This is probably just an efficiency thing.
It’d be a lot easier to write a check just based on distance, i.e. check if is ensnared & distance < 60, then refresh.
If you were checking based on links, it might be a more complicated check, depending on how the linking is coded. If the link groups aren’t flagged somehow, you’d have to trace out all the links each time an Entangling Shot landed. That could lead to some extra calculations. If you set a flag, like ‘link group 1’, you could probably just do a logical check for that flag or something. I’m not too familiar with the way Entangling Shot linking groups work though, what happens if a particular enemy dies that was linking two groups? Can you end up with a big linked group to start, then if you kill a critical enemy, it splits into two separate link groups? That could also be kinda complicated to deal with.
I have no idea how something like that would actually be coded in practice. But I could definitely see how for efficiency purposes, just doing a check and refreshing on everything in a certain distance might be the easiest option.
I don’t think that’s necessarily inconsistent with the skill wording either?
When Entangling Shot hits an enemy, the Slow effect on all entangled enemies is refreshed.
It doesn’t say anything about only refreshing enemies part of the same entangled chain. It just says ‘all entangled enemies’. I guess they set a distance limit on that, but it sort of makes sense that they would limit the range somehow. Don’t want to have to check the entire map.