Optional companion idea

Well, since the concept art shows a big wolf next to a red haired woman, maybe we can throw in some pets across classes that might fight or carry items for us to sell as opposed to going back and fourth. I get the portals and its easy enough. But since there is a new expansion coming and tons of changes, that wouldn’t be too bad of an idea. Now before anyone blows their tops, this should be probably a paid dlc to compensate the devs. Yes, grim dawn has a certain “feel” to it, but these upcoming changes are also changing the feel of grim dawn. Im meaning common, rare items that would be normally sold anyways, legendary and unique stuff would be the players responsibility. It would save the player some time but it would cost the player some resources. I think this would keep the flow going for the player instead of making a trip to a merchant or smuggler regularly. Im meaning also standard items and COMMON components in the regular storage with the player having to go back and sort through the stash that the pet just threw in there. THIS IS AN OPTIONAL idea. And of COURSE its possible to tweak it more to grim dawn. Im not suggesting though that this pet can “buy” things for you. If the player does a “sell” run, there should be a resource costs and a time before the pet reappears. For it to fight for you, then there should be an expenditure of resources and to keep it under the players strength, so it doesn’t op the player. After, the game is about the player, not the sidekick. Maybe using the inventor is an idea to pay her for mods to this “pet”. And the pet should also match some of the classes as well, like a soldier couldnt add “x” but could add “y”. These are some ideas that can be tweaked but its NOT part of the base game, much like the crucible is. The crucible is a paid OPTIONAL dlc and so should this be. And just as the crucible was tweaked, so can this. And this wont be for everyone, like the cruicble is, but some may enjoy the idea.

Problem with that idea is that if you wanted to multiplay with someone they’d also have to have that DLC. That’s why Crate have kept their Loyalist Packs to cosmetic items only because someone can use those and still multiplay with somone who doesn’t.

If the desire is to allow access to stash and merchants outside town, that can just be implemented directly. There is no need to involve a companion. Btw, the latest Grim Misadventure said that we will be able to put components and materials in our stash from anywhere in the world.

As for a fighting companion, I’m not in favour. They are either weak (and pointless) or strong (and start to play the game for you).

Well, okay , the idea can be tweaked around with. As for fighting, well, I agree there. THe companion should never op the player here. The necromancer build though… they have some tough pets.

I thought of that to. Even with the current dlcs, there is mis match. Yet with the cruicable dlc, there are no such things. Supposedly there is a work with the currrent dlcs. Good point though.

Yes, pet builds are very strong. But you have to spend skill points and commit gear affixes to support the pets - it has an opportunity cost. Essentially, if you’re playing pets that’s your whole build. A companion/mercenary is just a free sidekick (at least I think that’s what you are describing?)

Implemented directly, like do it from a character inventory, Sacred 2 did that via inventory but at a reduced sales price, something Im suggesting here. That might be a consideration,

I think Last Epoch addresses this issue well by making gear almost worthless to sell, so there is no reason to pick up items unless you want to use them and no need to do “sell” runs. To compensate, cash drops are higher.

No, Im VERY MUCH suggesting that this sidekick HAS COSTS to it. Even for pet builds. Every bit of this “mercenary” can be edited but with a cost in a resource that the player already has acess to. Much like crafting at the inventor. The idea here, is that upgrading this “sidekick” needs to be done with a merchants aide and supplies giving by the player

They did. Some players though “just gotta” sell that junk. Or they can mod the pet to do something else, like scout, taunt, whatever the case may be, but these options are not free and Im only suggesting some base ideas. Grim Dawn does have some steam punk ideas and players who want to fiddle with such a pet in a steampunk or “whatever” case, they might get some enjoymeant out of it. I do agree cash drops are a good idea. Pets selling gear to merchant should be just ONE of the many options it can do, Yet, the focus needs to be the player, not this pet. The pet should not be a massive game changer to over shadow the player. As with the cruicable, this is just an optional paid dlc for players who like to tinker with such a sidekick like that. It can add variety to gameplay but ISNT the gameplay. The player is.

I don’t see much use for Torchlight-esque pets in Grim Dawn, as you can freely teleport to a city and back at any point. If you lower the sales reward from selling via pet, people may just teleport to the city anyways. If you want to be able to sell everything, I’d much rather either make gear have vitually no value (Last Epoch) or add a toggle to autosell gear below a certain rarity (Borderlands 3).

From a build optimization standpoint, I can see some added build variety made possible with Dungeon Defender-esque pets, where some apply buffs, others heal, and yet others inflict damage. But then again, this is essentially the same as adding more gear slots, and would just make players even more powerful.

Then one other pet archetype comes to mind; the Hades-esque pet, which increases loot of certain types or have added utility. This I could see as an interesting addition, as it does not interfere with combat balance. However, with the addition of the Ascension Altar, I feel that a system for the loot manipulation is already in place, and then you are left with… a portable inventor? Which brings us back to the teleport system.