In non-combat areas (weapons sheathed), initiating movement while using a controller seems to lack the “transitional fluidity” that it should normally have. What I specifically refer to is anything BUT the leg movement. Normally the legs should move first while the rest of the body organically “catches up” with a slight delay. When using a controller it does not happen. You can best notice this misbehavior when trying to move backwards from where you’re facing while the character is standing or just performing a quick turn while moving.
The character turns instantly with no smooth “swaying” of the body. This isn’t the case when using a mouse & keyboard, as by clicking around you can see the character’s body realistically turn around as it should while with a controller it robotically switches direction with no such complex transitioning animation.
In combat areas (unsheathed weapons) it’s behaving normally though, animation looks great and the shifting of weight from parts of the character’s body while turning/ initiating movement facing backwards looks proper.
This didn’t seem to be the case during Closed Endgame Beta (don’t remember for sure in Open Beta/ Early Beta Access) as movement felt fluid with a controller across the board, so much so that I can remember being impressed by how great it was for an ARPG. Bought the game about a month ago since writing this and just couldn’t place my finger on what seemed to be lacking/missing, looking back - now I think I do.