Change this please
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Hello dear GGG team,
as I have already posted before, I would like the sprint movement to be changed. I’m playing a game that is known for clearing mobs quickly and, since last season, also for moving through maps faster. Therefore, I don’t understand why players are given the ability to sprint, but at the same time are punished by getting stunned by the first few hits. I’ve died way too often again because of this, since I only wanted to dodge, but the character immediately went into sprint and—boom—dead. Please let me keybind sprint separately and change the punishment so that you are simply slowed instead. You can’t attack while sprinting anyway, so losing a juiced map because of this just feels bad. I’ve also noticed more frequently that when playing Hydra with Devour and Pounce, I often get stuck in the map terrain (no matter which map). Sometimes I can’t attack or dodge and end up dying because of it. This has caused far too many deaths. The only ways to get out are using Pounce, Devour (if a corpse is in range), or going through a portal. Please fix this, as it also drastically slows down the run. Please rework the Steppe map and similar ones. The hilly terrain feels terrible for movement and attacks. Rituals on such terrain are especially bad. Running and attacking there is exhausting. Because of the hills, you often miss enemies or get surrounded by them. This really needs a rework now. What’s also very uncool are the teleporting Abyss mobs. What is this supposed to be? They teleport around without any pause, feel almost immune to ranged attacks, and deal way too much chaos damage when you try to fight them in melee. The teleporting combined with mobs that have immunity auras makes this even worse. In general, the attack patterns of Abyss mobs chain far too frequently. I really hope for some nerfs here. I hope this gets read by you this time. Last bumped on Dec 31, 2025, 7:18:21 AM
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1. You're playing Poe2 not poe1, so it is not really known for clearing mobs quickly. GGG literally said they want it the other way around this time. 2. Sprint was added only as an answer to "checkpoints are fcked, running on empty map is cancer" issue. You shouldn't use it in between every monster pack. If you want to, you can spec into some Sprint nodes for that purpose. Otherwise, it's a risk you decide to take. 3. Fat finger is really a skill issue. But I agree that sprint should have an option to be binded freely. 4. Getting stuck is an issue and I agree 100% with that. Try playing in a party with shapeshifter. It's pure cancer. I don't really mind remaining points. Either way works for me. |
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Getting caught in a sprint is your own fault. Stop being so heavy handed with your dodge button.
PoE 2 was not intended to be as fast paced as PoE 1 so you have the wrong idea here. LA/Rhoa was nerfed for this exact reason they DON"T WANT super fast map clear. Getting stuck with Devour and Pounce are well documented issues I hope they fix them soon cause it is super frustrating. I agree some maps have some stupid things that body block you, necropolis is another one. Dam pots on the ground, these should definatly be looked at. |
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Hello Evergrey and Cyriac,
thank you for your opinion and your response. I have to honestly say that I don’t fully agree with you. 1. Regarding PoE2, it is not as fast as PoE1 — I agree with that. People clear maps many times faster in PoE1. However, that was not my main point, to compare PoE2 with PoE1!! Rather, I meant comparing it more to other games like Diablo, Titan Quest, Grim Dawn, etc. But even in PoE2, every season there are builds that clear very quickly — you can’t deny that ;). Of course, not as strongly in combination with movement speed or traveling. That’s also why the Rhoa nerf happened. On that point, I agree. 2. I have to say that it’s not always my fault when I get caught while sprinting. Often it’s shots from off-screen or things like worms coming out of the ground, for example. Watch the old trailer again. It is explicitly said that sprint exists not only because of checkpoints, but also to generally move faster through the map. And it gets interrupted, for example, when using a skill. And in order not to use it for combat, it’s not possible to attack while sprinting, so that it doesn’t turn into PoE1. Mainly the Hunter has all the movement speed skill nodes in the tree. All other classes are at a clear disadvantage in that regard. That’s why I find sprint very practical to use between cleared monster packs. And saying that I’m “fat-fingering” is pretty harsh. I don’t know what kind of keyboards you have, Cyriac and Evergrey, but my main PC keyboard is very sensitive in that regard. I also rarely play ranged classes. But it has happened to me far too often that when I get surrounded, you panic a bit and, due to frequent dodge rolling, sprint gets triggered as well. That wouldn’t happen if both were on separate keys. That’s what I wanted to express. I generally find such combined key bindings difficult, especially when they are for different actions. 3. I still think Necropolis is okay, Cyriac. I find the Steppe to be by far the worst. The entire map design is just terrible. Compared to that, I find the pots rather harmless. As for the rest, I have no objections and I’m glad to hear that most of it is known and will hopefully be fixed. |
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