@grofire That's a lot of coding, server to client checks, and extra stuff that leads to lag for a fringe case of a few people not wanting loot and not being able to trust their group members. Where it might be nice, it's not practical from a code, server, or client standpoint. It has too many negatives, for too few cases of use.
@TheRippyOne As to combat pets, I think that becomes a big balance issue solved by total power. Pets being more than just a speed bump, but not overpowering people without them, is important. I'm thinking that having a range for pet power levels, and having them debuff the owner appropriately, is the best method. That use of extra data and coding is actually a benefit to trying to balance the two for a decent experience, mitigates the idea that always killing the pet (or the person) with focus fire is the best tactic, and leaves a wide range of potential for the devs to work with. It doesn't impact the server a ton, since it applies to only those with a pet, shortening calls and checks. Still, just based on coding requirements they may opt for something in the standard 'Pet is 10-20% of player power, but has enough hp/armor to make it not super-easy to kill' range.