Separating weapon swap and secondary interact functions is a great first step, and I am delighted to see it finally after years of folks asking for it. Crates will no longer be our biggest enemy!
So, thank you, Rare.
However, we do still need to address the far bigger problem for controller players who seek parity (or as close to as possible) with KBM players, and that's the lack of bindable options.
I've brought this up before, and indeed even in the feedback for weapon swap/secondary interact change, but I would love to see Rare introduce a shift-modifier system for controller to greatly expand the number of bindable options.
This is something many games, such as MMOs, already do when they have controller support. I'm sure plenty of controller users are already familiar with the idea. Indeed Rare have already added a little bit of this with the radials, where the radials offer some quick actions.
How this works is similar to the SHIFT and ALT keys on a keyboard. You set a button to be the "shift" key and while this is pressed it switches the state of other keys.
For example: you could set left-dpad as your shift button and combine this with any face or shoulder button to act as a distinct input. So you could have left-dpad + Y set to Spyglass and still keep the normal Y button as-is. This allows for far easier and quicker selection of items and inventory than is possible through radials and menus, and it's something that KBM players can already do.
If we were to only allow face (A, B, X, Y on Xbox) and shoulder buttons (RB and LB on Xbox) as combinations, this alone would six binding options at the cost of one Shift button. If we were to allow two assignable shift keys, that would double this to twelve binding options at the cost of two.
To address potential comments. Yes, this is something you can already do with some controllers but (as you are limited to Xinput binds) it can only be done with keyboard binds and that has a number of issues; 1) it can't be used on console controller-servers and 2) it switches the in-game glyphs and can potentially cause dropped inputs during this. Native in-game support is always a better option for all players.
