General Improvements - Gamepad
- Improved gamepad navigation for the passive tree UI.
- Improved gamepad navigation for the loot filters.
- Improved gamepad navigation for the MTX shop.
- Added hotkey to transfer materials from inventory.
- Added acceleration and raised the overall speed of selection for inventory and stash.
- Changed the inventory highlight to start at the last active location when opening the inventory.
- Added OnHold actions to inventory to improve material transfer and sorting QoL.
- Added gamepad support for the Ladder panel.
- Added ability to see tooltips while hovering over map icons.
- Made the continue panel for Arena navigable on gamepad.
- You can now navigate the URLs on the bug report panel using a gamepad.
- Changed panel navigation prompts to only be on the panel you are navigating toward.
- Added the LT prompts to the Forge UI panel and the Nemesis Egg Selection panel.
Gamepad Targeting
Gamepad targeting has been significantly improved with a new “Targeting Paradigm” system, completely overhauling how skill targeting works on gamepads (including Steam Deck). This means we can create custom behaviors for every skill based on the intended use of a skill while using a controller, such as:
- ‘Cast On Self’.
- ‘Cast Max Range Forwards’.
- ‘Cast on Closest Enemy in Range’.
- ‘Cast On Enemy in Forward Facing Cone’.
- This paradigm is closest to the old targeting system and is the fallback for many abilities.
This also includes cases where a node or piece of gear modifies how a skill works. This paradigm system allows us to create two-tiered behaviors and far more specific fine-tuning than before. For example, this will make it much easier for players to kite enemies while on the run with most skills. Since each skill has two possible targeting paradigms, you no longer always need to turn and aim directly at foes. Most ranged abilities now have a second tier that defaults to targeting the nearest enemy. We believe this system will make kiting much more intuitive and satisfying. These changes include most fan-favorite bow skills, such as Puncture, and most other ranged skills that don’t have significant cast delays or unique targeting systems.
The Ballista skill is a great example. By default, Ballista is a long-range squishy minion that you summon and keep nearby. However, with the right Skill Tree nodes, it becomes an explosive you want to hurl at your enemies. Previously, the system only allowed for one action - stay or throw - to take place, and thus Ballistae were always thrown regardless of how your Skill Tree was specced. The new system lets summoned Ballistae stay safely at your side while explosive Ballistae are correctly chucked at the nearest enemy.
While acknowledging this can’t possibly perfect gamepad targeting for everything - looking at you, Meteor - we are confident every skill is going to see a noticeable improvement in performance. Overall, this new system allows us much more flexibility to make changes based on player feedback, and we’re counting on you to let us know how we can further improve.
Lastly, as an added bonus, channeled abilities now adjust for height when using a controller.