I was a huge fan of the original Dungeon Seige, and my whole family plays it. As you level you quickly go from a pitchfork/dagger/piece of meat to some really cool weapons and spells. It really felt heroic and the reactive xp system was great for both new and hardcore players.
Then something happened with Dungeon Seige 2. Gone was the cool spell progression. The skill trees added complexity without adding significant fun factor. Gaining "5% more of this" or such was really kind of boring and poorly balanced. The environments were great but so many bad game design "improvements" were made that I wondered if it was a different team designing this one. I tried to warn the dev team when I met with them the E3 prior to release but the demo was so short that it really hid the depth of the problems.
Then we have Space Seige. Again clearly designed by the same guys that brought us Dungeon Seige 2. Wow I just spent all my resources raising this gun's strength by 5%. Right before I found a better gun and threw away the old gun I wasted my resources on. Horrible game design, even worse than Dungeon Seige 2.
Now we have Demigod. Clearly a different team entirely than the team working on Space Seige. This game is fun. The design choice of having the grunts controlled by the AI was a brilliant departure from years (decades) of uninspired RTS designs. Letting the player focus on their avatar and not have to worry about being ganked right away due to the initial tower placements makes this game very approachable. I mostly like the skill trees a lot, and the artifacts you can equip are varied and high in coolness factor (not just "raises your attack by 5%").
I think balancing is needed to some extent in some skill trees, and particularly in the use of consumables. The "slow" Rook is really pretty fast still imo. On the other hand he really does not seem significantly tougher than the squishy demigods so I would like to see the differences in the demigods accentuated more so you feel like you are actually playing a different demigod (right now the skills trees vary but base stats are very similar across demigods). For instance the sniper guy (Regulus?) has a long range snipe, but the Rook is so fast that he can cover that extra distance in what seems like one second and pound back for even more damage, but this time area effect. That area effect means Rook is going to level a lot faster over time so it won't really matter how good Regulus is at kiting. I will wait till we see more of the game in beta to really get deep into balancing issues since there is really no point at this stage.
Anyways I am very happy with the results of the team working on Demigod so far. Even without seeing most of the content it is clear that you are starting with a new, fun, and fresh game design which is what matters in this market (presuming it ships in a relatively balanced/bug-free state).