[Implemented] HUD discrepancy between controller vs M&K

Personally, been playing using controller since EA dropped, use M&K occasionally for menu navigation. While I have indeed noticed some minor differences as well as small glitches, didn’t think of those deal breakers… now, recently, while helping out a friend, I did dive deeper and noticed when switching between inputs the game dynamically changes the HUD, which is a very nice feature (specially for those like myself, who like more options as well hybrid approaches), but particular regarding active runes: while on M&K it shows the list of available ones (grayed out if out of focus), conversely when on controller, such list isn’t there (never been there, nor there’s any option to make it so, if I recall correctly) and will only show when pressing the modifier (bumper, or whatever is set)…
why am I giving this feedback? this is a huge quality life feature, in particular when having multiple runes active and w/ varying focus requirements, and is already in the game, but why does it go away when using controller? when the player has no weapon set, empty hands combat feature a default rune, I remember that back when EA launched (and drops were kinda funky) I figured that out, but guess what? being away from the game and back after the breach update I had totally forgot about that, and only remembered that even existed only because I switched to M&K for like 5 mins…
I know I wrote a lot, and I wanna make very clear, I understand the nature of early access, and am not demanding this to be corrected right away, nor complaining like “isn’t perfect from the get go”, but I do indeed hope those, albeit small, details are being looked after and there are plans to address them (hopefully before the official launch)
again, I’m cheering for this game cuz I love it… XD
(p.s.: but also, how can anyone endure playing this on M&K, really??? okay, I get it, preferences… but really, it just feels SO wrong LOL
keep in mind this is coming from a “shooters” guy (3+ decades experience) )

I agree with M&KB users having the better UI element for runes.

Having a rune list not only with the gradient fill but the focus cost is highly useful to keep track in combat without having to hold a shoulder button.

More importantly, they need to put the actual numbers on the focus bar as well as in the HP bar, for the sake of knowing how far off one is from being able to cast a spell or which type of food will fill your HP bar up by how much.

exactly!!! specially when they are aiming for “precise combat” mechanics as they are claiming…
Although, I completely understand the desire for minimalist HUDs,
but giving the option to display relevant information is one of the most overlooked QoL features in games…
(yeah, takes time and effort to implement, but this is true for everything, so…)

Can anyone verify either way if this got implemented or not?

Thank you!!

Silas

It got implemented. You can de-/activate it under Minimal Controller HUD in the gameplay settings.