Ty for the free content.
Please look forward to it.
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I can only imagine the outcome with that sort of change in a frontline game.
Dancer sees a ton of players and limit breaks during a skirmish to save a soul. Everyone sees this and is enticed. Dancer successfully charms 5 people. Dancer gets nuked due to the LB not affecting the rest of the opponents that was around.
It may help with preventing alliances from being wiped in one go, but it does make certain classes less effective in these big skirmishes. Now you have another problem on your hands in terms of being useful on the field due to a damage/cc cap whether it be dealing damage in general or trying to save someone with a clutch stun.
Honestly this is why it is better to go with harsh scaling past 5 targets rather than limiting to 5 targets.
If it can be quantified like damage or knockback distance, make it -80/-90% of the value after the 5th target. If it is a crowd control other than knockback, dunno this can stay at full duration.
That's a lot better than my previous suggestion with taking the pve route and slashing damage in half the moment 2 people are involved. I know that would decrease kill power for CC, but honestly I would rather have this than the current modifiers we have for frontlines.