PoE2 Grenade rework suggestion

I hope I'm writing this to the right place.

1)Make grenades a separate weapon from the crossbow (with ability to use them together)
2)Animation changes
3)Add cook and self-explosion mechanics
4)rework of the multi-projectile on grenades

---1): Separate Weapon
Make them a separate one-handed ranged weapon. Grenades could be a nice pairing with melee weapons (and with shields...). The game already has plenty of grenades with interesting effects that could be useful in any build, but not enough to warrant carrying a whole crossbow just for them. In addition, if grenades are a separate weapon, then they will have a separate attack without a cooldown, which will allow you to create a build only on grenades less annoying with all this cooldowns. This will also allow to add unique grenades to the game.
As for the originally intended combination of crossbow + grenade, you can add mechanics similar to bow + quiver. When a crossbow is equipped, only grenades and nothing else can be equipped in the right weapon slot. The crossbow itself remains a two-handed weapon.

---(2): Animation Changes
The current grenade animation not only won't work with the melee weapon + grenade combo, but it also looks almost like a regular crossbow shot. They just need a hand throw animation. Moreover, when combined with a crossbow, this will also greatly affect the shooting experience. Gameplay with it will feel much more tactical if the character throws a grenade with one hand while holding a rifle (crossbow) with the other hand, like in modern shooters.

---(3): Cooking Mechanic
This is actually why the changes above are needed.
Holding down the grenade throw (not the basic attack) will start the fuse timer (grenade cooking). Releasing the key will throw the grenade with the remaining fuse, but if you don't releas... well... grenade will explode right in the character's hand, not only causing damage, but also applying the corresponding effect. This way you can guarantee that you'll blow up your opponents, but at a certain cost.
It also make possible to activate unique charm effects (for example, to receive frenzy charges) or to activate effects from receiving a certain type of damage (for example, iron ward)
In addition, holding the grenade should not interfere with other actions, only the actual throwing. Then grenades with a long fuse will pair nicely with melee weapons and shields.
Mortars cannot cook grenades.

---(4): Multiprojectile
It's a small thing, but it would be great to see this change, even in isolation from what I wrote in other points.
The crossbow has a unique multi-projectile mechanic; instead of firing in a fan, it fires in bursts. But grenades, which are literally part of it, are somehow left out.
What if the increase in the number of projectiles does not launch them in a fan, but throws exactly one grenade, which after activation will detonate again with a reduced fuse? Then, to play with multiple grenades, it will be vital to scale both the range and the fuse reduction and look for some ways to slow down the enemy, and using a detonating bolt will require a more interesting pattern than grenade-shot-grenade-shoot

---(P.S.): Some ideas:

"No Fuse" support gem - completely removes the fuse from the grenade skill. Using the skill instantly detonates the grenade in the character's hand and has shorter cooldown. Mortars also stop firing grenades and explode instantly. Damage and effects are dealt to the mortar, not the character.

"Perfect throw" support gem - throwing a grenade shortly before it explodes (or detonating a grenade before it lands) deals more damage and interacts with the Perfect Timing mechanics. Doesn't work with skills without cooking mechanics
Last edited by Ortengryn#0477 on Apr 4, 2026, 2:29:40 PM
Last bumped on Apr 5, 2026, 8:13:18 AM
good idea, but there will some crack addict zoomies that will screech at the mention of "tactical" or "meaningful". and ggg seems to love them. they practically had the same idea as you in the 0.1 but gradually shifted POE 2 combat into poe 1 combat with math spreadsheets during preparation and mindless button mashing when in actualy gameplay.
Cool AF!
There's a rumor they'll add Claws (for Beastmaster i guess, it's supposed to be pure Dex) as a weapon outside of the regular 1Class = 1Weapon set.

I see no reason to not make Grenades a separate weapon then.
It would make more space for new Crossbow abilities too, which let's be honest - would be welcome. Xbow skills are boring and feels similar to each other.
Last edited by Evergrey#7535 on Apr 4, 2026, 1:43:51 PM
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Evergrey#7535 wrote:
Cool AF!
There's a rumor they'll add Claws (for Beastmaster i guess, it's supposed to be pure Dex) as a weapon outside of the regular 1Class = 1Weapon set.

I see no reason to not make Grenades a separate weapon then.
It would make more space for new Crossbow abilities too, which let's be honest - would be welcome. Xbow skills are boring and feels similar to each other.



This isn't exactly a rumor; the passive skill tree already has placeholder nodes for claws, and you can already read about them in the tooltip. Besides claws, there are signs of another non-classed weapon: traps in the Intelligence + Dexterity section of the tree.
Absolutely agree. It's a perfect suggestion. Animation of throwing a grenade is needed and is the most fun thing in the game. Also be separated can support many builds than by using only Crossbows.
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Evergrey#7535 wrote:
Cool AF!
There's a rumor they'll add Claws (for Beastmaster i guess, it's supposed to be pure Dex) as a weapon outside of the regular 1Class = 1Weapon set.

I see no reason to not make Grenades a separate weapon then.
It would make more space for new Crossbow abilities too, which let's be honest - would be welcome. Xbow skills are boring and feels similar to each other.



This isn't exactly a rumor; the passive skill tree already has placeholder nodes for claws, and you can already read about them in the tooltip. Besides claws, there are signs of another non-classed weapon: traps in the Intelligence + Dexterity section of the tree.


No it doesnt. Those "claw nodes" used to be in the druid section of the tree and they where shapeshifting related (they even had a wolfhead as the image). With the introduction of the druid in 0.4 and the rework of that section of the talent tree that "claw cluster" has been repositioned and also had its shape completely changed to no longer resemble an animals paw/claws. The actual claw weapon type is mentioned in the martial weapon tooltip window thats true. I believe thats a remnant of way back when poe2 was supposed to be poe1 4.0 since poe1 already has claws of course. Maybe ggg ends up introducing them with the shadow or in some different form later on though, we'll see.
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Argonlo#6237 wrote:
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Evergrey#7535 wrote:
Cool AF!
There's a rumor they'll add Claws (for Beastmaster i guess, it's supposed to be pure Dex) as a weapon outside of the regular 1Class = 1Weapon set.

I see no reason to not make Grenades a separate weapon then.
It would make more space for new Crossbow abilities too, which let's be honest - would be welcome. Xbow skills are boring and feels similar to each other.



This isn't exactly a rumor; the passive skill tree already has placeholder nodes for claws, and you can already read about them in the tooltip. Besides claws, there are signs of another non-classed weapon: traps in the Intelligence + Dexterity section of the tree.


No it doesnt. Those "claw nodes" used to be in the druid section of the tree and they where shapeshifting related (they even had a wolfhead as the image). With the introduction of the druid in 0.4 and the rework of that section of the talent tree that "claw cluster" has been repositioned and also had its shape completely changed to no longer resemble an animals paw/claws. The actual claw weapon type is mentioned in the martial weapon tooltip window thats true. I believe thats a remnant of way back when poe2 was supposed to be poe1 4.0 since poe1 already has claws of course. Maybe ggg ends up introducing them with the shadow or in some different form later on though, we'll see.



Oops, my mistake. For some reason, I was sure there were nodes for claws (and I'm not talking about the ones the druid had). But I wasn't wrong about the tooltip.
Try looking at the description of the martial weapon keyword (for example, keystone "dance with death" has one.

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