Why doesn't Dynamite work if you're not there to see it?

i think its about lighting the structure you are trying to use dynamite on.
if the wall is in the darkness game will treat it like any other monster and it will not take dmg.
Trust your mind and strengthen your abilities!
Last edited by MrsDeath_#3960 on Jan 1, 2019, 2:33:10 AM
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MrsDeath_ wrote:
i think its about lighting the structure you are trying to use dynamite on.
if the wall is in the darkness game will treat it like any other monster and it will not take dmg.


Really ?
I think that that you can blow up walls while being in the complete darkness and throw a flare after that, if you have the darkness resistance to survive all of it.
This needs to be confirmed, I'm not completely sure.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Fruz wrote:
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Aim_Deep wrote:
Why doesnt dynamite kill you is better question. I remember running away when I threw it at start of delve lol. Also the incusion rooms with explosive charges. Turn out they are harmless to us.

It makes as much sense as ... any skills cast by an ally, or a minion ... or even your own traps.

You are looking for way too much realism for PoE lol.


True. On that subject though I also think it's weird how when you kill an enemy their projectiles they fired totally disappear. I get the self traps thing but should be more realistic.
Git R Dun!
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Fruz wrote:
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MrsDeath_ wrote:
i think its about lighting the structure you are trying to use dynamite on.
if the wall is in the darkness game will treat it like any other monster and it will not take dmg.


Really ?
I think that that you can blow up walls while being in the complete darkness and throw a flare after that, if you have the darkness resistance to survive all of it.
This needs to be confirmed, I'm not completely sure.


It's not because of that. You can blow up walls in the darkness.

It's because of how the game treats 'active' versus 'inactive' mobs. Every mob in the game is 'activated' - they both deal and can take damage - only when you come a sufficient distance close to them. Before that they're 'inactive', and can't be damaged. You don't notice this with regular mobs because the activation distance is so far (and the change is virtually instantaneous) that they're all active well before they come on your screen (and can even be off-screened from quite far away).

This was actually an issue earlier (when it wasn't the case) with monsters like Barkhul in Daresso's Dream - he'd keep summoning more mobs into the arena even if you died, making it impossible for you to re-enter to fight him as they'd overwhelm you in no time. You can even see it in action now when you die, but your golem keeps fighting forever, seemingly both invulnerable and ineffective (as the enemies also take no damage from it). Monsters aren't vulnerable unless your character is close.

However, for whatever reason, GGG seems to have decided to make the 'activation distance' for walls in the mine really short - so short that you can even see the dynamite go off on the edge of your screen but return to find the wall undamaged (because it was inactive). The fix is simple - give the walls a similar activation distance as regular mobs have. I've really no idea why they didn't just do that from the start, apart from maybe just to add a bs challenge element to Delve's darkness.
Last edited by Exile009#1139 on Jan 1, 2019, 4:53:26 AM

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