It's a good thing I don't have a lethal combination of ADD/Dyslexia to read a few paragraphs...
He's 110% right. Spent thirty minutes in a game trying to finish off two players who obviously didn't know the game. One of them was a Vampire Lord, and the other was an Unclean beast. My partner and I were Regulus and Oak. 90% of the game was spent outside their citadel killing their towers or trying to backdoor their portal, just to have the vampire lord come in and drop his sandstorm (I have no idea what its called, but thats what it basically is if anyone here plays dota). The Unclean would come in and survive for a bit, then they'd run to their tower. Over, and over, and over again. The entire game was an absolute domination of them. It takes, WAY too long for a landslide victory to slide...I guess you could say.
The map was Crucible. From what I remember of the other maps, the citadel was always in front of the crystal that regenerates you, but on this map it was perpindicular from the entrance to the citadel to the citadel itself. They could just chill in base and whack us all day, and we'd have to retreat. We could NOT kill them, and sat in their base farming creeps because there was no faster way to level without killing them to out DPS the regen crystal.
I'm still playing this game and don't even know all of the demigods/maps yet, but I already have suggestions:
1) The healing crystal needs to be moved significantly farther from the citadel, so when players get low life, can't just sit in base and rely on it. If they get pushed back that far to the point they can't move past their citadel before dropping to critically low health, they should just be dead.
2) Respawn times need to be longer.
I already played two other games that took hours because we were still learning the game, and came back from having all of our towers destroyed to pushing everything into their base and wrecking it. We seriously lost the first tweny minutes but we won the next two hours, only because it was impossible for them to make the final push.