Not a
recent problem, and not strictly a bug, so idk if this is the right place to post this, but with the Studio Director's letter for 2025 mentioning improvements to the 'feel' of animations I thought it would be a good time to bring up an animation issue that's been bothering me forever.
Walking, running and sprinting animations for the player character have separate animations that change dynamically based on the speed of movement. At base movement speed, without passives or perks, the walking animation plays when walking, the running animation plays when running, and the sprinting animation plays when sprinting, as intended.
Walk/run/sprint
The problem is that with any movement speed buff it is really easy to push your normal running speed into the threshold to instead trigger the sprinting animation, which looks stiff and unnatural to be seeing all the time. Even just the Steed's Blessing champion perk alone is enough to do this.
Walk/run/sprint (with Steed's Blessing)
Similarly, mount walking/running animations also change dynamically with speed, and a fully upgraded mount, the 10% move speed bonus from Gifted Rider, and Gallop from the Continuous Attack passive is enough to replace your mount's normal walking/cantering animation with the running/galloping animation.
Mounted walking (maxed-out mount with/without Gifted Rider)
It was presumably coded this way in order to be compatible with controller input (with analog stick movement not having a clearly delineated walk/run toggle). It would be a simple enough fix imo - just make the animation threshold scale with any movement speed buffs the player has. This would ensure that walking always looks like walking, running always looks like running, and sprinting always looks like sprinting, regardless of what your stats are or what type of input you are using.