Why even have Damage and Radius on Dynamite as it is in Delve?

Damage and radius on dynamite in Delve Mechanic doesn't really do anything. You can still blow up walls and what not, but what I've also noticed is that the dynamite does NO Damage to surrounding mobs in the Area of effect as well. So maybe have those 2 things worth investing into basing the damage and AoE scaling off of your weapon perhaps? idk, make some usefulness to it or remove it if you're just gonna leave it as is. Give players some reasons for investing in it at least.
Last bumped on Oct 8, 2021, 11:08:31 AM
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It does damage enemies though, unless you're not upgrading it enough. At one point it was even highly effective against the bosses, though I'm not sure if that part has ever been changed.
I have a pretty good sense of humor. I'm not German.
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aggromagnet wrote:
It does damage enemies though, unless you're not upgrading it enough. At one point it was even highly effective against the bosses, though I'm not sure if that part has ever been changed.


dmg from it is trash at deeper depths with monster life/defenses scaling. They need to at the very least make the damage from it scale off your mainhand weapon or something to be worth investing in. I have had damage and Radius maxed out before and quite frankly I see absolutely no difference in what it does. It merely tickles mobs depth 180+ at best with those 2 dynamite modifiers maxed out.
Last edited by AShugars#6351 on Oct 7, 2021, 10:10:30 AM
Or make it a Fire skill that can be further improved by fire damage etc.
Two-handed - Mop
Dual Wield - Slippers
One-handed & Shield (close combat) - Brush & Basin
One-handed & Shield (ranged) - Hair Dryer & Mirror
Main-hand & Off-hand (evil witch) - Sponge & Soap
I seem to remember that originally the dynamite damage and radius applied to the walls as well. It was a bad not fun mechanic that way and so they nullified trying to use damage and radius for the walls. Anyone else remember something like that?
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
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AShugars wrote:
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aggromagnet wrote:
It does damage enemies though, unless you're not upgrading it enough. At one point it was even highly effective against the bosses, though I'm not sure if that part has ever been changed.


dmg from it is trash at deeper depths with monster life/defenses scaling. They need to at the very least make the damage from it scale off your mainhand weapon or something to be worth investing in. I have had damage and Radius maxed out before and quite frankly I see absolutely no difference in what it does. It merely tickles mobs depth 180+ at best with those 2 dynamite modifiers maxed out.
I just jumped in on a char to test (it's been quite a while since I've delved much), at about 320 depth on an 89 Guardian. Unsummoned all my minions and just chucked dynamite. The damage vs mobs is definitely noticeable and cuts most trash mobs it hits down to half to two-thirds life. That seems pretty reasonable to me for its likely intended use when it comes to mobs (utility vs swarms). You're not likely to really notice it if your build is already strong enough for the depth you're at, but why should you?

Wanting it to do even more is fine and all, but to say it does nothing is quite simply incorrect.
I have a pretty good sense of humor. I'm not German.
Concour about the low damage, don't think even giving them hundredfold damage could make them relevant in delving, even deep delving

I recall about a player attempting to do a "Delve guide for dummies" talking about Dynamite having the ability to stun any enemy they hit, regardless if they are Unwavering.

Maybe we can further explore this avenue? Not damages but debuffs?

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