This looks really cool and with the permanence of sigils as a built-in cooldown I think it’s fairly well balanced. I believe the concept of “erasing bullets” isn’t inherently overpowered. It’s the spammability of that which is dangerous (eg: puri pre- combat update). After all this is being given to a class that has a very accessible time which outright negates anything less than 120 dmg/s (on one use, greater when you stack multiple up, which you can’t on this one). My initial reaction was that the old sigils should have a cooldown or fade away over time (maybe 30s?) to make this more usable even .
Without accounting for the debuffs, this would be most usable in rushing (can you imagine in fs halls? ) with good timing and as a swap out for certain high bullet density phases (crossing tentacles as a group in survival?, maybe beisa?). I don’t think it would be used a lot in Osanc because bullets are generally replaced pretty quickly (fleeing, Miasma, most of leuc) and it wouldn’t affect beams or aoe attacks (which fungal does help with).
I think it woul be interesting to see if this would help encourage groups to change up their “safe spots” in raids more often as fights progressed.
On further thought I think sigil permanence is fine, but I do have one concern: this inflicts blind on the whole group, not just the caster? Like Skandling, I don’t like that. Having it on caster so there is some added risk in using it would be sufficient imo. And I think it could be kept as darkness (the more thematically appropriate choice). I don’t play on a super high brightness so I find blind more annoying personally. With this kind of change I still see it as a situational swapout for fungal, which functions with an honestly similar purpose, but doesn’t require precise timing.