New pets

well, back on topic, i suggest the new pet would be an armored knight, and this pet is for u cs/ms end game farmers, his ability would be to collect like the cat but instead of giving a high tier equipment, he will pop a cs/ms which corresponds to the quality of your drops, let call him, “al-chemist”

Needs a pet that fights with you, counters your weapon (ranged=melee and vice versa)

That’s what hirelings are for. :smile:


I would like to thank the thinkers that think they thunk the thoughts they theorized.

Can you please create a PANDA pet? His skill is to block some attacks. :mrgreen:

Pets! There are real possibilities here.

Crystal generating pets - with the crystal generated depending on level. Or something implike where it picks up a crystal, upgrades it, then ignores it (you’ll need to mark crystals to they don’t get chain upgraded.) Or simply upgrades crystals, up to a set level (in options) at no gold cost. Something similar can be done for mythstones, or both can be combined into one pet.

The dog should loot everything, inventory space permitting, and not just gold. The hidden caches should include weapons, crystals and gemstones. One way of managing this is to give the dog an inventory screen, and transfer items to the player’s inventory from that automatiucally, stopping searching when full.

As an alternative to the dog, a pet which causes loot to attract to the player would be nice (if not marked for collection by an imp). No hidden caches for that - price of convenience.

A pet that causes random loot explosions of the various items. Or random chests to appear.

The fairy is too slow to heal in emergency situations. Giving her a cooldown is enough. She should heal mana as well as health, but healing mana charges you the cost of a potion as well as gold (configurable in settings). Or do it for free if you’re feeling generous.

A haggling pet that decreases store items price. Possibly a paid variant that does this for Real Money too (and a larger gold cost decrease). Only does this for equipped character, when there’s hirelings.

Talking of hirelings, stashes are a major investment. How about a pet that activates a four-item stash screen, as a way to get into the hireling door early?

A pet that instead of healing, gives a pecentage regen of health and mana automatically would be a good idea.

Now for battle hardiness.

A pet that attacks in a pet only element, that can be knocked out until battle is done. Pet only element is not on the element tree. Calcite can be used to specialise, or bring back to pet only element.

Pet with damage aura that sprints through enemies.

Pet that increases armour by percentage.

Special pet talents - for the main and off hand weapons; either increasing hero level mastery, or otherwise keyed in to the talent tree. Since you can have any combination of main and off hand weapons, I suggest one pet for each main hand with a random offhand and one pet for each offhand with a random mainhand. Or possibly you could simplify with a very expensive (perhaps paid) pet that has modifiers for all weapons.

Pet that keeps item levels current when you level up.

Pet that affects DPS of weapon (perhaps with element bonus).

I appreciate that a lot of this can already be done with affix slots, but a pets specialisation could be always better than an affix slot.

Legendary pets with special pet abilities.

Pet that leeches health from enemies wherever it goes.

These are just off the top of my head; I need to really sit down and think about this…

Bunny fufu, is that really you ??? :wink: :mrgreen:

:unamused: :arrow_right: :bulb: :arrow_right: :laughing:

Cats :3

[FACE WITH TEARS OF JOY][FACE WITH TEARS OF JOY][FACE WITH TEARS OF JOY]

cats cats cats… i want cats!

I see what you guys did there [emoji48] [emoji48]
Edit: Merged with the cat thread.

Here’s to hoping we have Mounts by patch 10.1

An idea that I recently had was to let the Pet be independent of other effects. Immune to gear effects, to map effects, mob effects. Like, HP/MP regen on the pet still applies even if the player has Blood Magic + Vampiric Touch. HP leech and MP leech being immune to a custom map with leech nerf. Players have no control over what bonuses a pet has or gets, so this would let ‘undesirable’ pet affixes be worth a bit more.

Also, ferrets.

[quote=“tyteaz”]Just thinking about the new CS/MS system and I thought maybe we can have two new types of pets, one for collecting CS and one for MS and have their effects be they “consume” 3-5 CS/MS, regardless of tier and on the fifth they “poop” out a new CS/MS with a higher chance of it being a higher tier CS/MS? The CS pet can be some crystalized beast and the MS can be a “mythological” creature? XD

Also can it be where when you loot a CS or MS it’ll tell you the name of the CS or MS? None of the names are really that long and they’ve already been color coded with light blue for CS and purple for MS so it’ll be easily differentiable from the other items. Not a big deal but something small that would help my curious nature of wanting to surprise myself when I loot a high tier CS/MS. I know the CS/MS look visually different on the ground but I’d like to know what it is when I loot it :stuck_out_tongue:[/quote]

Good idea, +1