It must be. Scaling on grenades is basically nonexistent.
This is a problem, and I can't help but to think that this is a great opportunity for the implementation of the originally suggested Alchemist Ability. But mostly, Grenades are still somewhat useful for their effects, rather than their damage. Tremor Grenades still knock down, Terror Grenades still terrify, Thunderbolt Grenades still Shock (which will turn into Stun if Wet or Shocked again), Frost Grenades still create ice surfaces (which can knock down regardless of armor), Smoke Grenades still creates a smoke barrier, and none of them take up a memorization slot in the way Skills do, and with Ambidextrous, you can use all of this for a single Skill Point.
Expensive, yeah, but that's two Thunderbolts Grenades in AoE potentially Stunning entire groups, for two AP.
But in the case of the Holy Hand Grenade, that piddly healing is literally
all it does. Hell, I'm running the Moderate Scaling Mod to drastically reduce scaling, and my team has 186 to 246 health at lvl 8, and it heals less than a minor health potion.
It feels like this item was completely forgotten. It should at least heal at the level of a regular healing potion.
Why would I sacrifice my offhand and waste AP using an item that is completely insignificant when I can instead use my offhand and do ANYTHING ELSE?
Ambidextrous works with two-handed weapons, including two-handed swords, axes, spears, staffs, bows and crossbows. It makes no sense, but Ambidextrous is actually great for 2h warriors and rangers.
Only sword-and-board and rogues get hosed (which are, ironically, probably the ones that could've used it the most).