[Control Schemes] Toughts on control schemes for each class or something like it?
In-game classes like Ranger or warrior have action buttons only bound to their skill slots but Witches needs an action button to "Move Minions To" location.
The conflict is I cannot customize the Action "Move Minions To" without also sacrificing the control scheme I use with let's say Ranger since the button I am trying to bind the Action has a bind for a skill slot with the Ranger class. The idea here is: With Ranger, Right click is a "Skill" action; With Witch, Right click is a "Move Minions" action; I realize there are more than one way of solving this so I will list some: 1. Bind control schemes for different classes in Options menu; Having multiple control schemes for different characters is a thing in games like Overwatch for example and it is good because some characters require different binds depending on the actions they do in-game. 2. Sacrifice one key/finger to be dead on classes that doesn't use it; With this I have to keep in mind that one key is dead for other classes since it is specifically bound to "Move Minions". But it doesn't require resource from GGG. It also means that the sacrificed key cannot be in an important position, this is kinda bad because I think "Move Minions To" is a really important action to not be bound to an important finger/position. 3. Bind two separate keys and get used to it; This is also kinda bad because I think "Move Minions To" is a really important action to not be bound to a important finger/position. 4. Bind "Move minions to" to a less important key; Then other classes lose access to that key as an action and Players will have to adapt to another hand setup for each class. Having to adapt to different setups is possible, but it feels so more interesting to allow players to get used to their hand positioning in any class. This also ignores the fact that newer classes can benefit from having the ability to bind to a control scheme. Saving players from getting used to yet another possible hand positioning AND sacrificing a SECOND key that will not be used in other classes. 6. Make "move minions to" be a skill so we can bind it to any key; This does not sacrifice a key in other classes but it does sacrifice a skill slot. This may be the fastest way in short time and while there isn't a need to bind every single important key/position. 5. Your solution; I am open to suggestions. Be kind, no one knows everything. Zuletzt bearbeitet von SteamSkullerR#7239 um 13.02.2025, 11:57:05 Zuletzt angestoßen am 13.02.2025, 09:01:51
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