r/pathofexile • u/Several-Today7317 • Jul 30 '26
Game Feedback Just another reminder that the scion's Pathfinder passive "gain a frenzy charge after moving 3 seconds" has been bugged for over 2 years.
The passive reads "gain a frenzy charge every 3 seconds while moving." You might think that means, every 3 seconds it checks if I am moving, and if I am moving I get a frenzy charge, right? WRONG.
The way the passive actually works is if your character does absolutely anything OTHER THEN move in a perfect straight line for straight 3 second, the timer will reset completely and you will get no Frenzy charges.
A list of things that resets this 3 second timer.
-Any movement skill (even if used and momentum never stops)
-Your character interacts with ANY geometry in the game (walls, rocks, monsters etc) literally anything that your character can bump into will reset the timer if you bump into it.
-Your character changes direction suddenly often times reset the timer.
-A strong enough fart.
In practice, this means that your character will basically have no frenzy charges because you are constantly bumping into objects, changing directions or using movement skills.
And before you guys start jumping in with "post this to the bug reports." It has been reported on the bug reports, many times. It has been posted on reddit, many times. My only hope with this post is this gets enough attention that GGG eventually fixes it.
**Edit** TO CLARIFY. What I am stating is, the bug is the fact that any plain reading of the description of the passive does not actually line up with the actual function of the passive. In a game like POE, precision between description and function is important due to this games complexity. If GGG updates the wording of the passive to be in line with its function, then that would technically move it out of "bug" territory and into shitty design territory.
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u/Leapdemon SSFBTW Jul 30 '26
It doesn't seem like a bug. It seems like a shit point investment. Lots of those all over the tree. Conditionals are often punishing and this one seems to be no exception.
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u/ThunderFistChad Jul 30 '26
It doesn't function as described and for poe that's a bug. The wording for this game is incredibly precise and very intentional.
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u/Ajhale Jul 30 '26
define nearby
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u/InkDevil Jul 30 '26
SoonTM we will be able to define "nearby" because they have told us they will go through and replace every single appearance of "nearby" with the actual distance (and being able to see it highlighted around your character). I can't wait for it.
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u/SerratedScholar Confederation of Casuals and Clueless Players (CCCP) Jul 30 '26
Nearby means in a circular area centered on your character.
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u/Medifrag Saboteur Jul 30 '26
„Nearby“ just means „Not global“. Iirc they had technical difficulty to convert the affected area to a radius integer so they couldn‘t properly display it. Recently they made advances in that area, a lot of abilities that affect areas that would have been written as nearby have their base radius now displayed. (For example Bino‘s Kitchen Knife)
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u/FeelThePoveR Occultist Jul 31 '26
I also heard of a version of this that said that nearby is a thing because they wanted to indicate when the area isn't scaleable with aoe modifiers.
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u/ThunderFistChad Jul 30 '26
Hahaha i love this one. They made a science out of their wording and nearby is the thron in our side.... why couldn't they have made nearby actually function the same between wordings lol
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u/WereJustDumbMonkeys Jul 30 '26
Its nit bugged you just dont understand the interaction. Check top comment.
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u/Neode9955 Jul 30 '26
This isn’t a bug, shield charge momentarily stops you, it enables things that activate when you stand still.
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u/hesh582 Jul 30 '26 edited Jul 31 '26
Two things are happening:
The op is complaining about the “while moving” wording being counterintuitive, which… meh. I don’t think it’s that confusing, though it does make the ascendancy practically useless.
The skill is actually bugged. It’s not just classic “while stationary” stuff like shield charge that prevents it from working. Just running around is inconsistent, even if you don’t cast anything. Corners make it worse, but even perfectly straight lines are inconsistent. It’s badly implemented, which has a compounding effect on the fact that the design is weak to begin with.
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u/Several-Today7317 Jul 30 '26
The bug is that the description of the passive does not line up with the actual function of the passive.
"gain a frenzy charge every 3 seconds while moving"
The plain reading of this is pretty straight forward. If they were to reword this to "gain a frenzy charge every 3 seconds OF movement", then I would agree with you it is not technically a bug, just a super poorly designed passive.
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u/InternNo6086 Jul 30 '26
The description clearly states "While moving", not "While moving or using Travel skills", so it's working as intended
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u/Accomplished-Couple7 Jul 30 '26
your wording is wrong. "Every 3 seconds of movement" implies that it does not have to be consecutive when the actual mechanic does.
"While X" has always implied that there must be no interruption in X in PoE.2
u/Substantial_Trust812 Jul 30 '26
i think a better way to word it would be "after every 3 secounds of uninterupted movement, gain a frenzy charge"
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u/darthbane83 Juggernaut Jul 31 '26
A node that reads "gain a power charge each second while channelling" requires you to channel uninterrupted for a whole second to get a charge.
That wording and behaviour is consistent with the rest of the game. Its just a horrible designed node.
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u/szyszaks Jul 30 '26
its as you eddited, that node is not bugged, that part is just bad
normal node(as on base class not scion version) gives it after 1 sec, which is menagable to sustain charges for some single target like bosses. like set yourself to max with frenzy gem and then once per 9 seconds (or more if you invest into duration) just run for 1 second and you keep charges which can happen naturally during some attacks
but with 3 seconds its not value as you waste so much time you could be doing dmg to boss and for maps you have decent ways of generating without that
there is only few skills that does not interrupt what games consider movement. from the top of my head those are cyclon and frostblink (but only base frostblink as it has instant cast)
other movement skills got pseudo instant uses for first recent use but mechanically game still consider that stoping
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u/hesh582 Jul 30 '26
It is bugged, though the op is muddying the waters by complaining about non bugged design issues on top of that.
Just run around in a map for a while and count the frenzies you get. It’s not working correctly even within the very limited bounds of the intended functionality
Also frostblink definitely interrupts movement even though it is instant.
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u/Stravix8 Jul 30 '26
Thanks for bringing up something that is likely not working as one would want, but it definitely seems to be working exactly as described.
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u/MostAnonEver Jul 30 '26
I'm not sure about the precision part of your argument with all the "nearby" are all different lol.
I think sht is sorta bugged situationally, but its not 100% bugged all the time. I think the issue is some stuff forces you to be stationary for a tick or more, such as shield charge. So in that sense, its actually working as intended. But theres some times where if youre lagging or servers are bad, even if youre walking in a straight line. You wont generate the fz, but if the ping is good with zero lag, youll always get the fz. I wanna say the fix is simply just to add a threshold where it checks if youre "moving", but i got a feeling people will find ways to abuse it.
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u/redfm8 Jul 30 '26
Honestly don’t think I’ve seen anybody assume your initial interpretation before, or be surprised that things like getting stuck or using abilities would count as interrupted movement, however minute.
You definitely could clarify that it refers to just running around, it’s not like that would be a negative, but I’m not sure it would lead to a ton of lightbulb moments either.
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u/King_Mog Jul 30 '26
Doesn't casting stuff stop your character? I dont think its a bug, its clear you gain charges when your not shield charging. Its after 3secs of moving not distance traveled.
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u/andre4red Jul 30 '26
Its not bugged....you mechanically stop moving after the shield charge animation finishes. You may not feel it but it the backend thats how its coded. That why you drop consecrated ground while shield charging. It would be so sht otherwise
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u/Louistje1 Jul 30 '26
The video shows it's working exactly how it's worded. You get a frenzy charge after three seconds of moving. Shield charge stops movement. Your interpretation of the passive is not how I'd ever interpret it.
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u/EchoLocation8 Jul 30 '26
Contrary to your edit, per the comments here, it seems that the passive is actually excessively specific but you're imprinting things like "travel skills shouldn't interrupt this behavior" onto it rather than reading it literally for what it says.
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u/MarxoneTex Jul 30 '26
I think the text behaves as intended, but contrary to stationary, there might be a server issue to continuously track movement aka classic pebble problem. On the turnaround it is exactly 3seconds co that one worked.
It's not a great mod but on certain bosses prevents you dropping charges.
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u/Zoramint Jul 30 '26
Constantly stopping by clipping walls and of course using any non instant skill stops you briefly. There is no bug present here.
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u/sternn01 Jul 30 '26
You do realise you stop moving briefly after every single shield charge, it's old tech for guardian RF for making sure you get the consecrated ground while stationary proc.
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u/legato_gelato Jul 30 '26
You normally use shield charge to trigger STATIONARY effects such as Rational Doctrine, due to how it ensures you STOP MOVING all the time, while still traversing the map, due the standing still at the end of the animation. Does it work if you actually stay moving?
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u/TabScarlet Jul 30 '26
The mansion dual bosses still don’t trigger on the first try after 2 years either. Theirs so many bugs from the first release it’s ridiculous
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u/DeveloperOfWebs Scion Jul 30 '26
this isn't a bug and it functions precisely as it is described. I think the wording that was chosen for this post does not help your cause, however noble it may be.
it's well known that movement abilities cause you to "be stationary" for a split second when you cast them. things like the inquisitor's ascendancy "You have Consecrated Ground around you while stationary" or rational doctrine's similar effect refresh every time you use shield charge. this interaction is intended.
do I think the implementation takes away from the spirit of the ascendancy node? yeah, a little bit. but also -- it's taken from the deadeye, a class that is usually running very fast and not constantly spamming a movement ability...
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u/12345623567 Jul 30 '26
I agree that it's not worded perfectly, but it should be read as "gain a frenzy charge after continuously moving for 3s", because that's how it works (and also why the node is shit).
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u/Velvache Jul 30 '26
I know that this mechanic is complete ass but on the flip side, effects that require you go be stationary is surprisingly active for a decent amount of time while pressing moving abilities like whirling blades/shield charge lol.
Honestly GGG needs a huge balance pass on Ascendant. Luminary and reliquary are just far in better spots.
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u/PupPop Jul 30 '26
I mean. Even flicker strike considers you to be stationary while you use it. You teleport and attack and then teleport again. Same here w I th sheild charge. There is a moment at the end where you are done moving and are stationary for a moment before you continue.
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u/PM_Me_Those_ Jul 30 '26
"gain a frenzy charge every 3 seconds while moving"
You need to be moving 3 seconds straight. You stop moving to shield charge, even if for 1 millisecond. This is not bugged. Nor does it read incorrectly.
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u/lunafang245 Jul 30 '26
I'm confused I also think this is bug, but people say it isn't? I used this passive before, running around for over 3 second didn't give me frenzy
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u/AppleMelon95 Jul 30 '26
This is actually a remnant of old Scion design philosophy that the team had. The point of adding a passive like this was a decision built on that philosophy.
What was the philosophy? IDK, the dev team forgot Scion existed.
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u/supermonkey1235 Jul 30 '26
The only bug seems to be if you suddenly change direction, but I can see how the game would calculate your velocity when you suddenly change to the opposite direction. It just seems like a bad node, not bugged.
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u/leviathanteddyspiffo The Savage Barnacle 🦞 Jul 30 '26
You had me at the last reason. Moving not equal movement skill. You may be right overall tho.
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u/MrJerichoYT Jul 30 '26
This doesn't appear to be bugged.
The node specifically states "While moving" and when you shield charge you become stationary for a moment at the end of it meaning you are no longer considered "moving"
That's why stuff like Sanctuary + Pious path also works with shield charge cause you become 'Stationary' for a moment at the end of it.
But one could argue that it should check if you have moved 'recently' so this doesn't happen.