Hexing haze's description is entirely irrelevant

So hexing haze is supposed to last longer when you tag enemies. This sounds amazing on paper, but there's an arbitrary limit for how much you can do that.
That limit is 4 enemies, for a whooping extra 4 seconds in total.
OOO, stop undermining your own mechanics. This is shard bombs all over again.

I don't get it. Why is the extension mechanic even there? When am I ever not fighting at least 4 enemies and thinking "oh boy, NOW would be a good time for my mobile haze rather than my caustic quills if only I could extend it further".
I can't tell if it's dumber to make a time extension mechanic that will cap during your first 0.1 seconds of usage and never be able to be refilled or making a multihit weapon with a hit limit of 2 hits.

The cap is a bit low, I'll admit that... but at the same time if there is no Cap, you just turn on Hexing Haze in FSC and it'll just stay on until the room is cleared.

Or you could just have the duration gained go down with each enemy effected. Diminishing returns are usually more palatable than hard caps.

And that would be awesome. Lower the damage to make the skill useless unless you can use it to its full extent like that, I don't care. I want the fun mechanic advertised in the description.

That's an inaccurate description of how hexing haze works. The miasma the skill produces around you lasts for a set duration, regardless of hexing any monsters at all. From there, every monsters you manage to hex adds time to the duration of the miasma, allowing you to hex even more monsters. However, the bonus time added diminishes with every hex added, providing a 'limit' to the absolute total number of possible hexes.
If you're skillful in a crowded room, you can absolutely about double the duration of the miasma, even hitting the same monster twice with a hex.

Yes, the set duration is about 5 seconds, and even tagging room absolutely crowded with enemies I absolutely cannot get the duration last longer than a total of 9-10 seconds, no more than if I'd simply tagged 4 enemies.
What am I doing wrong?
Edit: Oh you said double. Nick, that's nothing, and I reach those 10 seconds after 4 enemies.

The funny bit here is that Zeddy can easily beat everything the game throws at him with no sprite at all, and simply wants the miasma to be more effective because it has a cool animation when he kills things with it.

I don't even want it to be more effective, it's pretty effective aleady. I'd be happy with the total damage being the same, but spread over more explosions over a longer time.

^ So you want hexing haze to be like shard bombs?

You are insulting the skill comparing it to the shards bombs.

I don't think you understood my post I was comparing current hexing haze to old shard bombs and what Zeddy said he wanted was the same damage over a longer time and with more explosions which is basically what they did to shards.
Zeddy you should add hit limit and invinciticks to the list.
The mechanic just isn't very meaningful with the area of effect as large as it is.
Would be much improved by gentler diminishing returns and greatly reduced aoe...that and a visual indicator of time remaining and extensions following successful hexes.
It does look cool though.

Yeah, that's what I'm saying. I want the ability to make me rush to encase as many enemies as possible to keep my duration up, but the reward for it just isn't there. If you entirely removed the timer mechanic and just had a flat 9 second duration, the ability would practically be the same.
I just don't see why they bothered.
Well, that sucks.