I like the initial thought "differtiate the assassins vs. generals more" and your analyis in the first paragraph is really good!
But I don't like your way to fix them really. The minion control sounds a little strange. But I could imagine to give the generals the possibility to change the path of the creep waves between 2-3 fixed routes. And I have to state: don't you think that assassins should get some uniqueness over generals?
Imho it's not the core problem that generals CAN be played like assassins. It's more that the generals can do anything that assassns can + the have idol slots + they have a possible minion build/skill.
I made a thread about that matter ealier, perhaps you a interested in a read:
An approach to further increase the uniqueness of generals and assasins
http://forums.demigodthegame.com/349885
"
Generals get 3 idol slots with no further justification (especially since you can play them without a single point in minions but enorm profit from healing priests or tower sniping gunners).
Assasins have nothing which makes them unique. Or in other terms: Assasins can't buy or do or get anything what generals couldn't (favor items excluded)
So I would like to see a further tab in the normal item shop:
- Weapons which have attack based effects on them (noticeable, but not too high) and no further stats.
- Only Assasins get the possibility to wear those weapons and get one additional item slot for those weapons (like the idol slots)
- Effects of those weapons could be lifeleach, %chance to splash damage, % chance to chainbolt, %chance of dmg dealed to minnions as well or anything like that
- to increase the similarity to idols which can be bought from startup due to the price: Make 4 grades of each weapon
That way would not only be the uniqueness of assasins & generals increased, but also the possibilitys for balacing of both "classes". This balacing would not be possible with favor items since assasin only favor items compete with common favor items (swift anklet!)."