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In this game blind fighting is not very good. It's useful vs invisible enemies of which there are exceptionally few and with the abundance of high level piercing spells you don't need to waste feats on Blindfight either. Just cast True Seeing and you're golden. True Seeing completely negates Mirror Image and Displacement effects.
Now I havent tested this, but it seems like blind fight 1 is just straight up bugged and useless. Blind fight 3 seems to be usefull in the very last fight.
I think I really POed my GM when I started doing this with my polearm fighter.
If your GM allows you to close your eyes and forego the 50% miss chance of closing your eyes due to blind fight then they're not following the rules correctly.
I used to pick this feat at the start, since it's good on tabletop and it's good in other DnD RPG games, but in this game I stopped picking it because there's better ways to deal with concealment and mirror image.
You also have 6 characters in your party right? Plenty of room to add something that can take care of concealment and the like.
Heck, you can add an inciter skald with a focus on dispel and take dispelling strike at level 14. They have echolocation, can hit hard with bows too. Hit enemies and bosses and auto dispell the concealment and such for you. Profit :D
Also, again, blind fight isn't a feat that counters the enemies abilities. It just gives you another chance to hit them so you may still miss. Both True Seeing and Echolocation completely ignore said abilities so you can hit them normally. They're not on the same level in effectiveness. You'd have to take Improved Blind Fight to get a similar effect to Echolocation. But that's 2 whole feats. And while Improved Blind Fight is very potent vs the enemies in this game, the buffs you can get through spells give you the same thing. So taking two feats is nasty, especially if you're playing a featstarved class. But even then, like I said before, on my Fighter/Slayer Legend I didn't even have room for it.