I'll leave the fine-tuning of %s to y'all. This is just the idea.
Legendary Enchant - Draft Only? Disabled or HEAVILY nerfed in PVP mode for sure.
Removes all restrictions on Summoned/Tamed creature limits, allowing you to use any Skills/Spells that summon units to your aid. Also lowers Player damage output by a large enough % to encourage heavy reliance on Pet Usage.
Option 1: Makes all Summons permanent, instead of Timed, allowing you to have, for example: A Summoned Imp, 3 Treants, an Infernal, and a Water Elemental. Hand of Gul'dan would only spawn/respawn a maximum of 3 Wild Imps, not add more every cast, or change the spell to summon 3 wild imps while this enchant is on.
Option 2: Turns ALL pets into temporary ones, and normalizes all summon durations to 30 or 60 seconds, encouraging a "rotation" of summoning different pets, e.g; Hunter Pet, then Infernal, then Treants, then Feral Spirits, then Felhunter, etc. Obviously this would require the Enchant to change all pets into instant-cast summon spells instead of casts like the Felhunter. Similar to FFXIV's modern Summoner, but more pet-focused than pet-themed.
@Draythtoo I really like your second idea. It's kind of like a demonology lock in retail but more variety. It would also be nice if certain pets or summons were better at single target or aoe. Or casting certain spells affected some summons in different ways, like if you cast fireball while fire elemental is up he gains a stack that adds damage or maybe he just causes a small explosion. Very cool idea for a legendary.
@Fastprey True, though the more I think about it, Option 2 is less of a Zookeeper and more of a Beastmaster/Circus Ringleader showing one act at a time. Honestly, I just want the vibes of a Diablo II necromancer, with an army at my command, a playstyle we seriously lack vs doing the dmg yourself/directly.
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