Dodge Roll on Shift conflicts with inventory Shift-Click — please add a rebind option
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Hey devs and fellow exiles,
I wanted to write up a piece of feedback about a keybinding conflict I keep running into, in case other players are dealing with the same thing. I love the game and this isn't a complaint, just a quality-of-life issue I think would be really easy to address. The Issue I've rebound my Dodge Roll to the Shift key because that placement feels much more natural to me during combat than the default. The problem is that Shift is also hardcoded to several inventory functions, specifically: Shift + Left Click — splits an item stack Shift + Right Click — moves/places one item at a time from a stack Because Dodge Roll is on Shift, the moment I open my inventory and try to do anything that involves Shift (splitting currency stacks, peeling off a single scroll, distributing items between tabs, etc.), my character starts dodge rolling repeatedly in the background. Even though the inventory is open and I'm clearly interacting with UI elements, the Shift key is still being read as a movement input. This means I have to either: Close the inventory, swap my keybind back to default, do my inventory management, then rebind Shift to Dodge Roll again — every single time, or Just deal with my character spamming dodge rolls and burning stamina/animations while I'm trying to organize loot. Neither is great, and after putting a lot of hours into the game with Shift as my dodge bind, my muscle memory is locked in. Switching back to a different key isn't really an option at this point without retraining months of gameplay reflexes. Why This Matters Path of Exile 2 has heavily promoted full keybind customization as a feature, and Shift is probably one of the most common keys players rebind movement-style abilities to (it's right under the pinky, easy to reach, and a lot of action games use it that way). I'd guess a non-trivial number of players who've remapped Dodge Roll to Shift are running into this exact issue. The core problem is that inventory-side modifier keys aren't treated as separate, rebindable inputs from gameplay-side action keys. When I'm in a UI menu, my character shouldn't be receiving movement/ability inputs from the same key. Suggested Fixes (in order of preference) Best option — make the inventory modifier keys rebindable. Add an option in the keybind menu under "Inventory" or "UI" that lets us change the stack-split modifier from Shift to something else (Ctrl, Alt, or a custom key). This would be the cleanest fix and would let players resolve any future conflicts of this kind themselves. Second option — change the default inventory modifier from Shift to Ctrl. Most other ARPGs and games with inventory systems use Ctrl for "modify quantity" type actions anyway. This would sidestep the conflict for most players who've rebound Dodge Roll. Simplest stopgap — suppress gameplay inputs while the inventory is open. When the inventory UI has focus, gameplay keybinds (Dodge Roll, skills, movement) shouldn't fire. The character shouldn't be dodge rolling while I'm actively clicking things in the inventory. Any one of these would solve the issue. Option 1 is the most flexible and respects the existing customization philosophy of the game. Reproduction Steps For anyone wanting to confirm: Go to Options → Keybindings and rebind Dodge Roll to Shift. Enter the game with a stack of currency or any stackable item in your inventory. Open your inventory. Hold Shift and left-click the stack to try to split it. Watch your character dodge roll across the room while the split menu also opens. Closing Thanks for reading. Path of Exile 2 has been an incredible experience overall, and I know the team cares a lot about polish and player feedback. This is the kind of small friction that, once fixed, players probably wouldn't even consciously notice — but right now it's a daily annoyance for anyone who plays with this keybind setup. Appreciate any consideration the team can give it. —Rosan Last bumped on May 7, 2026, 4:17:17 AM
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Best option sounds good, especially because there are a lot of shortcuts that are never tutorialed to the user and they just kinda learn through irl rng. But if it's something you can read right in your menu settings, it's knowledge available to you from the start, and without any need for a tutorial.
Don't get lost by being so focused on the target that you forget to enjoy your surroundings.
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