I'm just going to quote the original post, and some other interesting quotes I found, because I don't feel like reading everything.
So yeah, demigod can have some of the mechanics of dota, but it doesn't have to be exactly like it...It has a lot of flexible elbow room to be it's own unique game, while still hinting a flavor of dota in the after-taste.
1. Your character selection is very small. For this type of game, it really should be much larger or at least twice it's size so that it doesn't feel like it's bland after playing it for several days. It almost reminds me of the original Mortal Kombat or Street Fighter which is not a good thing since this is supposed to be something much better.
The character selection for demigod doesn't have to be as big as dota's. For one, the heroes in dota are VERY linear, and have very few ways they can be played, because they only have a few skills that all get leveled up to max in the end. The only thing that defines their gameplay is gear. Demigods on the other hand, are VERY, VERY versatile. Every demigod can be played in many different ways, have much more skills to invest in, and at the final level do NOT get every single skill for the same exact hero build each and every single game. However, the gear in demigod is a little bit lacking, and doesn't have nearly the effect that gear in dota has. Still though, Demigod can afford to have less classes when the classes are already many times more in-depth than dota heroes ever will be.
2. Your maps are nice but there is no map editor or any way I've seen to add additional maps. This can be very beneficial as players will spend the time to create nice maps and you guys don’t have to develop much (if anything after that as far as maps are concerned) because the map will poor in from the players.
Well you're comparing dota to demigod, and dota has one map, so...I'm not sure how you can complain it needs more maps. I wouldn't disagree, more maps are nice, but their current maps need a-LOT of work. In the opposite respect of my previous argument, the dota map is VERY in-depth and detailed, where the demigod maps are just a path with fancy backrounds, and almost NOTHING that supplements gameplay other than a few winding paths.
3. The money system can be an issue since the players are focused to kill other demigods. Any demigod who lacks abilities (or just the players themselves) to kill other players will easily fall behind. Because of this, the mobs (or creeps, which ever you prefer) should give a little more money and some should be taken off of killing a demigod reward to balance it out.
Uh...Okay. If one team sucks, and the other doesn't, THEY ARE SUPPOSED TO FALL BEHIND. What are you going to do, give them 2,000 gold every time they die so they don't ever fall behind? Hold their hand while they cross the street too. Breast feed them every meal, and wipe their ass for them.
Aside from my rant, I whole-heartedly agree that the beginning creeps need to reward much, MUCH more gold. When two stalemated teams collide and can't force a kill out of eachother, the game flows EXTREMELY slow.
2)Items need a lot of attention. They feel too generic and don't really do that many stuff. A game as big as this should have a huge diversity of items. The artifact shop idea combined with the tower is great but the rewards are mediocre. It would be great if you could add recipes or some more shops you can open in specific ways (by player kills or something) that contain items with much more precise abilities than +str. Invisibility, spawn a wave of creeps beside you, bonus damage vs structures, Percentage of immunity + speed to flee, anything fun you can imagine. It doesn't have to be all heroes' items make more hero specific items.
Yes. This = /thread.
The DOTA-community can keep their eliteist game
Aw man, I can't wait to play you ingame.