the sprint stop animation if I didn't press space bar quickly enough. |
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" Go outside and try to cast a fireball or summon a skeleton archer 🤡 |
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" I did. And now? 🤡 |
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" I see his point, my skeletal archers had terrible aim. Who am I to say anything, I don't respect my time either.
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its not hard to sprint properly. i can give you a tutorial if you like.
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" My point isn’t that I can’t make it work. The point is: it’s jank and if they want to make an amazing game they should fix this. |
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