Dancer’s Limit Break feels comparatively underwhelming
Ninja can have two back-to-back limit break attacks that instantly kill an enemy away from them that’s under 50% health.
Samurai’s limit break can murder someone with full health so long as they’re first hit with a melee attack that doesn’t take long to reload, such an attack that you’ll likely have ready before planning to use your limit break.
Reaper’s limit break temporarily affects enemy movements and then kicks off a set of powerful attack utilities; the key thing here is that it does more than just movement stuff.
Dancer… temporarily affects enemy movements for such a small amount of time… in an awkward way that leaves your character really vulnerable while it’s activating… and in such a practice that it doesn’t seem to always take effect in a quick manner… and that it’s really difficult to land a follow-up attack to slightly extend that tiny amount of time… and that’s it. No additional utilities are made available like with Reaper, which also has a movement-related effect. No damage associated with the limit break. In some cases, you can argue that the current implementation puts you in a worse situation than if you hadn’t casted it.
I feel like some additional effect needs to be added to Dancer’s limit break so that it comparatively feels better, or at least raise the time and fix the jankiness so that its extension effect doesn’t feel luck-based to activate.