Showing Posts For innomnemon.7514:
As it stands right now, Blind is kind of a wildcard defensive move. A player who is Blinded usually has no time to react before their next attack misses. Similarly, player 1 cannot guess player 2’s next attack, so there is no way to intelligently use Blind against them. All Blind does in 90% of scenarios is mitigate an auto-attack, because that’s the most it can ever be intended to do in its current state.
I may be describing exactly what Blind is meant to do, but I believe it could be more than just an offensive version of Block. For now, though, that’s a good place to start:
- Similar to some block mechanics, Blind could make attacks miss for a certain amount of time or number of attacks.
- To prevent it from being overpowered, it could last a very, very short amount of time, or for a very short number of attacks. Very similar to what it already does. But better.
- Another way to prevent it being overpowered while also introducing a more strategic use, Blind could only affect instant or single-target attacks, and only work against channeled abilities if they’re already being channeled, while not affecting AoE at all. It makes logical sense, after all.
- More far-fetched: it could make players untargettable for a short time. This might make it too similar to Stealth, though, except players can still “see” other players.
Really, there are quite a number of creative changes that could be made. Blind’s potential is vastly ignored so far, mostly just existing as some environmental factor that mitigates a random-but-heavily-tending-toward-minimal amount of damage. I’m mostly speaking in terms of PvP, but there’s no reason it couldn’t be turned into a mechanic for strategizing in PvE as well.