In DOTA-Allstars, there are abilities where units will go invisible and gain a large speed increase (Windwalk). This effect breaks when the unit attacks or after a duration. This ability was mostly used as a very effective retreat, but also to sneak behind enemy lines. It was considered a very impressive skill to be able to predict where the retreating, invisible hero was and snipe him with a well placed and well timed AoE to finish the job.
Some heroes go even further to deal ~2x damage on the hit that breaks their invisibility, thus having a backstab like move. This would be used as a kind of finisher for melee heroes when an enemy was trying to run away: invis, close the gap, and stab for the killing blow.
One unit in particular, the Stealth Assassin, has a mid-game ability where he goes invisible so long as he's not attacking anything. He's very fragile as well as a melee-type and, while annoying, was certainly not game-breaking. While invis, he still took DoT damage or any AoE damage he may walk into. Most players used his invis to spring on enemies that were already fighting other heroes.
Invis, even a 'permanent invis' isn't game breaking so long as the character is made a little less durable to compensate. Then its up to the skill of the player to take advantage of the Demigod's abilities.
This would also give some real worth to the seeing eye items you can buy, as see-invis isn't so useful when the only invisible thing in the game are Regulus' proximity mines.