That could help, it really comes down to what information is valuable to surface. We typically don't want to overload the buff bar with static buffs, because each one we add reduces the visibility of others that could show up there. Even things on the buff bar aren't great for feel ability, but it is a step in that direction.
VFX are similar, in that we don't want to overload the game with extra visuals that detract from what you, as the player, should be paying attention to.
Unfortunately I don't think feel ability is something that can be solved with this current version of the rune. But that isn't always a bad thing, you shouldn't really be thinking about generic stats at the same level as an ability or if an effect is off cool down.
Invisible power isn't always a bad thing, it's when it is brought up as a choice that it becomes tricky. If one option is feel able, and the other isn't, how much more powerful does the unfeelable choice need to be for them...
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