Assassins feedback
Rook :
This demigod seems to have the largest array of possibilities : self heal, zone control, slow, burst and aoe damage, stun/interrupt, damage boost. Of course he can't do all at once, but other demigods look less varied in comparison. Moreover, He has some very good branch end skills, such as a the poisoned arrows
In team games two issues arise : quite early into the game, the rook is a good siege machine. This is not too much an issue in small maps like prison, but becomes quite unbearable in the largest 5vs5 games. On later levels, its almost as if he did'nt felt at all these towers.
Then there is boulder + hammer slam. Not the only combo in the game obviously, but when boulder is maxed, any melee/unlucky demigod is doomed to take the heavy punishment. Since only a high level oak shield can actually prevent the stun it's quite a burden. Maybe the maxed stun lengh is a bit too much. With warpstone, the rook can land his hammer without difficulty. On earlier levels, it's a fun mechanic both for rook and hostiles to land/avoid the big bang.
What definitively feels strange about the rook is the raw attack speed he can get on last level. As explained above, it makes most fixed values skills/item quite irrelevant.
Suggestions : tone down attack speed at later levels. Reduce maxed stun lengh/give it an higher cooldown.
Regulus :
Another fun character to play with. With toned down mines, he nows feels really delicate to use, but deadly. The setupt time for mines allows players to quickly retreat/avoid them and supress this "frag grenades" feeling they could have before. Only issue is that in some way they are more useful than snare.
Things that are annoying are the ultimate skills :
with snipe you get a small proc chance toblock, with snare you get a chance to remove mana. Btw, <5% proc values are far too random to build something around them.
Angel fury is a boring skill. Worse, the last levels gives you an AOE when you switch on en effect you'd want to have on in most cases, since you'd already spent 4 skill point in it.
Suggestions : swap the last skill level for snipe/snare. Maybe turn angel fury in some more violent skill with continuous mana drain. It would be used in short burst of anger and latest level would make more sense.
Beast :
It got a welcome upgrade from beta 2 and now smoothly plays its role of berzerker melee demigod. Ooze in now playable, with upgraded Hp efficiency.
Only issue imho is with the post mortem/plague branch. ON the one hand, post mortem alone allows to dispatch reinforcement groups at ease (and in most case you'd avoid using ooze for this) with only one skill point. Plague levels looks bland, with a long dot on ennemies. In team games, it revolves around explosive battles.
Suggestions : don't make the corpse explosion one shoot nearing reinforcement or more progressive with skill point. Since the beast has a disguntly beautiful death animation, it's a pity that it does'nt really poison/harm people upon dying. Maybe set it up as other effect of plague skill points ?
Torch :
A superb demigod, with many many possibilites. If you choose to play both fire and ice, the micro becomes franctic and fun.
So far in our games, he seemed quite quick to level up and provides heavy support. Somehow, he's more menacing than a supporting Regulus. Talking about minions, these guys can nullify them totally, but it's not a bother now Maybe zone stun effects should be a bit less powerful on minions than regular reinforcements.
Not too much to say at that point. He needs to be played carefully but is a worthy ally in any team game.
Melee vs ranged : One thing that occured in many games is that at some point, the raw damage output of melee characters gets so high it breaks down some midgame/early game mechanics. With a rook/beast landing 500+ strikes twice/s, what's the point of a 1000 fireball ? (I know it's ranged, yes, but you got the idea)
Generals feedback :
Minions : I repeat once more : they play no role in team game. They can't assist, they hardly focus, and use precious item/gold/skills for despicable results.
Oak :
He's by far the most general like : heals his men, buff them, get spirits from the battle, and get boosted by them. His minions still are the most useful ones. They can survive most aoe, they can flock on demigods... but they don't make any remarquable damage whatsoever. Enter the skill that boost the oak himself and voila, you got the only useful minions.
Other than that he's a bit bland to play. Invulnerability is a tremendously powerful spell on end game. Until then, its 35 s cooldown won't make it very enjoyable to use. Since spirit ward is used only from time to time, you end up only with the aoe boost and vengeance to spam.
SO we have a short and precise skill (invunerability) with long cd one other precise skill (vengeance) : a bit cool
and a
self centered aoe and once per minute skill (ward) : boring
Compare with shapeshifting demigods (torch, QoT), targeted aoe (slam, ice rain) and fancy things like mines.
Suggestions : I don't really know. Maybe shorten the CD of invulnerabilty at lower levels. Shorten its skill branch and lenghten another like vengeance to add some fancy last level effect.
Erebus : I did'nt get to play this Demigod enough to tell about him. From the players used to it, it's a very annoying character to face with, and even without regeneration mist + bats are a key survival pair. Not too general like, though, more like some kind of trickster.
Sedna : Not my favorite character but one of the most interesting support. You have to time carefully your heals/pounce/silence. Yeti nerf was welcome because these healer became the yeti war leader at some point. Now they suffer from their lak of speed and impact. Like other generals, that makes some branch uneeded.
Another thing is she don't feel so army friendly compared to the oak. Regeneration is one thing but yeah, you don't have all this green pleasure showing of on screen.
Suggestions : put some real visual effect with silence cast ! Only the target can tell if has been hit or not, and the range is only about guessing at that point. Maybe heal could get some aoe side effect at latest level. For the time when the minions will come back. Or make it latest level of healing wind.
Queen of thorns :
Okay, the most "violent" general, and one of the two shapeshifting characters. She's quite enjoyable to play and efficient on her own, but some points keep irritating me :
Level decay : spikes, mulch and shield are fixed value attacks/defense skill. Without side effect they'd turn obsolete on latest levels, with the tremendous dps/Hp available. Ho, shield has no side effect, whoops.
Shamblers' slave : so shamblers are no real good in team games. They are designed to make area damage. Too bad the queen herself is about doing area damage. And they use the shambler branch, the morale branch, the entourage, mulch and a fair part of compost branch. You can't avoid them
Siege specialist : okay a great siege ability. But why why a 5 point branch for something with such a specific scope ? Hell, even the rook at least get some health when destroying things. And big bad melee demigod totally own towers on late game. They don't have to spend for it.
Eating your pets : good, so the second skill on the closed path is a self heal. A usefull skill, but that makes the closed flower purely a defensive force, while open is both siege/debuffing/fun. And the more the closed buff is powerful, the more this situation is going to stay. May I add these skill don't help your team, neither your army and is subject to the dreaded level decay...
Suggestions : adding debuffs for the aoe was a good move and help differentiate the spike wave and the first aoe.
Compost may get back the bonus for the queen damage herself. Mulch may become something more fun, like healing and making shambler explode or whatever. Or put a draining vine instead, to suck up dry those nasty demigods.
Shorten the siege branch.
Give us something more noticeable as crowning skill for godess of thorns
And minions suggestions :
-let players see their stats. Show minion damage in a slightly differnt color that self. This will help to get a sens of your army's doing.
-get their AI better, let them focus on what you player ask them to focus on.
-give them passive or active abilities, unlockable by skill level/morale to give them some rôle other than secondary dps source. For instance :
minotaurs : a passive charge to quickly catch up with their target and maybe added damage/slowing effect.
priests : more frequent, less powerful heal salves. The erratic rate is quite disturbing. Make healing their main task
siege : small aoe or dot damage. More range.
General specific minions : yet to think about it.