I've only played a few games (and without hotkeys due to crashing) but here are my first thoughts. Bear in mind that I have played a lot of DotA in the past, and yes I do realise we're in the first phase of a beta. I also won't talk about things like the Rook being OP
:
Good things
- The gamestyle - I can see that it's definitely been developed with the intention of improving upon DotA, which is awesome.
- Accessibility - the UI is clear, uncluttered and is not difficult to navigate.
- Capture points - good idea, these bring something different to proceedings.
- Named/categorised shops - very useful for beginners. In DotA it's not uncommon for new players to stand around in spawn for half the game clicking confusedly through the shops since there's no organisation or useful naming available.
- Skills tree - nicely done, very easy to use.
- Designated equip slots - seems like a nice idea; avoids crazy item stacking.
- Game lobby - functional and works fine. I'll be very interested to see how the matchmaking/community system works.
- General gameplay - there are a number of little elements that I really like that aren't worth their own points, so I'll just say I like how the game feels and plays right now, I really didn't notice anything too annoying or found issues that made me curse to the hills when playing.
Not-so-good things
- Game speed - this may be engine related and the fact that there hasn't been much tweaking in this department yet, but the game's pace seems a bit slow. I also never seem to find myself in the situation of either being run down or left for dead by anyone (without stuns and so on) - differences in hero pace seem within a very tight range.
- Creep power - in DotA, creeps are comparable in strength to heroes in the early stages of a game. You would never be able to run into a bunch and tank them without losing some serious health. In this game, you rarely have to worry about them after the first level and can absolutely annihilate entire waves with the Torchbearer from the get-go.
- Creeps ignoring towers - alright, I realise the AI still has a lot of tweaking to do, but here's something that needs to be considered when it is. In a game today, I noticed that despite a tower being in front of the creeps in my lane, they decided not to attack it and for some reason charged the enemy creep wave that was some way behind the tower instead. Towers are always the priority if there are no creeps ahead of one.
- Building damage - in my opinion, hero abilities should not hurt towers and buildings as this makes them far too easy to destroy (this was the case in DotA - only auto-attack usually worked). At the moment you can dominate towers with the Rook's slam ability, for example.
- On-screen congestion - when there are a lot of creeps on-screen and a lot of abilities going off at the same time, it can be difficult to see what exactly is going on with regard to the heroes involved.
- Colour direction - this may help with the previous point - hero colours need to be more vibrant and obvious. Team colouring should also be an option.
- Hero sizes - the Rook is obviously easily seen and the Torchbearer isn't too bad, but Regulus is too small at almost the size of a creep. Heroes should be more obvious than this, and if they are to be small, they need design elements that easily make them stand out.
- Not clear enough on-screen messages - in DotA, you KNOW when somebody dies. There's a nice multi-coloured message across the screen and the sounds from Unreal Tournament blaring in your speakers. While Demigod has its own 'UT sounds' (great!) the onscreen messages need to be more obvious and stay on the screen for longer.
- Lack of item recipes - this is probably one of my current biggest dislikes, though being the beta, I'm aware that this situation may change dramatically as we continue through the builds. In any case, there simply needs to be recipes available and lots of them - they bring a whole extra dimension of customisation to your gamestyle and give a great deal more depth to the game. A large factor in the learning curve of DotA is knowing how to create recipes and understanding which will benefit your hero the most depending on the situation of a battle.
- Being unable to scroll the screen using mouse alone - this is pretty much a staple thing to have I feel, considering a lot of the time you need your fingers on ability/item hotkeys. I don't actually mind zooming in & out (as I used to do this on Supcom) but there are times when I do need it and I know others will be infuriated about not being able to use it all the time when playing.
- You cannot go 'out of range' of an attack - during the games I've been in, I've noticed that heroes do not seem to go out of range of attacks. For instance, if you load up Regulus' charged shot on someone but they run out of range during the casting time to try and avoid it, he will still use his ability on that person. In DotA, a target going out of range means that the attacker will not be able to cast an ability that they were in the progress of casting while the target was in range. This is quite an important escape mechanism to have.
- Health bar numbers - there needs to be a way to enable the numbers on your UI permanently rather than just displaying on hovering (kick me if there's an option which I haven't seen).
- A 'primary attribute' system - I haven't seen this in the game so it might just be me being blind, but it would be really useful to have an icon (or something) similar to DotA in specifying what your hero's primary attribute is. If you aren't totally familiar with a hero, this make things tons easier to decide what items to go for in the heat of a battle. It also helps beginners a lot in understanding what items to buy.
I realise I seem to have listed more bad points than good here, but don't get the impression I don't like the game - right now, I'm delighted with what has been created and the direction in which the game is heading. If this is the first beta then I'm ridiculously excited for what's to come later on.
Excellent work GPG & Stardock, keep this up and you'll be onto a winner.