I like the way it functions now. You basically finish up the conversation quick if you used friends to help you in a dialogue check, then run away before spell runs out and the npc realises he was tricked. If you get away in time the npc wont turn hostile, but you also lose a bit of disposition with that npc when it runs out.
The way it functions now is very nice actually. Before it was OP, now its tuned down. And because you can run away to avoid conflict its not as useless as it would be in regular dnd, you just use it sparingly to avoid negative disposition etc.