Animate Guardian absorbing the "of fleeing" mod causes it to bug out permanently and flee forever

it didn't even show up in the "known issues and bugs" list, I'm quite disappointed it still hasn't been fixed yet
hello i have the same problem i cant summon mi animatedguardian, say is all ready dead , i trade the gem to my friend and he can summon but for some reason i dont know why i cant..... any help please.
you have to equip your animate guardian with gear first before it will show up. animate guardian gear is tied to your character, so if you did not equip it with anything, it will not show up. Your friend likely already equipped his with items already
"
it didn't even show up in the "known issues and bugs" list

Most bugs they reproduce, then develop and release a fix for, are never mentioned there. The list is mostly a "please, for the life of god, stop posting about X and Y - we know" kind of thing. Their issue tracker likely contains a five-digit number of known & unresolved bugs at any one time; there's no chance of them attempting to exhaustively reproduce that in a public forum thread.

The issue was acknowledged < 2 weeks ago, and most bugs in live service games take months - sometimes years - for a patch to release with a fix. Awkward bugs such as how specific unique items & monster affixes interact with AI are amongst the most challenging to fix without unintentionally creating collateral damage. That < 1% of the playerbase is affected likely doesn't strengthen the argument internally to prioritise a fix for this issue over others.



It has been acknowledged. They have it on their internal issue tracker. It will be assigned to someone in time, and they'll create a fix for it when possible. They're not sitting around waiting for things to do, and they're not going to drop everything to immediately create a fix for this.
GGG do not offer first-party Technical Support.

Free Technical Support guides created by the community are available here: https://www.poecommunity.help

No ads, trackers, or other weird stuff.
"
That < 1% of the playerbase is affected likely doesn't strengthen the argument internally to prioritise a fix for this issue over others.


And let's see, Raise Zombie of Falling had a 0.2% playrate, 1/5th of AGoS. I wonder what bug got fixed in the latest 3.28.0f patch? Oh right, the one for the 0.2% playrate skill, but not the bug for the higher playrate skill like AGoS. Guess that argument doesn't hold up much now, does it?
Last edited by Retrosaur#4311 on Apr 7, 2026, 10:56:55 PM
And let's see which bug was NOT fixed. Oh right, the skill with the higher play rate than the skill with a lower play rate that had a bug fixed. Great logic!
It's not a 1:1 comparison. The fix for AG is a rework to minion AI when stealing a specific monster modifier. Any changes risk breaking AG AI, other stolen modifiers starting to have issues, and potentially even non-minion players as it could affect HH depending on if shared code (IE stealing reworked Fleeing and Smoke Mine together might crash the game). I highly doubt their current Hallowed Monarch allows them to exclude one specific mod from being stolen and adding an exclusion clause sounds highly volatile for mid-league change.

Where the zombie fix might have just been a variable or 2 lines and very easily reproduced to see if it is fixed or not. Run a looped action 100-1k+ times and see if any zombies persist or not. Where any fix for the AG would require multiple layers of testing to not cause other issues before pushing live.

If it was that easy, it would have been done back in Merc league when there were thousands of players trying to play with HH on their Merc and the player played a support build. The easiest fix might be to rework or remove Fleeing altogether, but I assume that has some internal design choices (forcing the player to chase down a rare when not overpowered).
"
I highly doubt their current Hallowed Monarch allows them to exclude one specific mod from being stolen and adding an exclusion clause sounds highly volatile for mid-league change.


If they can exclude mods that you can steal with Headhunter, I'm sure they can exclude mods that your minions can steal with Hallowed Monarch.

Report Forum Post

Report Account:

Report Type

Additional Info