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I'm not pretending that this game has some type of deep storyline that is presented to us, however one should consider if this fits within the world.
A pet system would be a lot of fun, so would summons (in my opinion), though it could be difficult to balance around...
Anyway, +1
So it would be a skill?
I'm not saying summons aren't interesting or that they shouldn't be added, just that turrets, and skills in general, should be fixed before anyone seriously suggests summons, since they have the same challenges on a smaller scale.
It was a skill/spell in Torch Light, and I could see it working as a skill in Dead Cells too; but then it could also work as an always on companion as well (assuming it was balanced of course.)
Mostly it was a comment about implementation and mechanics, but there are lots of ways that pets have worked in other games.
For sure, balance is always going to be an issue, especially in an ecosystem like Dead Cells.
Just for grins and giggles: What about a shared health bar? 50% of the player's health stays with the player, 50% of the player's health goes to the summon? (Or whatever split the devs see fit.) So that there's a definite risk/reward to weigh.
And yeah, I had to stop using Turrets and Biters, their damage is okay, but it's the distraction that makes them so useful.
But yes, I agree: Balance uber alles.
That's an interesting solution and it definitely has some potential, but it also has some major pitfalls.
The big one is how it reacts to enemies. You don't care to much if a turret just sits there and takes a slasher swipe to the face, because it's not really costing you anything and you can just summon another one. However, if that turret had a portion of your health, you'd be pretty annoyed. That means any summon that has your health needs some way to defend itself, even if that just means not being near the enemies because it uses ranged attacks and knows to stay away. At the same time, if it's too good at defending itself then the cost won't be meaningful.
One interesting idea would be to have the player and the summon use the same health bar, but limit how rapidly the summon can take damage and, maybe, be a bit more lenient on the rally time. Because of how the rally mechanic works, that would encourage the player to stay in close and keep fighting, rather than simply dropping the summon and watching from a distance and the rally mechanic can help negate the stuipid damage the summon takes.
It's not an insurmoutable problem, just a tricky one.