Quote Originally Posted by Loggos View Post
Perhaps an alternative to OP's ideas could be adding an effect to salted earth that makes enemies, who have been pulled in, immune to it for a short period of time (what would be the best/most fairest time would have to be determined). Like this, salted earth's range and ability to pull in as many people as possible would remain unchanged but you couldn't abuse using multiple salted earths in a row.

In CC this would have no negative effect since there's only one dark knight on the team anyway and in FL it would ensure dark knight is still strong as an individual class while weakening their power as a "pack" to pull in players repeatedly.

But I also like OP's first option of limiting salted earth to 5 players.
Doesn't it already only pull 5 players? It's why I had mentioned it being reduced to 3, but if it's more than that then I apologize. I don't think it being 5 is much of an issue, because it would allow the entire enemy team in Crystaline Conflict to be pulled in, as was stated. Though it isn't like SE couldn't put in the work to adjust actions specifically to work differently in both game modes, given how different they are.

Having it set to 5, and allowing an 'immunity' of sorts to being pulled in after being hit by it would be good I think.

It doesn't need to be a long immunity, just something that would keep you from being repeatedly pulled in if you had been hit by the first salted earth. So probably a few seconds or so. However this would impact other jobs too unless it was specifically for salted earth.

That and an action you can use preemptively or reactively would alleviate a lot of the problem I feel like, because at least then you have other ways to counteract it and other draw-in effects.