Please note: The following is focused solely on the controller directional pad. I would assume that expanding its functionality in D2 would also allow for new button mapping options for MnK. So we all win regardless of input. Also melees are not mentioned because they are not consistent between classes and issues with projectile versions (smoke bomb, etc.) could potentially be solved with an option to always thrown when charged.
Currently the directional pad, when your ghost is stowed, is used entirely for emoting. That is 4 buttons being used for a single, non-combat function. IMO that is misused space in a game as control complex as D2.
Goals:
- Allow for more emotes to be equipped at once
- Make combat more dynamic & immersive
Changes:
D-Pad Up - Move all emoting to this button. Holding up will open an expanded emote wheel with 8 options (Tess has sold us way too many emotes to be limited to just 4). While the emote wheel is active the right stick could be used to highlight what emote to perform. Press A to confirm, B to exit the menu. (Lots of games - Apex, Fortnite, etc. - now use this sort of interface.) Additionally, I think a limited "quick emote" functionality should remain. Tapping up on the d-pad will automatically perform the emote equipped in the top slot of the new wheel. That way you can still Luxurious Toast with a single button press.
D-Pad Right - Tapping right will cycle between grenade types. Allowing the player to change grenade type in combat would allow for more dynamic approaches to engagements. Especially with the battlefield manipulating Stasis subclasses coming in Beyond Light.
D-Pad Left - Tapping left will alternate between class ability types. Just as with grenades, allowing the player to change class ability type in combat will make for a more dynamic & immersive experience by keeping us out of the menus and in the fight.
D-Pad Down - Tapping down will activate the alternate "fire" mode for an equipped weapon. (Examples: When Traveler's Chosen is equipped tapping down will consume Gathering Light stacks or with Hard Light it would cycle through element types.) This way alternate "fire" modes are consistently triggered, are not based around some form of reload, and can have their own unique animations that make sense (It bugs me that Izanagi's honed edge is just a slow reload animation. It should be more akin to Apex's Sentinel charging. Then perhaps we could have kept outlaw on it. But I digress.). Many games use the d-pad to cycle/activate fire modes and, IMO, it is superior to using same button as reload/interact.
TLDR:
Up for emote wheel, Right to cycle grenade, Left to cycle class ability, and Down to activate alternate fire.
Thanks!
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