Less Repetitive ARPG Keybinds

Good Morning Friends! If you have read my blog for any length of time you will understand that I truly and deeply love Diablo-style Action Roleplaying Games, or ARPGs as the genre tends to be collectively referred to. Even a good deal of my current love of Guild Wars 2 is rooted in the fact that for the most part, it owes way more lineage to Diablo than it does World of Warcraft. The only problem with all of this is that the older I have gotten, the less forgiving the deeply repetitive process of clicking to move and attack has become on my hands. At this point, I am on the late side of 40 sliding over forward towards 50, and after decades of heavy computer usage, I just can’t handle spamming the mouse button in quite the same way that I used to. For many, this has meant a shift to controller gaming for their ARPG fix which tends to be considerably more forgiving. However for me… I still deeply prefer the mouse and keyboard experience and have landed on a control scheme that works for me. I thought this morning I would share some of this wisdom for anyone looking for a way to play these games without killing your hands in the process.

Generally speaking, the ARPG is a genre that allows for quite a bit of customization of your keybinds. So far I have figured out a way to configure pretty much every game I have played in this manner. I can’t take full credit for this because my good friend Ace set me on this path some years back, but I have adapted their processes and made them my own over the course of adapting them to several different games. Essentially to understand this process you need to understand two common concepts within ARPGs.

  • Force Move – This keybind will be called different things in different games, for example in Last Epoch that I have been playing most recently it is just called “Move”. Conceptually what this does is start your character moving to a point defined by where your mouse cursor is sitting on the screen. So if you drag your mouse all the way to the other side of the screen and tap force move, your character will path in a straight line to your cursor.
  • Force Attack – This keybind is the opposite of force move, and it will stop all motion and cause you to execute a basic attack regardless of whatever movement inputs were in progress. While I am not actively using it, it can be important to know what this keybind is for the game you are playing in case you need to immediately stop executing a movement command.

One of the quirks of Force Move is if you hold the button down it will be constantly executing a move command toward wherever your mouse cursor is pointing. So effectively it is like your character’s movement is tied to the heading of your mouse cursor allowing you to “steer” the character by moving your mouse. In truth, once you have started doing this it feels way more intuitive than it sounds because your character goes where your mouse cursor goes, and once you are comfortable with it can execute some tight turns as a result.

Because my fingers are already very comfortable in the traditional WASD configuration, I opt for using W as my “Force Move” key allowing me to place my fingers in that orientation and then map other important buttons to be comfortably pressed within the orbit of the W key. There might be some variance between games depending on what is supported but effectively I tend to follow the same configuration setup when possible. It will depend slightly upon the abilities you have access to on a given “class”/build but my standard process follows something like this:

  • W Force Move – The button I am holding pretty much at all times to allow me to steer my character with my mouse.
  • Right MousePrimary Attack – This is the button that I bind my primary attack to that I am executing the most often.
  • Spacebar Movement Ability – This is the key that I will tap when I need to execute whatever movement ability my character has. If it has no movement abilities I tend to bind a reactional ability to it that I might need to hit on a moment’s notice.
  • ESecondary Attack – This one is going to vary quite a bit, but if I need to hit an ability periodically other than my primary attack it is going to go on this key. For example, if I am placing totems or mines or something of the sort, it goes on this key because I find it most comfortable to press while holding W.
  • QPrimary Cooldown – This one also varies quite a bit, but if I have some sort of a survival cooldown I generally put it on this key. This is in part because Diablo III trained this to be my potion hotkey so mentally I associate it with survival.
  • R Situational Attack/Cooldown – Since this key is further away, I tend to place whatever I need to use that infrequently.
  • 1-5Potions – You can blame Path of Exile for this shift, but effectively if there is a health potion button I place it on 1, and if there are other kinds of potions I place them on 2-5. I am very used to reaching up to hit 1 when things are going poorly at this point.
  • Left ShiftForce Attack – If the game offers some sort of force attack key, I tend to put it on left shift so that when I press it, my movement will be canceled for the moment. This is useful for situations where you might need to pause on a moment’s notice to avoid getting into an area effect for a trap.

I’ve pretty much been able to adapt every game I have played over the last handful of years to some version of this keybinding system. You might have to dig around a bit, but almost every game seems to have some version of “Force Move”. In Path of Exile unfortunately I have to sacrifice a possible keybind, because they do not have a separate button that I could bind to it independent of the hotbar. The only game that I have not been able to configure in this manner was Lost Ark, which is probably in part why I never spent much time playing that game. That game had some very specific opinions on what you should be doing gameplay-wise with your keys. I don’t feel like I am losing much of anything though because there are other things about that game that did not exactly jive with me either.

So as we approach the early access testing period of Diablo IV, the very first thing I will be doing is configuring my keybinds to match something akin to the process I just highlighted above. This is what works for me personally, but I suggest it as a less damaging alternative to spamming your mouse click constantly to keep registering a movement input. I had a copy of the game gifted to me, so I will be checking it out along with everyone else when the early access period opens. I am not entirely certain it is going to be my jam, but I am willing to give it a shot. At the moment, however, I am very much enjoying my time in Last Epoch. I am sure tomorrow I will have a post talking about my experience playing it with friends.

Last Epoch Stabilizes

Good Morning Friends! When we last talked on Friday I spoke of how Eleventh Hour Games was struggling a bit under the crush of new players attempting to explore the multiplayer update. This morning I can safely say that for the most part from Friday onwards, the servers were exceptionally stable. I close out the weekend just shy of 50 on my Paladin build and have loose plans to start trying some dungeons and monoliths multiplayer on Tuesday. In truth, there are still some residual issues, like movement abilities often causing rubberbanding where the server and your game client disagree on the location of your character. However, these have lessened significantly over the weekend and for the most part, you can just log in and play whenever you want.

I think it is important to take that statement into context because over the weekend the game saw staggering growth. Prior to the launch on Thursday, the highest number of concurrent players Last Epoch had ever seen was just a bit over 5,000 in September of 2021. Sunday afternoon around 3 pm the game was seeing just over 40,000 concurrent players and at that point, the game was rock solid. Whatever they did to scale the servers has seemingly worked, and my hats are off to the team for certain. Sure Last Epoch had tested its multiplayer functionality in a number of waves, but you never really get a true test until it is under a real load. I would say that once they sorted out the queue thing late Thursday night, they effectively solved most of the issues players were having.

The other thing that I find interesting is just how many streamers have been swapping over to Last Epoch. Really this patch lands at the ideal time, and it was something that they could not really have planned for. Path of Exile is winding down the Sanctum league, Diablo III just had a great season 28… but again most players have finished up that process… and Diablo IV is a few days away. This leaves a vacuum of games that feel relevant at the moment and as a result, every Path of Exile streamer is actively playing Last Epoch and honestly saying a lot of good things about their experience. The above screenshot was taken around 6:30 am CST… and there were still over 10,000 viewers actively watching Path of Exile. I wish I had thought to take some numbers from yesterday when I saw effectively every ARPG streamer of note playing the game. If they start breaking into more mainstream streamers, I think we are going to continue to see those concurrent numbers rise.

As far as the game itself, I likely would have made it significantly further were it not for my dealing with a production issue yesterday at work. Needing to hop on calls periodically limited just how engaged I could be, but I still have reached around the same spot in the story I left off in testing with my Necromancer. I’ve noticed that I am starting to get into territory where resistance is beginning to matter a bit. When I was going through the ice area, I noticed that several of the maps could chunk my health significantly and this largely resolved itself once I threw in a few points of cold resistance. It does make me wonder what I am going to need as far as a resistance profile for the end game. Coming from Path of Exile I am used to needing to cap my resists and honestly, at this point, I have no clue what capping would even look like in Last Epoch.

One other thing that I did over the weekend was creating a Last Epoch page in my “Game Tools” menu. With this, I am going to be trying to collect the various bits of information I am using about the game and the resources that I am relying on. Another thing that I am adding that I have not done on other pages, is a section devoted to the builds that I am playing with video/guide links for each. I figure when the next Path of Exile league lands, I will do the same for that game going forward. These pages are as much for my benefit as they are for yours because I find them a useful way of collecting resources that I might be relying on. I realize after my very trade league in POE, I need to update that page with some of the resources that I used for selling items.

I am really enjoying the game and the build I am playing, but I also don’t exactly feel like I am in a rush. There is no season journey that I am necessarily taking, so there are no objectives I am trying to tick off as quickly as possible. I think my initial goal is to get all the way through the monolith so that I can hopefully experience empowered monolith maps. Like I said before Ace and I have tentatively planned on doing some serious group content on Tuesday night, so it will be interesting to see what the monolith and dungeons are like with friends. I’ve been extremely impressed with how quickly Eleventh Hour Games recovered from the server crush on Thursday and just how stable the game has been. Honestly, I’ve had fewer issues with Last Epoch than I do during a normal Diablo III Season Journey.

If you were waiting in the wings to see if it was stable… then I would say the coast is clear. Come on in the water is fine.

AggroChat #426 – Victim of Success

Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen

Good Morning Folks! We start off the show with some random talk about Rick Astley and the history of Rickrolling.  From there Bel talks about getting a Commander tag and going for the obvious best choice…  that Catmander.  Kodra talks about beating Axiom Verge and his struggles with M.A.S.S. Builder not quite being detailed enough.  From there we talk about the launch of the Last Epoch Multiplayer patch and the struggles of instant 8X growth.  We talk a bit about the challenge of a game launch and scaling servers without overbooking capacity.  Then we finish out with some discussion from Tam about the Star Citizen 3.18 patch and its own server capacity issues.

Featuring:

  • Superfluous Rickrolling
  • Bel is a Catmander in GW2
  • Axiom Verge
  • M.A.S.S. Builder
  • Last Epoch
    • Servers Hugged to Death
    • Various Discussions of the new patch
  • Server Scaling and Massive Updates
  • Star Citizen 3.18
    • Persistent Entity Streaming

Hugged to Death

Good Morning Friends! Yesterday was the launch of Last Epoch Multiplayer patch 0.9 and it was most certainly interesting. Shocking to no one that has ever experienced an MMO launch… there were problems. I attempted to create a character around noon when the servers first went online and encountered a litany of errors and gave up. Last night around 4 pm when I was attempting to log in, I kept encountering the above situation where it would try and load the character and then fail out with an error of “[LE-61] Failed to Matchmake” but have to hit some sort of time out before it returned me to the character select screen to try again. Around 5:30 my time, things had calmed down enough that I was actually able to log into the game as was my good friend Ace. From there we experienced a pretty hilarious night of weird bugs until I reached a point where I could no longer interact with NPCs… and we had to call it a night.

The above video is one that I snagged from this post on Reddit and uploaded to YouTube so that I could embed it. Unfortunately, it was uploaded directly to Reddit so please know I am not attempting to take credit for it. I absolutely encountered this same bug several times yesterday, and in truth, it seemed to be happening quite a bit for various skills. For example, if I used Lunge without a target, it would lock me in the movement animation while seemingly it waited for the command to time out. When I got shield charge, I was able to charge through walls and skip sections of the map…. because I am guessing my client, Ace’s client, and the server all had a disagreement on where exactly I was heading and where I successfully managed to go. The funniest thing though was when I would shield charge… and it would go super slow for a few seconds and then rapidly warp me to the final destination of the ability. When things got really bad towards the end of my session I started rubberbanding back to near Ace’s location because it was as though the server lost track of me.

Please note this is not me complaining, this is me regaling you with the experience we had last night. Ace and I were on discord laughing the entire time like we were drunk with joy. The folks I feel bad about though are the team over at Eleventh Hour Games. I am certain they did not get any sleep last night… most specifically MoxJet aka Judd (Mox) on Discord. He was in the chat when I disappeared last night and was back up this morning around 6 am, still answering questions… still being chill, responsive, and helpful. I remember when we were attempting to log in yesterday I was watching the chat for any signs of updates, and the chat was thrown into slow mode allowing one new message from each user every 5 minutes. Even then being throttled like it was… it was scrolling by faster than I could read it. I mean all multiplayer launches are at least somewhat traumatic, but I feel for the late nights the team is going to have over the coming days.

Last Epoch is legitimately overwhelmed by new players at the moment. If you look at the steam charts, as of writing this post Last Epoch is sitting in the 8th spot for top-selling games in the US and 12th Globally. Notice that Steam indicates that it is new to the list, which I believe means it has not appeared before on the top 100 list at all. This game went from a very niche title to being thrust into the mainstream literally overnight. I bought into the game in 2018 when it was a wildly different experience, and over time it has shifted from something I honestly did not enjoy much to being a legitimate contender for the Diablo/Path Of Exile throne. This is absolutely benefitting from the hype surrounding Path of Exile having a phenomenal Sanctum league, and Diablo IV waiting in the wings… but not quite ready for launch. It is probably even widely benefitted from Diablo II getting a remastered edition that has had its own traction among classic ARPG players. So while this is awesome for the future of Eleventh Hour Games as a company… it is going to be a bit of a rocky ride in the interim for that team.

For the moment since I spent so much time playing Necromancer in testing, I decided to try out a Sentinel build. This looked to be the sort of Righteous Fire gameplay I enjoy where you are nigh unkillable and just AOE everything around you to death. You can see the .85 build here on Last Epoch Tools, which I am adapting to fit .9, and for the most part, there are not significant enough differences to really cause challenges. I also plan on playing around with a Ritualist and Acolyte like I did in testing and Rogue is just stupid fun and arrives at a point of power way earlier than the other classes. I ran a bunch of things up on the test realm and I plan on doing the same over the coming weeks in online play. The game keeps your offline and online characters separate similar to how Wolcen did, so you have to make a choice of playing with friends or not ever playing with friends. I wish we could have at least played characters offline and then shifted to online play, but I get why they wanted to keep online play somewhat sacred.

Sadly I have no screenshots of me playing with Ace last night because quite honestly we were laughing too hard for me to think to take screenshots. We managed to run a few characters up to around level 17, and I plan on more or less holding my Sentinel where it is currently and resuming play together tonight. At first, we thought maybe there was some catch-up experience going on, but I think they just buffed the XP rates across the board whether or not you were grouped. The main thing we noticed is it felt like we were getting way more “Blue” and “Yellow” monsters than we would in a non-multiplayer map. The chat message indicates that the monster’s health is buffed but I think the changes maybe go deeper than that. It felt good to play with friends and did not feel like we were just stomping things without any challenge. I even died last night because I just did not get out of the bad fast enough. It was a heck of a lot of fun and I am hoping the servers calm down or stabilize as the team adds more resources.

I did not get anything that was necessarily set defining, and I probably traded more good items to Ace than I kept because I ended up getting a lot of +minion items on a build that does not care in the least about that. I did get Snowblind which is a somewhat universally good leveling item. Sadly I am not really going into elemental attacks at all, but maybe I will find some +cold weapons to make this do some work for me. I am also using Avarice Gloves which have synergy with elemental attacks. If I can lean in that direction a bit, those items should help me out a little bit. I had fun though and that is ultimately the real judge of a game launch. I think the Eleventh Hour Games team has a great product on their hands, and hopefully, they have the capital required to ramp up enough to stem the bleeding. They definitely have some work ahead of them because the testing did not hammer the servers anywhere near what happened last night. However, I think they are in a good place to move forward because it was at least playable.

Did you play Last Epoch last night? What were your experiences? Drop me a line below.