@Tobias,
I am actually getting more enthusiastic by my suggestion further above, and I think in some form it has been suggested earlier.The idea of summoning pets instead of ‘having one always active’, is actually more beast master like then having an active pet around all the time. It also has a perma-stow option build in, while still keeping the pet as a very defining Ranger Mechanic. It offers the ranger a selection of 4 pets, making the mechanic a lot more varied as you can slot pets for different situations. And by making the pets more of a situational AI aid, it will need a lot less micromanagement. Possibly only an ‘Aggressive, follow my lead’/‘Heel, passive (do not ever attack or do anything for the duration of your uptime)’ switch could be enough. And these ‘pets’ could still be assigned tasks through shouts (I already made a few in a full utility remake I am almost finished with). These shouts have a certain ‘power value’ to them (based upon balance) and thus you could assign an added uptime to the summoned pet (or rather a ‘stop the clock’) while it does a certain specific task that is related to the shout. Hopefully i’ll be done with writing it all out soon so I can link the suggestion. This all from the players’ side.
The other thing is, as pets become these F1-4 summons that help you out during a specific timeframe, ArenaNet can buff up their reliability considerably. As they do not have to take into account that the ‘profession mechanic’ needs downtime, as they can put that part into a recharge mechanic. They can also scale the pet attacks and recharges to the ‘profession mechanic’ instead of the ranger strength, and view that entirely separate from their ‘survival reliability’. Mainly, the pet needs to roughly be strong enough to apply the power/utility that is to be expected from the ‘profession mechanic’ during the timeframe the pet is around. Which makes the whole thing a lot easier to manage and monitor. This in turn would likely make the pets a lot more reliable, which in turn might warrant making the pets take a couple of % (like 5% or so) of the ranger strength on their ‘attack side’. As long as the recharge isn’t to ridiculous and the survivability increased by a lot. It is going to despawn anyways, so their left over HP do not cause extra uptime of the pet and thus do not unbalance the profession mechanic!
I personally think doing it this way makes everybody happy in the end. There is a perma stow (just not use the mechanic – which I doubt many would do with this kind of functionality), people get access to more combat pets (be it by giving up a permanent companion, which might sadden some, but that is largely during ‘non combat’ phazes, grab a mini ^^ ). And most important I think, ArenaNet gets to keep their Pet as the defining mechanic for the Ranger, they actually see more pets in the ranger mechanic, its just not always around. We all don’t get exactly what we want, but we also keep what we mostly desire, and our mechanic could well become fairly reliable and varied. More like a monkey up your sleeve, instead of a dog by your side. But is that truly something different from a beast master point of view?
I don’t like this idea, because there is no way I can see Anet keeping our wide diverse set of pets with the amount of work they would have to do overhauling pretty much everything to make this a reality. I see them reducing our pet selection down to 4, 1 for each F key, and then giving them very specific functions, like what the Mesmer or Guardian F Mechanic does now.
If that is the case, then I do not support this idea, because it gives us a much smaller toolbox to play with no matter how you look at it.