So you're nerfing it?
I was just in the Simulacrum. Unmodded, 10 damage start and each second the three spores add three damage so 10, 13, 16, 19, etc.
I'm going to be generous and assume that currently, even though I can infect 30 enemies at once if they're clustered, let's say only 10 to balance against the future limit of only ten enemies effecting damage growth.
The damage increase currently is also effected by ability strength. Just tested it in the Simulacrum. With 210%, it's roughly doubled with a slight +1 on top.
So we're going from 30 plus whatever ability strength you have, to 20 plus whatever ability strength you have. Again, assuming you currently only ever grab 10 enemies.
Why?... It's not from 1 to 2, it's from 3 to 2. You're bringing it down... What for? You've done your job with the changes prior to this section, imo. Saryn will no longer be an auto-pilot frame. Now why you taking away 33% of spore damage?
But it gets worse, because between that and the maximum 10 enemies contribution, the spore damage decrease can reach almost a 60% drop, since in the new conditions infecting 20~ targets will actually be possibly outside onslaught.
Some excel calculations show that a minute into spore spreading, spores that scale with infinite targets and gain 3 per target compared spores that only do 2 damage and are capped at 10 enemies will do 2.7 times the damage. This ratio is maintained even at the five minute mark. I assumed on average 18 infected based on personal experiences, change that and the ratio changes, but any number above 7 infected for old spores will give an advantage to the old spores over the new spores effecting 10 targets
So, let's do it like this. Lets raise the new proposed spore damage to 3 per infected, and if you insist on capping the number of targets contributing, let's raise it to a more reasonable 20 or at least 15.
How about that? Don't confuse "Let's make a frame less Auto-Piloty" with "Let's make a frame weaker".