Generic
1. Every ability should have a number in it, be it a percentage or an integer, but currently many do not. For instance TB's Permafrost says it increases mana regen, but it doesn't say how much it increases it by.
2. Demigods do not stand out enough from normal units. Most times this isn't a problem, but when you have huge battles going on with tons of units and minions it can be very hard to see certain demigods (I'm looking at you Erebus
).
3. Powers that only trigger when you die are stupid. If you are a good player then you will spend a majority of your time NOT being dead and thus they are not as useful (see below for more details).
4. Effects from powers are sometimes not very pronounced (i.e. it is hard to see that they trigger). For example, what does it look like when Regulus hits someone with Impedance Bolt? I can never tell when it is working and when it isn't. There are other examples where I just wish that the visual effect drawn on the characters was more pronounced, I just can't think of them at the moment.
5. If I use an ability that is self targeting and has a casting time of 0 then it should NOT cancel any order I currently have. This happens and is very annoying when you are running and you try to use Wand of Speed or if you are attacking and use an item that boosts your attack, etc.
Specific Demigods
Regulus
1. I play Regulus and like him. That being said, I think 2 things should changed about his mines: i) Enemy players should see mines displayed in the same way that allied players do (i.e. with the red area of effect circle around them) because as it stands they are hard to spot even if you have true sight, ii) They should be killable by ranged units, I don't think this really nerfs him all that much as you still need to buy a ward to see them
2. Unless I am missing something, Angelic Fury is not a very good ability. Given the usefulness Snipe, Explosive Mines, Mark of the Betrayer, Maim, etc., I do not see a compelling reason to use Angelic Fury. Now, if this was DotA where in every game you got every single ability and maxed it out then I could understand why some people would scream "ZOMG HE ALREADY HAS UBER POWERS!!1!", but if he recieved another power that was good and people used it then it would mean that he couldn't use one of his other powers as much so it should balance out.
Oak
1. Oak's Last Stand is easily avoidable by simply running away while he dies and revives over the few seconds it seems to take him to enter his post-death mode. Perhaps instead he could have a Taunt power that would cause all units within a range of him to attack him for X seconds, gaining either some bonus armor for the duration or % damage reflection (he still takes damage, but attacker also takes some damage as well).
Erebus
1. Erebus' Poisined Blood is terrible because if a teamate happens to drink the potion from your death they get hurt as well! The HP per sec is nice with his power but idk if it justifies taking it. What I would suggest is the following, either: i) The potion should be red to teamates so that they know not to drink it or ii) The potion heals for the amount it would normally damage the opponent for AND gives some kind of bonus like +5% move/+5% attack speed for 10 sec or something like that.
Sedna
1. Yeti AI is just plain retarded. Maybe they fixed it, but the times that I played as Sedna and tried to use Yetis I found that many times when I told them to attack a Demigod if he ran a certain distance out of their range and there was something closer to attack (like some grunts) they just stopped chasing and started attacking the grunts.
Unclean Beast
1. To be honest I don't really have much to say about UB, all of his abilities seem useful and he always plays his role nicely. Spit could be tweak slightly to make it a little less powerful.
Torch Bearer
1. I would like to see the amount of damage that is done when Deep Freeze is used, just display it above the "2 X Shatter" text.
Rook
1. Nothing to add.
Queen of Thorns
1. Tribute seems like it is too high up in the skill tree to be really useful. Perhaps if it was moved down just a few levels it would make a big difference.
2. Bramble shield seems like the amount of absorption should be smaller or the cooldown should be longer. At earlier levels it is really annoying.
3. Violent Sieges isn't good from my experience. It does 100 damage per second to units who stand next to a building that are being destroyed by Uproot and by level 15 that does turn out to be a whole lot of damage because units typically do not just stand next to buildings. I mean, it COULD help, but it seems very situational.