Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
True you can't max out all pets, but that's not really needed to have effective pet builds in the game. Suggest you look here and study the grimtools links closely so you can understand that maxing everything isn't necessarily the way you need to go in the way to be able to do all content.
https://forums.crateentertainment.com/t/the-carnival-a-guide-to-pets/81781
As for other games with pet build variety - well GD's spiritual predecessor Titan Quest has quite a few as well. Nature, Spirit, Earth, Storm, Dream masteries can all be used to make pet builds in the game.
Until then I think it's good you cannot max all pet skills, and that lends itself to variety. Thank you.
Imagine sham necro and occultist!
Rebalance them 1000s of items to synergise with 3 classes and while you're at it 2 more ring slots and allow the 2nd set of weapons to activate when equipped.
That is all.
Almost all into physique. But it's not about MC, it's about the pet's behavior. They try to run to MC when MC is running away. I could change the build and bulk up the MC with different components/augments, but the pets would become weak. My MC does not attack at all, only does curse to debuff mob.
so while it's technically true you can't max all summons in one of the 2mastery combos of 3, it being "forced" via the current specific limited skill points it probably wouldn't really change much if said limit was juuust slightly higher enough that you could max all, since it would likely still be technically less optimal to max an entire pet line over partial maxing it and combining with support skills.
So i think the semi forcing of sub sub builds existing is then perhaps a good thing because trying to then get "a lot" of value is/might be part of what leads to that large variety (unlike games where maxing your skill line is either the only option or always most optimal)
One of the reasons we mainly see dual class builds is as you mention the support of additional class effects, buffs/debuffs bonus attacks/pets, so "moar" in many cases just become better.
That doesn't mean you can't make a mono class build or that it can't be made viable, again there is a difference vs what's doable vs "optimal" - and in terms of fun or even merely performance/viability not everything has to be optimal ofc.
You can also go the midway of doing a hybrid class (not referring to hybrid pet dmg/player dmg), so you could take a pet class and combine with a non pet class, so that you can max the pet and just low invest the support class, or alternatively even use item granted pets like yeti or monstrosity servant which then gives you extra pets without requiring extra points.