Elden Ring has some input dropping problems...
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- Опубликовано: 15 июл 2024
- (UPDATE) Looks like they devs saw this video, as both the moving-toggle input drop and two-hand jumping input drop have been stated to be fixed in the 1.07 patch notes, and I've confirmed this is the case in-game as well. Unfortunately, the guard-sprint input drop is still a thing.
In this video, I reveal some circumstances I found that Elden Ring unintentionally drops your inputs consistently, and why such drops may be occurring.
PATREON
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0:00 Discovery of this issue
0:30 Block-Sprint Input Drop
1:04 Why does this glitch exist?
1:57 Moving-Toggle Input Drop
2:38 Two-Hand Jumping Input Drop
3:05 The effect of this glitch on Elden Ring Combat
3:30 On Elden Ring's Input Design|
4:26 What I named these glitched
4:49 Check out my PvP Streams! Игры
UPDATE: Looks like they devs saw this video, as both the moving-toggle input drop and two-hand jumping input drop have been stated to be fixed in the patch notes, and I've confirmed this is the case in-game as well. Unfortunately, the guard-sprint input drop is still a thing. Once the guard-sprint input drop is hopefully fixed I'll update the title with "(FIXED)". Thanks again for getting this video out there and the website as it also mentioned this and some more recently discovered input drops that this video didn't mention. eldenringpvp.net/bugs-articles/input-drops
I have been noticing WAY more dropped inputs in ER compared to other Fromsoft titles, but it gets hard to tell what's intentional or not. Thanks for the info!
it is. it all is. Miyazaki knew what he was doing and he really thought we won't be able to tell. don't worry the honeymoon phase of the game is about to end and people are gonna realize that their precious souls game isn't "GOTY 2022" especially if Ragnarok comes out this yr
@@AratakiBullPowerSiddo1 touch grace
@@nachalnik5738 your game ain't winning GOTY big fella. It's done. Game over. Everybody's slowly catching up to the lazy decade old tricks Miyazaki used to make his games "hard" and if he doesn't "gits gud" soon, people are gonna drop him
@@AratakiBullPowerSiddo1 okay, buddy. Now go get some maidens.
@@AratakiBullPowerSiddo1 u full of shit mate
I remember bringing up this issue on release day in a discord server and got called a "casul" for being new to the series, despite having played every previous Souls game except Demon's. I knew I wasn't being crazy.
They did the same to me lol
Honestly I'm very disappointed in the community this time around; it's like the game CANNOT be criticized.
It's so infuriating because even though you're argument might be legit, the response you'll get half the time is "git gud" and the other half is "you're playing the game wrong, just use this hyper specific hidden item, and also git gud"
Unfortunately there’s a lot of boot-licking with FS that a lot of people get caught up in. I’m not unconvinced that their games don’t get fully polished because anyone with legitimate input problems are usually told to ‘git gud’ by some mouth breather who looked up how to play the game.
@@andresgagge6977 The ER community sucks ass. It's nothing like the good old days of previous Souls games.
Started the game today fought margit and had many times where I thought I dodged but my character just didnt dodge.
I was a ds3 pvp tryhard back in the day did many low sl level runs for twink gear.
Yes I didnt play the game for 3 years or so, but thats why I looked onto the internet if others have simmilar issues and yes they do. Some people even tried comparing ds3 and found out ED is way worse with rolls for example.
Input queueing also feels much worse in ER than it did in DS3. Whenever you mistime your roll and try dodging too late your character will roll out of hit stun and get rollcaugth resulting in you getting punished twice for the same mistake. Idk if its working as intended or not but I never had this type of issue in DS3, and if it is intended I hope they reconsider and change it back to how it was.
Edit: So it turns out it also was a thing in DS3, but the reason I didn't remember it happening is most likely related to the fact that unlike in ER, in DS3 enemies weren't designed to deliberately catch your rolls out of hitstun and you either dodged the next attack or had enough time to input a second roll to avoid slower attacks.
That has to do with a delay at the end of the roll that lets u pause for a little making it feel clunky and force to panic roll more. I think Amir will likely do a video on this as well in hopes we can get it be fixed if it isnt intended and changed if it is as either way its regressive from how fluid movement was in dks3
The roll queues feel the same as DS3 to me, but the stuns feel slightly longer and most bosses just non stop spam their 5-10 hit combos when you're close, resulting in frequent "panic rolls".
I wish they did away with input queuing entirely like in DS2, where you could spam a button until the input plays, but apparently it made the game too hard for some testers.
@@Effect-Without-Cause I don't remember a single time when pressing roll too late and getting hit would result in my character automatically rolling out of hitstun without me inputting another roll myself in DS3, and it happens commonly in ER.
This has happened to me several time in ER but I also remember having this issue in either DS1 or DES
Input queueing is about as bad as it was in DS1 (DS1 is still slightly worse though). DS2, BB, DS3, and Sekiro didn't have input queues anywhere near as strong, though they were still present.
I feel so completely validated for all the frustration ive been feeling about my inputs being dropped. Thank you for this vid
I also felt something similar to input dropping when trying to dismount Torrent after specific types of turning, sprint start or attack animations (especially when trying to do a running dismount). Might be worth investigating
Torrent has alot of issues that only become more apparent the longer you play. Every zone has ground configurations that will cause Torrent to not spawn under you. He also has the bug covered in a Zullie video where you cannot jump after falling off a cliff because of holding certain types of heavy weapons due to the way your character holds a weapon and the animations of Torrent or something. He also just doesn't jump sometimes on the ground or dash and I cannot find a link to my actions because I'm usually not expecting it, even when my stamina is 3/4 full. There has been times where I have to fully finish an animation, wait a second, then attack because he simply won't allow another light, even if it's only the second light attack. They don't feel like intentional things, because it isn't like I'm trying to spam during an attack animation, I expect the input to do nothing then, since I'm mid animation.
"Get off the horse"
_"Get off the horse!"_
*_"GET OFF THE FU..."_*
Y O U D I E D
OMG I got so many input drops when I was trying to dismount in combat, they always happened in the heat of the fight, never figured out why
There is nothing to investigate, Miyazaki is trolling paypigs as usual.
This is a super easy mistake to make when dealing with state machines since with most implementations every state needs to have all possible gotos explicitely defined, with as many individual character states as this game has I'm not particularly surprised theres a few bugs regarding state transitions
Meh, wasnt an issue in previous titles, and this is a big studio..so I would expect more, not regression.
What's worse is that I'm pretty sure they will not address this for a long time(anticipate several months to a year before u see a fix for this), which again is not really excusable for a game of this scale.
here we have a shit-eating fromsoft coper defending poorly designed mechanics
There had been so many instances where I'm pressuring a boss and my attacks don't go off causing me to take an unnecessary hit or death so I'm glad this has been explained
Thank you so much for putting attention to this issue! I thought it was just my ps5 controller messing up
This is so god damn vindicating I KNEW there was some kind of input drop in the game, I lost a bunch of malenia fights to minor input drops but it was so rare I could never figure out if it was real or if I was crazy. Thank you so much for doing the hard yards to figure the issue out and reproduce it, hopefully it gets patched! Amazing work!
Super glad that you were able to find and detail exactly what is wrong with the input buffer, and even likely culprits in the code that may be causing these errors. It's super frustrating how bad the input eating in this game is right now and hopefully this provides FromSoft with exactly what they need to fix the problems.
Amir literally just told you not to twist his information in a falsified manner to suit your preconceived notions. This is not input buffer or even related to it. This is simply the game not acknowledging your inputs. It is as if you never pressed any button. It is as Amir said "dropping" inputs. Now the game only accepts the input only after a certain length of the previous action animation is played. This is why Amir couldn't be sure if this is intentional or a bug.
Input buffer is a different issue. In simple terms, it means the game delays your queued input; even if your character is interrupted, the game STILL executes your previous input a few frames late instead of cancelling it and that is called buffering.
@@stray3rdborn36 These are issues with the input buffer, it's just that the input buffer is busted in those three specific instances, not overall. Please do not accuse somebody of spreading false information if you do not understand the information that was presented yourself, thanks.
@@EnsignEpic If the input isn't even being registered to be buffered, let alone executing it late then it's probably not an input buffer issue but input register issue. This same thing most likely happens when you disable torrent from running animation. The input never registers until you move around a little, a clear bug. But okay, Mr all knowing. Feel free to believe what you want. My reply is for everyone who reads your misinformed comment so that they can at least get more clarification. Have a good day.
DUDE I THOUGHT I WAS CRAZY. Thanks for sharing this. Theres another issue that bothers me so much on pc, maybe its just hardware specific but the game records an attack input without me touching the mouse/controller and my character attacks randomly. Sometimes when I press the action button. I haven't finished the video yet, maybe you bring this up, happens with both controller or kb+m for me.
DS3 inputs were simply amazing! ER reminded me of the older titles with this sense of “fighting the controls”.
elden ring is BB with DS 2 mechanics. that's the cold hard truth. that was my biggest fear for ER and now now unfortunately, it's a reality. God forbid people compromised their 10/10 reviews for this
@@AratakiBullPowerSiddo1 lmao this is the most nonsensical comparison I've heard yet
The old ones had no problems with input eating
I've noticed many times that after I've been hit by attacks that stagger me in the very beginning of my roll, where I should technically have i-frames, my character will automatically panic roll after recovering from the stagger without further input. This doesn't seem to be an issue of me queuing an extra roll, but the initial roll input remaining in the queue when the first frame of my roll should have cleared it from the queue. This has been incredibly frustrating in combination from what feels like significantly more input lag than previous Souls games. That slight delay is often the only reason I get hit in the first place, especially from a fast attack, and often results in my death due to being rollcaught. I've heard from a few different people now that have had this happen to them as well, both of which said they've had that initial input duplicated again on rollcatch. That single mistake of not rolling soon enough is essentially amplified and feels completely out of the player's control when it does initiate. I think it is another serious issue with their current queuing system that is worth investigating with the level of scrutiny this video shows.
Great video! I hope this issue can get fixed as it's making the spacing game much worse due to important blocking is for spacing and positioning. This issue coupled with how roll to movement delay works in ER is honestly hurting my fun the most for this game since it's straight up a downgrade from their 2016 game movement wise in a faster and more aggressive game.
I think there is another category of input dropping not mentioned here. If you move the left analog stick to move your character, and press roll *immediately* after (nearly at the same time), it will drop your roll input as well. This one can also be incredibly frustrating.
Omg you’re right
Quick question, does this often result in a backstep? If so my controller might not be the problem, it literally fucked me over on two different attempts at the Margit fight.
Thought I was going mad - thanks for showing that others have this issue. Input drops need to be reported on mass to from. It’s the little things that prevent it being the best game ever - all of which can be patched
The two hand jumping input drop is the one that gets me most, so glad you explained that. Ill be very interested to see the next input queuing video.
yea, i tried fainting jump attacks against another player to make him panic roll so i could roll catch him with a light attack......now i know why it wasnt working
Finally someone that sees it too! I thought I was going crazy! So annoying when like so many veterans you are used to the controls and expect improvement over decay.
The delay before the items or spells reverts to first when d pad is maintained pressed is also excruciatingly longer than in dks3 for no clear reason to than deliberately slow down active gameplay?
Nice, i was really hoping you’d do video on this amir. Learned a lot of what was actually happening, I thought this was performance related as people were telling me it was “skill issue” or i need to “adapt”. When actually everyone was frustrated and just didnt want to be the one to complain about it 😩
Happens a lot to me when trying to do underneath attacks in my current katana playthrough. I expect it to queue the sheath and I on purpose delay the R2, but it ends up doing just a slow heavy poke
Hmm, I figured this was intentional. Forcing you to finish the animation before you can use the weapon art again.
Yeah something I've noticed with any "stance" Ash of War is that, unlike DS3, you can't just hold L2 and press R1 then R2 (or R2 then R1) and have both come out. It'll do the skill then perform a normal light/heavy attack. You have to wait for the attack animation to finish and to go back into the "stance" before you can use the Ash of War again.
I've noticed the issue is more prevelant when casting incantations. I have a character (Pure dragon caster) with dual seals, and it seams to be affected more than my physical builds. This occurs with full FP and stamina FYI.
I actually opened a ticket to have my controller replaced since Elden ring was constantly eating my R2 inputs. I'll have to do some more testing before sending it in, not convinced this is the sole cause of my issues. Good work!
To follow up: Swapping out the controller solved the majoriy of the input eating, turns out I had issues with the R2 trigger.
I'm definitely getting input drops, esp. on rolls, but it's very difficult to tell if it's a performance lag problem, since I don't have great specs for ER, or animation bugs. That, combined with the already natural input delay on rolls, has definitely been enough to screw me over a couple of times 😬
If it is indeed a bug, I hope it gets fixed soon!
I was doing some testing (hence how I found this vid) on input drops for rolls. How I was able to recreate the issue is releasing the movement input right as I hit the dodge roll button. This would often result in a dropped input. I don’t have the technical savvy to explain it beyond that level but to me it seems like the dropped dodge is related to simultaneous movement cancellation.
I've noticed the same when *dodge cancelling* the Estoc and weapons like it (Great Epee, Rogier's, etc. ). It's literally impossible to reliably perform R2, circle once the first one is performed. Sometimes, I'm not kidding, the game will eat *MASHING* circle through the long-ass charged R2 attack, and roll afterwards 😂😂😂
Edit: before anyone asks if I have tried being more specific with the inputs, I have some history with Tekken. I can reliably do several electrics consecutively and haven't dropped Law's ws4DSS since Tag 2. I'm not amongst the better players by a longshot, just putting it out there to preemptively stop any would-be gitguddery about input precision on its tracks lmao
As a spell caster this has been really popping up since I use my off hand to cast spells. I didn't find it as much when I was just using a shield. I prolly just assumed it was my own fumbling. Glad some others have picked up on this and hopefully it's fixed.
What bugs me is when you sprint and turn a 180, you do a really long turn around animation that you can't roll or attack out of.
Great research as always!
Great video man, and great detective work!
I have to wonder if this kind of input drop and the kind of animation error that causes zips to be possible stem from similar roots. If so, it's not impossible that fixing this would remove zips as well. After all, zips utilize specific frame windows in the blocking animation, which appears to be one of the bugged states here too.
Really well made video. I’m looking forward to your Malenia critique.
ER is my first souls game and I had noticed what felt like inputs being dropped but dismissed it as part of the queuing/animation locks they put on the player and functioning as intended. Thank you for verifying and showing it is possible for inputs in certain scenarios to drop. Much appreciated.
I've noticed something similar with backstepping while blocking with a 2H weapon, not sure if it involves input dropping or not. You won't be able to do any actions for a short while, I'm not sure if it's intentional but you can let go of block after the backstep to circumvent it. Kinda odd regardless, though.
This is interesting. I had noticed dropped inputs very similar to what you are describing, but I had assumed it was my nearly 10 year old 360 controller that was having issues.
I THOUGHT I WAS GOING CRAZY! Thanks for shoving this!
This reminds me. If you do the CS backflip attack (R2 + Circle), half the time it will cue a roll after the attack animation plays, even though you press circle once.
I suspected something like this was happening but I was giving it the benefit of the doubt. I have had situations where I accidently stopped a dodge roll and figured I had not released B in time given you need to release the dodge button to begin the dodge. Using an input overlay and seeing the button was in fact pressed my conclusion was to release B faster. This adds a bit more confirmation to my suspicions. This is of course a dodge roll is affected by this. If not then I just gotta git gud.
Thank you for the informative video!
Another dodge eating input is doing a "flick" roll wherein you flick your input direction and tap roll at the same time. If the direction you're trying to roll in stops being pressed/held before the roll happens the game just deletes the roll input.
oh my GOD I thought I was just crazy or that my controller input wasn't working right. It's been happening with my rolling and how I knew I pressed the dodge button after sprinting in a particular way I guess?, but the input just felt like it never happened. Thanks so much for this Amir
weird as hell... great work and very insightful as usual. Thanks a ton for sharing
I wondered why switching from one hand to two hand felt “slower”. Probably due to related the input eating bug rather than actual slower toggling than prior games.
There's so much of this game that obviously has not been tested properly. In fronsoft fashion just got rushed out the door to probably never getting fixed.
This happens to me way more often than it should, and sometimes it feel random and at the worse possible time, my jump attacks drop, and when i press attack im just walking in place, leaving me open, it really ruins the game for me at some points, making question whether its me or the game, at which point i just call it quits and take a break as its too annoying when it happens.
This needs to be fixed, and im glad im not the only seeing this issue.
Also, anyone want to talk about when bosses do a jump attack, and when they land what should usually be an attack window will end with the boss cancelling their animation and starting a new combo. So either you anticipate it and lose the attack window, or you try to go for the attack and the boss starts a new combo in your face.
Somtimes this happens just when the boss is moving on uneven surfaces / boss areas with lots of clutter
OMG, as a Arcane/Faith build with 3 weapons on my right hand and buckler/talisman on my left input cancelling has been the absolute BANE of my existence!! I'm just standing there like an idiot all the time, has cost me so many boss battles and soo much patience.
At the very least it's cathartic to realize it's not just my fault and I'm not going crazy
I had a feeling that I was losing inputs at some points.
Good man! Its been driving me nuts when my r1's wont queue for no apparent reason at times.
At least now I know why.
I'm glad someone mention this it needs a patch asap especially for no hit runs
I knew something was off, thank you for explaining, Amir
this is super cool I started to notice this a little recently because I realised i just instinctively don't do certain actions due to my muscle memory knowing that something is wrong but I just didn't have the presence of mind to figure out what.
What you described about input eating happens when I'm using carian slicer running attack > briars of sin > comet, where the comet sometimes won't come out after the briars. Odd stuff...
I think that the problem has to do with how action queuing works. You can queue a certain amount in advance, but there's a limit to how much the game will allow for... especially if it has to do with animations. A pretty simple example of this is if you roll, and hit the light attack button immediately after rolling, upon exiting the roll you will perform the light attack. You can not, however, perform a second light attack, or input to swap your weapon so that right after the light attack, you swap to your next right handed weapon for example. The process that causes the glitch that you're showcasing is likely related to that, and the fact that it is queuing so many things at once that your light attack input is read but not queued, because the queue is basically already full.
I've noticed this also happening after a hard swap. Do you think it could be a byproduct of fixing the weapon swap glitch? Since you had to move forward after hard swapping to make the glitch work, maybe the devs made the attack input not function if you're moving while hard swapping. It's probably not the case, but it's a thought I had
seems like these bugs have been fixed in the latest 1.07 patch according to the patch notes
"1.Fixed a bug that prevented performing a normal attack from a dash immediately after landing from a jump when the weapon is two-handed.
2.Fixed a bug where various action inputs were ignored when changing weapons while moving."
Thanks for the info
Can we talk about how bad roll queuing is in er? If you start a roll and get hit at the start, or if you get hit before the animation starts but after you pressed the button, the roll remains queued and activates after the stagger animation.
This happens a LOT when you try to roll too late for an attack, and generally guarantees you will be hit again, usually killing you. Two hits because you were slightly late on one roll and the input queuing sucks.
i definitely dont keep track of specific conditions when i notice an input get eaten that I was certain i queued, but I wouldn't be surprised if one or multiple of these were involved
same issue with drinking flask ,it sometimes drop it entirely , i think it s related with running away (toward the camera and drinking) or maybe roll away to run away then drink
i think it s related to the "stop running transition" that might be short but might not record inputs
I've been wondering if this issue was my controller or something to do with the game. This video sure did clear things up though!
you have my like even just for the *!INPUT EATEN!* animation
The stopping in place input dropping screwed my pivot backstabs hard. Took some serious getting used to.
This is one of the most crucial bugs to fix in the game. When you know it's a thing you start noticing it happens all the time and it does.
A slightly less important bug is when you get the specific long stagger animation after taking a hit if you rolled in a direction at any point during the animation even the first frame you are guaranteed to roll in that direction after the 1 second stagger ends with no way to change the input to something else even. Probably happens with other actions than rolling as well but I haven't tested it.
OMG everything makes sense now!
looking at DS3 UI now feels like it's some ancient game
Sekiro did this too but much less, I thought I was going crazy because no one else talked about it.
Fromsoft games lately have got kinda wonky on combat fundamentals in a way I don't like...
And I thought something was wrong with my controller, thank you for confirming this.
1:00 thanks, I feel less scrubby for falling off cliffs I could swear I jumped over. Going around corners guarding became a habit after ds2 so that's gonna save me a headache
jump attacks using l1 while duel wielding inputs don't work sometimes for me. I'd say about 2 times during a 4 hour play session.
I often notice that there’s about a quarter second window after releasing the run button that you are unable to roll, and while i’m sure that it’s intentional it can be really annoying.
yep, ive had issues toggling through items while in certain animations like rolls, or toggling between weapons at certain times. It's pretty inconsistent so I never know when to expect it or how to work around it
I knew I wasnt crazy, i've had times where i've tried rolling and it won't come out, or crouch poke not coming out even after just doing it
it may just be my friend and I but we’ve been feeling a lot of dropped jumping attacks. 2 handed colossal greatsword light attack and any dual wielded light attacks have been especially noticeable compared to all of the other weapon types I use
I KNEW I WASNT INSANE. I COMPLAINED ABOUT THIS IN DS3. I FUCKING KNEW IT. SUCK IT REDDIT
I have notice this in game but when I try to heal after a dodge, sometimes it doesn't come out.
you should take a look at the rapier and curved sword rolling out of a heavy attack to do an old school kick, its pretty wonky and has some weird conditions
I've had a double input on PC when fully charging a 2 handed heavy, if I want the full charge I gotta hold it down, but If I do it's gonna do the follow-up even though I never pressed it twice.
Here's another one: Dual Thrusting Sword rolling attack does not allow for a proper follow up.
Some other issues with quickstep/flashsword-like spells:
Quickstep to the side does not allow seemless casting of carian slicer/catch flame/bestial sling, the spells are instead casted from neutral.
Quickstep to the back does not play the correct follow up for carian slicer/catch flame/bestial sling (it's supposed to play the backstep follow up, instead my character performs the roll follow up).
The feint cancel of (great) thrusting and curved swords does not play the correct backstep follow up for the spells mentioned above.
Spells that are supposed to be castable midair cannot be casted after raptor of the mists.
Spells that can be casted while jumping but not on horseback, specifically the superior dragon breath variations, cannot be casted when dismounting via jump from horseback.
This has happened to me - even in boss fights! I knew I wasnt crazy! I kept wondering if my controller was faulty.
They should add queue input, so if you press buttons during animation it will execute after that anination done, can be overiden by other button if you press before animation done
Thank God you are this video, I thought I was going crazy with my rolls and attacks not going off and nobody else saying anything about it.
Idk if this is true but I find wiring your controller helps a little, but it could just be a coincidence
sheesh, thanks amir, i thought i was goin insane
I have just started messing around with shields aaaand now I know what was ticking me off
What if you're trying to swap hands on a weapon, like switching to 1 hand if you went for a 2 handed reposte, but because you released Y after queuing the input, you just do an attack instead?
So many times have just jumped towards a boss or hit the roll button and then stood there like a lemon as i got hit. Hope they get this fixed soon.
This game has a big problem with buffering inputs, or eating inputs during critical moments in general. Both online and offline, I’ve had so many issues with dodge rolls not going off when I want them to, just because the game with eat the input for whatever reason. So frustrating.
It's funny you mention the thing about two heavy attacks in a row, because that actually happens to me sometimes and it drives me nuts. It happened in DS3, too. It may be KB+M specific because I've never played the two games with controller. It seems if I do a fully charged heavy attack while also pushing in a direction, then let go of the directions at some point after the chargeup period ends but during the attack, it will do another heavy attack whether I like it or not lol. I haven't quite pinned down exactly what it is but that's my guess
I've noticed another issue with queued dodge rolls.
If you are locked onto an enemy and queue a roll, the roll action and direction are queued,
but if you are not locked onto an enemy and queue a roll, only the roll action is queue and not the direction.
So when you are not locked on, you can queue a backwards roll but your character will roll forward if you have let go of the stick before the roll animation starts.
This glitch makes you invincible: 30M👁️
This glitch makes u unable to roll: 30k👁️
The Unsheathe weapon art drops roll inputs while moving sometimes. I have no idea why. I'm always walking when it happens though.
Out here doin gods work
I have an opposite problem. The game often queues a light attack when I didn't input it. Usually happens right after a jumping heavy attack.
It still gets me and i hate this drop.
It really drives me crazy..
Was having this problem against some bosses, was questioning if the cause was my controller.
Is there something eating inputs involving framedrops or some other common issue? I noticed input eating in ds3 but in ER, I feel it's gotten a bit out of hand.
There is a bug that makes the opposite work too, in that it will queue actions you didnt press. Like if you have a caster in the left hand and power attack with a weapon in the right, the game will auto cast a spell from the left. It depends on how the key inputs are setup probably, but it could be tied to the same problem as in the video.
I get something like this fairly often. It seems to happen for me when I'm locked on a target, and use Moonveil's WA, both R1 or R2. I will hit the button once, it will do the WA, and then another R1 or R2.
I noticed a similar issue. Maybe it was just similar movement that you displayed and I just did not notice.
but i feel like sometimes textures on the ground can at times interrupt an input. I seem to remember this happening over by the Demi-Human Queen Maggie fight,
there are a lot of uneven textures there in the form of rocks on the ground near the site of grace. But then again maybe I didn't realize I was doing some of these running animations you displayed aggravated by the textures on the ground
I experience a lot of dropped crouch R1s. I can't reproduce it yet though
Please never stop making these videos
Me and a fellow player were just talking yesterday about how L3 inputs (both crouching and jumping off of Torrent) get dropped a lot too. Though one thing brought up by another person was that we were both using xbone controllers, and that same person uses kbm, but never had such a problem.
I was curious about this. Been Playing Souls games for years at this point so I'm pretty well adjusted to the whole input queuing system, but was noticing that I occasionally wouldn't do an action that I was pretty sure I queued. Wasn't sure if it was controller connection issues or what.
Not sure if it's the bug but it feels like there are weird input things going on when I use the Square Off ash. Like my character will sometimes seem to linger in the square off stance even though I let go of L2.