Every single time that somebody suggests a pet it always gets shut down because it doesn't make you actually get in the fight. I've created an idea that solves the problem of unfair advantages that a "pet" gives. First off, The pet is not permanently following you throughout the whole stage. A pet call of some kind will take up 1 slot in your belt (the place where vials are kept) in the form of a whistle or something. You get 3 calls and you can't get them back unless you go back to haven and go down again. The pet will appear kind of like a mecha-knight does and only stays for 2 minutes or until it dies. Also pets will be limited to rare finds only. Such as king krogmo bribes (less than 1% chance of happening) and "I found a wolver by killing the rabid snarbolaxes"/"I found a zombie by killing Darkfire Vanduke"/"I found an ice mini by defeating the Ice Queen". Damages received and dealt by your pet follow the family your pet is in (wolver pet get hurt more by pierce and deals piercing damage).
I also constructed a list of things that might be added to the whole pet thing:
- There's a guy in the bazaar that you have to get food from to keep you pets active (the call you pet whistle on you belt turns grey and unusable if you don't feed you pet).
- A newly found pet goes to the usable category and if activated, kicks out you current pet.
- You pet leaves in 30 days.
- New pet calls can be dropped by enemies just like vials.
- You can tell your pet what to do by using coding (example: /pet attack construct family. something like this.)
Fire away you arguments. (I'm perfectly fine if you absolutely hate my idea)
No offense intended, but there was another thread somewhere saying pretty much the same thing.
Although I forget where it is now...