Okay, so it seems that there's a lot of discussion about various Demigods being overpowered or underpowered. I've heard arguements for both sides of every Demigod. I've done my best to play a variety of Demigods, and I've come to a few conclusions. What it boilds down to is that certain mechanics and abilities are overpowered when they are combined with various items or abilities.
Health regen is overpowered in this game. The amount of +health regen that a player can stack is pretty insane. This means that characters like Sedna and Erebus can be quite OP in certain situations. The stacking of health regen needs to be tweaked, or the values need to be reduced.
Erebus Mist + Health Regen: Erebus is a good Demigod, but his health regen can reach very high levels, and he is able to go into mist form and continue to regain health. I'm on the fence as to whether this combination is particularly overpowered, as it is a trade of mana to health. I figured it was appropriate to mention the combo to further the point of health regeneration being a slightly broken mechanic.
Edit: Seems I was wrong... My bad.
Heart of Life: I can't quite say it's overpowered, but I think it a better balance would be a recharge over 15 seconds instead of 10... I don't encounter it much. I think the amount of benefit provided outweighs the cost a little too much... but I'm on the fence on this one.
Oak Immunity + Heart of Life: This ability doesn't last very long, but it does allow him to use the Heart of Life without the possibility of being interupted.
QoT + Heart of Life: Okay, assuming that Oak is supposed to be allowed to use the Heart of Life with his shield active, then shouldn't QoT be able to do the same?
Ability Damage Mitigation: The game lacks the ability to mitigate damage from abilities. In some ways this is good, but it also seems like it can be a little unbalanced at times. There's a stat ability/skill at the bottom of the Demigod skill tree. It would be nice to have a damage reduction vs abilities added to it. I think ability damage mitigating items would become overpowered as they'd put heroes like TB at a disadvantage.
Abilities: Some abilities need a slight rebalancing.
Spit (Unclean Beast): It's a tad excessive on the damage for a melee based Assassin. It's got a 7 second cooldown, and a 10 second duration and the mana cost appears to be on par with most abilities. I'd say that duration should be 15 seconds, with the same damage, and a slightly longer cooldown. Assuming it can't be stacked with itself, I'd say a 10 or 12 second cooldown would be fine.
Spit (Unclean Beast): After further evaluation I think the ability should not work on buildings. The ability isn't too bad, but I do think that the recast might be a bit much.
Shield (QoT): I play the QoT a lot, and I feel that the shield is a little too good early on, but it doesn't scale very well. Damage output towards mid-late game is high enough to burn the shield down in a very short period of time (Oak can do it in about 3 shots).
Mines (Regulus): These are a tad excessive in my book. I've played as Regulus a bit, and I've played against him more.
These things are more like grenades than mines. A longer cast time, lower damage, or few allowed on the field would probably do the trick.
Snipe (Regulus): Personally, I don't think it is overpowered. The problem is that most maps are small enough to give Regulus full access to snipe anyone on the map. I'm not sure this can be balanced fairly, and I don't particularly think it needs to be.
Torch Bearer and Sedna: I haven't been able to say much about them due to a lack of play/encounter with the Demigods. The most I can say is that Torch Bearer seems fine at first glance, and Sedna has the balance issues created by excessive health regeneration.
So, what does everyone think? Did I miss anything?