Cast your fishing rod into water.A fish will bite every 10-30 seconds, catching a fish grants this item random stats. Fishing has a chance to spawn a monster. Catching a friendly monster will have the monster follow the player and attack any enemy the hero targets. If an unfriendly monster is caught, it will attack the player immediately.
Fishing spot will be somewhere in yellow lane around here:
View attachment 83669
There could be fountains deep undeground, perhaps close to where the jungle monsters spawn, and perhaps the monsters attack enemy players, and respawn after 3 minutes per target on death (can be affected by cd), and you can fish every 3 minutes (also affected by cd) . T2 spirit would be nice (we need more T2 spirit items, been suggesting them). The monsters target on their own, and can stealth with you. They also jump in your direction when you cast a movement spell (or item)/stamina dash, and they teleport to you if you leave out of line of sight of them. They follow alongside you with combat, unless a target is low, which they will proceed to chase until you issue a movement command (stamina dashing won't stop them from chasing!) to be away from chase radius or you go out of line of sight.
Perhaps the monster you will obtained will be in priority of what is the most dominant stat line, then whatever you don't have. If you have a full set of pets, then treat it as if you have no pets. If you do not have any items in a category, you can not get pets of that category. This means upon a set collection is empty, having no items of that category on the moment you get the pet, lower the condition for a full set by 1 per item. The item does NOT consider it's own item as part of item investment. It refuses to fish if you have only that item in that inventory. That way, you can aquire only the pets you want, with very careful purchasing/selling of items.
Orange monster: Shoots continous laser beam. Scales with your gun damage, applies on hits, and scales with your gun damage + some base. Shooting a target being beamed grants you fire rate. Prioritise targets you are shooting at. Stacks on multiple orange monsters.
Green monster: Melee punch. Hitting a target 3 times will apply soft knock up of 0.1 seconds. Sprints. Has health that scales with yours + some base. Attacking targets (gun, spirit, melee, etc) who have been soft knocked up within 3 seconds will grant you 1% health and decrease damage taken by 5%, up to a maximum of 25%.
Healing stacks on multiple green monsters (only if you attack within 3 seconds of them soft knocking up), however damage reduction stacks just reach cap faster.
Purple monster: Stands in a safe spot and shoots artiliary homing spirit rockets that do 2% of spirit damage per missile + some base. (think McGinnis ultimate). Casting abilities and items on recently affected targets within 3 seconds grants you 3% ability and item cooldown reduction, up to a maximum of 12%. There is no cooldown between getting stacks - so long the condition is best. Stacks get lost when not gaining new stacks/refreshing within 6 seconds. Stacks of purple increase faster. If at more than 4 purple, -1 second on a random ability ability cooldown for every 2 extra purple beyond 4.
Should help with scaling and add a bit of build consciousness, as well as a "new objective". Should also make monster rounds/cult sacrifice more impactful picks.
Best part of this idea, is that it can be really adjustable.