Can the running mechanism be changed?

First of all, let me talk about the area that I think should be changed the most: a separate button should be designed to drive running, instead of combining it with rolling before running. This will also trigger a brief hard straight when running for a short time during combat, causing me to be attacked by monsters. Moreover, the mechanism of rolling first and then triggering running is already very bad, which does not conform to the logic of character movements and actions, and the experience is also very poor. I think it is better not to bind the same button with running, but to separate it for better action operation.

Next is my proposal for the mechanism of the action system:
I think the running mechanism in Diablo II Remake is very good. It can be turned on or off, just like a switch that allows players to freely mix and match, allowing them to decide whether to run at any time. Then, a stamina bar is used to limit their movement. When a player runs a certain distance and consumes their stamina, they need to stop running and restore their stamina before running again. And it won't fall to the ground due to being attacked while running. Please, this fall is really disgusting and can easily make my character die suddenly, and then I need to start over again. It would be great if the running action mechanism could be redone, or GGG designers could combine the stun bar with the stamina bar. Running requires continuous physical exertion, rolling requires a small amount of physical exertion, shield grid attacks consume physical exertion, and shield bounce attacks consume physical exertion. The punishment mechanism can be changed to deal more damage while running. When attacked while running, the stamina will decrease, and when attacked again, it will cause heavy dizziness and fall to the ground, instead of the current one size fits all mechanism. Then the physical strength can be enhanced through talent or attribute bonuses, with less physical exertion, just like the dizziness threshold.

I previously posted a post that seemed more detailed, but it was deleted. However, I am unwilling to do so, so I am posting another post.


Last bumped on Apr 7, 2026, 2:48:42 PM
D2 running/walking is probably the worst movement system I've seen in a game

The stamina makes it even worse, which I thought was hard to accomplish at first
Last edited by iHiems#0168 on Apr 7, 2026, 12:09:34 AM
Current Sprinting is fine.
If you get stunned, you're using it when you shouldn't.
It was designed to help with cleared map running, not to sprint from pack to pack.

It is build to be dependent on dodge atm, which forces a specific way of using it. Whilst making it bindable to any other key seems like a good idea, it would change its responsiveness, which - knowing GGG - could lead to a nerf/tweak in how would that work. And you may like it even less then.

There's two problems with sprint:

1. People do it by accident and get knocked down and die in the middle of combat.

2. It invalidates some boss moves that were clearly designed before sprint was in the game.

There's many potential ways to address both problems. I'm sure GGG is aware.
Who am I to say anything, I don't respect my time either.
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limityt#0828 wrote:
This will also trigger a brief hard straight when running for a short time during combat, causing me to be attacked by monsters.


That's a you problem. Don't run with monsters around. Same goes for scissors.
"
limityt#0828 wrote:
First of all, let me talk about the area that I think should be changed the most: a separate button should be designed to drive running, instead of combining it with rolling before running. This will also trigger a brief hard straight when running for a short time during combat, causing me to be attacked by monsters. Moreover, the mechanism of rolling first and then triggering running is already very bad, which does not conform to the logic of character movements and actions, and the experience is also very poor. I think it is better not to bind the same button with running, but to separate it for better action operation.

Next is my proposal for the mechanism of the action system:
I think the running mechanism in Diablo II Remake is very good. It can be turned on or off, just like a switch that allows players to freely mix and match, allowing them to decide whether to run at any time. Then, a stamina bar is used to limit their movement. When a player runs a certain distance and consumes their stamina, they need to stop running and restore their stamina before running again. And it won't fall to the ground due to being attacked while running. Please, this fall is really disgusting and can easily make my character die suddenly, and then I need to start over again. It would be great if the running action mechanism could be redone, or GGG designers could combine the stun bar with the stamina bar. Running requires continuous physical exertion, rolling requires a small amount of physical exertion, shield grid attacks consume physical exertion, and shield bounce attacks consume physical exertion. The punishment mechanism can be changed to deal more damage while running. When attacked while running, the stamina will decrease, and when attacked again, it will cause heavy dizziness and fall to the ground, instead of the current one size fits all mechanism. Then the physical strength can be enhanced through talent or attribute bonuses, with less physical exertion, just like the dizziness threshold.

I previously posted a post that seemed more detailed, but it was deleted. However, I am unwilling to do so, so I am posting another post.




I dunno about you but I always do like to do a cartwheel or summersault before I break into a sprint or light jog.

That said guessing the reason for the kinda dumb looking current set up is that they can't think of how to set it up buttonwise for a controller. As the game gravitates towards 1 button clearing though, you can make a case for dedicated single buttons for both sprint and dodge. As someone who tried to do a few multi skill builds I'll admit, losing a button for a skill would have been limiting. I don't have a suggested change or configuration, but support the notion that the current set up is not ideal and could use a thoughtful rework.

I guess you could argue for at least giving the option for a configuration of separate buttons for sprint and dodge. Then it could be a player choice whether the trade off of one less easily accessible skill is worth it or not.
Last edited by Skutz123#5377 on Apr 7, 2026, 2:08:56 PM
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iHiems#0168 wrote:
D2 running/walking is probably the worst movement system I've seen in a game

The stamina makes it even worse, which I thought was hard to accomplish at first


This system is hated even by diehard diablo2 fans. Definitely not something to copy.

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