Awesome work, the Demigod beta is already more fun than many games that have been already released!
There are however two things that should be adressed with high priority IMO:
- Identifing the teams: Its rather difficult in a melee with several demigods and creeps to identify the opposing players. Yes, there are differences but they are to subtle. It needs to be absolutely clear which of the two Rooks fighting at a flag is my teammate and which I need to stun asap. This was already posted in the last beta IIRC but I think its important enough to emphasize it again.
- Hitting a demigod in a group of creeps/demigods: More than once I hit a creep with a powerful ability which was completely wasted and the demigod I wanted to hit got away. Even an extremely large target like the Rook is sometimes hard to hit if there are other units around him. If two Rooks are fighting each other its damn hard to hit the right one immediately.
The first step might be to use as many ground targeted abilities as possible. The Rooks hammer smash was easier to use in the last beta IMO (there is a second reason, see innocivs post). Same is true for Unclean Beasts spit attack, maybe a ground attack with a small AoE would be worth a test. Certain attacks should also auto-snap to logic targets. If I have picked a powerful assassins attack (Foul Grasp, Fireball, Sniper Shot) Im usually not aiming for that poor, little archer right behind the Rook...
Maybe it could be optional or you would have to hold SHIFT or something to autosnap to the closest enemy demigod? Highlighting the target would also help a lot. Maybe you could make the target extra shiny (gamma 1.3)?
My 2 €-cents, sorry for spelling and stuff and thank you GPG and Stardock! This game is already awesome, now its time to make it epic!