Community Consensus | Blindness Status Effect
PROLOGUE — Blindness Status Effect
The more I been playing this game, the more I came to realize how problematic the blindness status effect truly is. Either it works like a charm or it does absolutely nothing depending on if you're facing solo queue or not. It's also pretty boring to go against if you're solo queue.
Personally, the status effect seems pretty messy and doesn't impact all parties equally.
What should we do with the Blindness Status Effect?
Comments
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Im guessing the upcoming boon totems will address things like this. It will probably give some benefit to balance things between solo and swf. But who knows for sure?
Third seal plus knockout is pure chaos against solos and only mildly annoying against swf.
Change it so it works like a flashlight blind but against survivors lol jk idk
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Maybe while blind, you no longer see red stains in a chase?
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I was thinking the Blindness Status Effect hindered your vision to see your surroundings since it would be more solo queue friendly.
Blindness Status Effect
: Survivors become shrouded in darkness, making it impossible to see further than 24 meters.You would still be able to see auras and avoid the killer, but you wouldn't visually see anything until they are somewhat close to you.
Post edited by NMCKE on3 -
Upping the duration of most blindness effects is a good start.
Blindness can actually be really good in slugging situations but it needs to last longer then 60 seconds for that to happen.
Another funny idea could also be that it makes hexes appear as dull totems
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That could actually be neat. Its hard to say whether it could be abused by certain killers powers or perks tho. I guess it couldnt be worse than other combos
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I agree -- for solos, long blindness effects make things harder; for SWF it basically doesn't matter. I've never understood the point of short blindness effects from killer perks, though. Even if you're using them on solos, what do you think will happen? They saw where they were trying to go before the blindness took effect -- accidentally triggering blindness half way there won't do anything.
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If you want people to quit matches like crazy, sure go ahead.
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It wouldn't be that bad, you just can't see what direction the killer is approaching from. This is similar to the Oblivious Status Effect, but with the exception you can't hear the killer's approach.
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Yeah just image that with killers like Huntress which requires you to know where she is so you can LoS her...
Or any speed based killer like Billy and Blight
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You would still hear her lullaby, so just don't put yourself out in the open and you should be fine. If you do get hit, then try to focus on how you got punished with the blindness status effect and next time, avoid getting it on you.
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While I do think blindess is extremely underwhelming I think this change would be way too strong. Not on its own, but every killer would want to combo this(if possible) with oblivious. You can't see more than 16 meters away and you can't hear anything except lullaby based killers. Having a killer materialize out of the darkness at 16 M would be brutal. 115% Killers move at 4.6 M/S so the killer would be on you in a little over 3.4 seconds. Combine this with killers like PH/Nemesis/DeathSlinger or even Nurse/spirit and this would be extremely painful to deal with.
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I think the Blindness status effect should make the survivors actually blind. Like faintly seeing the flashlight blind. It won't affect their vision too much but I think it could mess with their vision to get downs quicker.
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Its a terrible idea mate, no point defending it.
Vision is one of your main cues to know where the killer is, removing that leaves you extremely vulnerable, even without TR you can sorta know where they are based on sound and visual cues, but not when your vision is removed, cause the killer will get too close to you before you can even do anything, you dont know their location, you dont know how truly close they are, this is made worse by stealth perks/powers, like the guy above mentioned.
Like i said, visual cue is crucial to deal with killers, specially ranged ones, removing that would make those killers broken.
Hell this would be even worse on maps like Coldwind.
Blindness is fine the way it is, it does its job
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That's not a bad place to go from then. Have it so that aura's of hooked and downed survivors are not affected by blindness and then buff or change anything that uses blindness perhaps giving perks that currently have a blindness effect blindness and deafness. And being deaf as survivor can make an impact in chase, so it's decently strong verses SWFs.
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I agree with buffing Blindness a little, but not with the idea that it being "boring" is a problem. It's a negative status effect. They're not meant to be fun - they're meant to be something you want to get rid of. If it was fun to have Blindness, or Exposed, then there would be something very wrong with the status effects. It's the same thing with perks - yeah, of course going against Tinkerer with Ruin is "boring". If it was fun (read; not an issue to go against) then there would be no incentive to cleanse Ruin and keep an eye out while at 70% on gens.
I would keep Blindness as is, with the added caveat of being unable to see the red stain while blinded. Can still hear the terror radius, but no red stain. Would make it more impactful on non solo-queue without being something difficult to implement like limited distance vision.
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I'm going to defend it because the current one only exists to make the solo queue experience worse than it already is. I'm against anything that makes playing solo queue even more miserable.
To elaborate, yes — taking away vision is pretty strong, but it's a negative status effect, it's supposed to make it harder to survive. Granted should it be 16m, 24m, or 32m? That's up to discussion, but blindness should remove your ability to see things from a distance. It would add a unique mechanic to the game, opening new strategies for the killer that doesn't solely exist to destroy solo queue.
Focus on the idea, not the numbers. It's supposed to be a strong negative status effect, comparable to exposed.
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You do realize how annoying it would be for any game you play to suddenly look as if you are a Nurse right after she blinked. One of the reasons I absolutely hate Nurse challenges is because of how horribly annoying, from a game play perspective, the exhaustion status makes the screen.
Now image an average player having that happen to them for 30 seconds or so. Absolutely not, there would be a mass exodus of survivors like you have never seen before.
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And you think this isnt gonna make it worse for Solo Survivors?, if anything this is way worse.
Also just cause its a status effect doesnt mean it has to be ridiculously strong, most status effects dont hinder gameplay like this one would.
Not even Oblivious
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I actually throughly enjoy blindness a lot.
But, by itself and in addons, no... not worth it the slightest. 60 seconds is too little and permanently is incredibly strong.
Though... experiences may vary.
But. When I use the third seal, I actually seem to be doing alright. I even had some survivors second hook on their first hook because no one can find them
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I was thinking of running a blindness build before I can comment further as I hardly ever utilize blindness as killer.
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It wouldn't because this version of blindness doesn't hide auras, just makes it difficult to see things from the distance. Even through you can't visually see your dying teammate, their aura can still be seen.
Yes, it's going to be annoying to be ambushed by [Insert Killer Here], but that's the whole point of the status. It's like complaining that Mangled makes you take too long to heal, but that's what the status is supposed to do. Negative status effects aren't there to be in your favor, and if you dislike them, avoid meeting conditions to receive them or change your playstyle.
Oblivious is just as powerful, but it only really works in claustrophobic areas. Other times you can just pay attention, look around for threats. Blindness doesn't make it to where you can't use your eyes, it just makes it to where you can't see what direction the killer is coming from until they are somewhat close to you. You can still see their aura, hear the terror radius, and loop them like normal. Other killers might be able to abuse this more than others, but this isn't new to anyone, Legion, Twins, Nurse, Spirit, and so on works flawlessly with Mangled. Yet we're not nerfing Mangled just because of them.
Anyways, that's just my stance on this whole debate. If you still disagree, then I believe it's best we call it quits here as both of us are set in stone with our stances. Through, I do appreciate you discussing this with me. If you still have questions or concerns, or even feel like I'm missing something — I'm still willing to cover them with you.
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That's fatigue, not blindness — they do completely different things. Yes, fatigue makes it hard to see, but my version of blindness doesn't do that. Fatigue causes a VFX on your screen, blindness makes anything outside of a certain range shrouded in darkness [can't see anything].
You do have a point with 16-meters being too powerful. I put 16-meters as a placeholder, just so players can visualize the idea and see how it would work in-game. I'm certain that either 24-meters or even 32-meters would be fine. However, it's to be expected that some killers will benefit more from blindness than others, this isn't new to any of us. This shouldn't be a problem as long as it doesn't get out of hand.
I greatly appreciate you being a nerd about the situation, I was also being a nerd... Calculating everything, doing the same thing as you did and noticed my placeholder number is OP. 🤓
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I like this idea. It can help close the gap between solo and SWF while also making Blindness just overall better.
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I definitely understand that, it can be difficult to balance blindness around certain killers. A great example would be Trapper / Nurse since they don't benefit equally from blindness. However, maybe blindness can be based on the killer's original terror radius? The shorter the TR, the weaker its effect is?
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Also, it doesn't have to be 16-meters, that number is just a placeholder to help players visualize. Others have pointed out that 16-meters is a bit too powerful, so it would probably be 24 / 32-meters or maybe tied to the killer's base movement speed.
I do appreciate you not flipping out and solely focusing on the idea. 🐷
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Community Consensus
Impossible
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Slugging. Blindness can cause slugs to be on the ground for quite a while, giving immense value against solos, which is terrible for killers and solos because it's just a pub-stomping tool. It doesn't help killers in the fights they need help in, and it makes a difficult solo experience worse. Other than that, it just counters survivor aura perks, which can give value, but the meta on both sides is not defined by countering the other side's perks. After all, how many killers do you see using anti-exhaustion perks over gen defense, and how many survivors sacrifice exhaustion perks or iron will for detective's hunch?
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Not naturally, but they can be with a map and red twine add-on.
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I think it should be completely removed. If a thing exemplifies how weak solo's are, it's Blindness. One ######### status effect removes a bunch of extremely necessary perks and makes you a useless member of your team who can maybe do gens and that's about it.
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Yeah, obviously the numbers would need tweaking for balance, but I like the overall concept of it.
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What's your thoughts with certain killers benefiting from this version more than others?
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I feel like that can be balanced out by making sure that the Killers that risk benefitting from it too much have as limited access to Blindness as possible, as I would imagine that Blindness would most likely be seen in add-ons as opposed to perks.
Also, Hex: The Third Eye might have to be revised as a result.
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Incredibly outdated and unfun. Blindness is useful against SWFs and make solo Q even more painful.
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it needs a huge rework on how and where it procs. Say for example third seal + knockout bubba is complete agony for all solo q parties involved, but only a minor annoyance for any group on comms. It needs to be balanced out in a way where it has a more notable effect on all players involved.
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Blindness only potential shines against solos if they use aura perks.
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Every version of reduced vision on every game I've ever played is miserable and it would be miserable for anyone that has to play with that. It's a horrible gaming mechanic that alienates players.
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