Ask yourself, how many chaos builds can make use of Sigil of Consumption/Destruction? How many vitality builds can? How many fire builds can? They can all choose to invest in Sigil of Consumption/Destruction and get their money’s worth.
I’m not sure I follow. Why are you giving vitality/fire damage builds as examples? Obviously such builds would benefit, however marginally, from from Sigil of Consumption, the same way that certain hybrid summoners would benefit from points in the hellhound, because such builds will be using any combination of -%elemental/fire/chaos resist debuffs, party-wide +%elemental/fire/chaos damage buffs, items/constellations with both summoner/pet damage bonuses, +%pet bonus items, etc.
All for 24 points. Now ask yourself, how many builds can make good use of hellhound? There’s just one specific playstyle. And it even totals 48 points.[
Wrong. Most pure summoner builds actually only max the Summon Hellhound skill itself, with only a sprinkling of points in his other skills.
A. Summoners get lots more pets by wearing pet gear. If you’re not a full summoner and you’re wearing pet gear for more pets, then you might as well go full summoner, else you’re gimping yourself heavily since pet gear offers little in terms of personal offensive stats.
Your point? A summoner could also use “chance on attack” items that fires lightning bolts or even level 26 Devastation and that would be equally pointless.
B. I suggested that mastery pets scale off the player AND pet gear. So a few (not all) of a summoners menagerie get stronger as well.
Why does it matter? You’ve already pointed out that you’re more interested in the principle of the thing. Do you really think pure summoners need more +%pet damage? Unless the meta has changed drastically, the more pressing issue for summoners is usually juggling skill points, pet bonuses (besides damage, like skill/OA/resists) and personal survivability.
100% completely and utterly a non issue.
How would you know? You obviously have a very different idea of what a summoner build looks like.
Itemization and the amount of RNG in trying to get an item with good pet stats or not having pet stats makes the pool of affixes too large and split. Or you will have items that have a ton of text due to the combination of player stats, pet stats, item stats, abilities, components, augments and so on.
This, basically.
All the resources you need to make a hybrid are there, but getting the right combination of affixes takes an unreasonable amount of time/effort. I’ve already pointed this out multiple times, considering how some of the best summoner items are not epics or legendaries, but dual rare affix items. I’d say pretty much the only universal item to summoners is the Beastcaller’s Cowl.
Crafting RNG yet remains the same though.
The only reason I don’t go out of my way to complain about it is because it’s basically the same story for people looking for specific legendaries. Legendaries can be traded, though. Pulling a dual-rare affix MI out of thin air is significantly more difficult.
I still maintain that if you’re looking for exclusive player-scaling pets, look at how Diablo 3 turned out. It’s basically a horror story of what could have happened if this had been the case for Grim Dawn.
D3 Pets are basically just AI-controlled nukes with HP bars in a world where uniques can teleport to you, drop DoTs on your location, or spam Aoe control/tracking abilities at you. There’s a reason a lot of summoner players pretty much just stopped playing Diablo 3. It didn’t help that you needed very specific items to even make such a build competitive, because for all the millions of dollars that D3 generated getting a core summoner build to work was apparently beyond the devs.
If you’re a better person than me and you believe that the D3 devs were anywhere near competent, then something was obviously causing the whole player stat-scaling pet idea to backfire, something that even the D3 devs couldn’t fix.