Lets get some constructive focus
. Planned release date is 23 days ahead, and lights are probably on for long hours at Stardock. I still think it should be postponed about a month, but assuming it will not be, we should concentrate on fixes that require only changing numbers, not elaborate coding or graphics.
Problem definition : Sedna, Oak and Erebus will very rarely be used. I know a few disagree, but most agree, the reasons are obvious and I have heard no specific practical arguments from those who disagree.
Some diagnosis : The vital distinction between melee and ranged demigods was not sufficiently handled. For example in Warcraft III, all melee Heros had more health and dps than ranged ones, and had means of closing the gap / leaving combat. Mountain King had Stormbolt, Paladin had Invulnerability, Dreadlord had Sleep, BladeMaster had Windwalk and so on without exception. A ranged hero is in trouble when in contact with a melee one and needs to bail out fast. Whereas in Demigod, the 3 ranged demigods ( assassins TB, Regulus and general QoT ) can stand and duke it out against the 3 weak generals ( ). This is a basic balance violation in all games, RTS or others. Plus it comes on top of the abundance of towers, which provide ranged demigods with close-by havens, and the lack of surround option.
QoT is ranged, has 2 ranged attacks and a good defense and is the only playable general right now. Sedna, Oak and Erebus are melee, have no serious ranged attack and relatively weak defenses ( compare for example : Paladin's Invulnerability is 15-30-45 sec, Heal is bigger than most attacks ). Empowering your team is not in itself attarctive as a main goal for the average gamer, and even that is too weak as it stands.
The small-footprint of all creatures in Demigod also makes the melee very dense and hot at later stages, and only Rook can stand there for long. As I said earlier, I predict even UB will need some HP buff.
So, about those unfortunate demigods. All of them should receive increased HP and DPS, buffed special minions HP and DPS, and improved Morale. I'll do Erebus ( the weakest ) abilities here :
Bite should easily be the most powerful attack in the game, being both melee-ranged and single-target ( same for Pounce ). Suggested stat changes :
Damage : 200-350-500-650 -> 500-850-1250-1800
Duration : 2-3-4-5 -> 3-5-7-10
Armor : 200-400-600-800 -> 300-700-1200- 0 armor.
Mist is basically creative Invulberability. The life leach is insignificant unless area increased. Keep no flag capturing and no abilities but allow movement and healing.
Bat Swarm is a very short escape ability ( "Blink" ). Damage is not much use as escape is usually backwards. Lower mana cost to 500 across levels. Double or tripple range.
Buff Night Walkers ( and all general minions ) health and DPS.
Morale should be attractive compared to abilities. Minion Health +120, damage + 12.
This will make Erebus hit-and-run style demigod. Less versatile than others, but playable.
Oak and Sedna should be fixed along similar lines. Sedna with emphasis on healing and melee survivability style, Oak - on combat enhancement.
The long run is a different story. Ideally, all demigods should have more than one viable build ; The persistent dimension should be built on more than favor items ; More than 2-3 items in each category should be viable ; abilities, builds and items should have tactic-and-counter dynamic, introducing scouting abilities and ability-swap options. These would make it a great game. For now, let's just save the demigods 