Movement Speed and Mobile Auto-Attack
Why this changes the dynamic from DotA style, to mathematics
Movement speed in Demigod is a must have, as it is in DotA. The differenece between the two games is that in DotA, you cannot auto-attack while moving. This is a huge difference that has some important implications. Let's look at an example shall we?
In DotA, movement speed mostly equates to whether or not you can chase down an enemy and score hits or drop a spell or ability on them. Movement speed is also increased and decreased by a set number, not a percentage. Some heroes are able to increase their movement speed through abilities and passive things, and these characters typically have specific roles, like 'chaser' (see: spiritbreaker). When a player has that role, it is balanced out by the fact that they cannot attack a player while they are moving. If a player with increased attack speed could do that, then they would just be a mobile damage-over-time effect. The only character in DotA who has a mobile attack is Juggernaut (via his whirlwind move)
In Demigod, what we see is heroes with the ability to out-run other heroes by use of items, on top of being able to out-range them, and generally while being able to slow them to some degree too. For example, if I am against an unclean beast and a sniper, and I am past the dead center of the map, unless I am Rook with lots of armor/HP, Sedna, QoT with Bramble Shield, or Oak with a heart of life, I will not survive the encounter. The unclean beast's diseased claws coupled with his increased attack speed added to Regulus's maim will slow me to a point to where my movement speed and HP are irrelevant. I will not be able to make it back to the tower, and if I do, it doesn't even necessarily matter, because the whole time I've spent getting there, I'll have been taking damage.
What demigod lacks are support heroes that can counter this ebb and flow of auto-attack priority. Currently, the game plays out almost like watching the tide. One side will push, blow their load, and if they get a kill, they will continue the push. If that kill doesn't come out, the opposing side's heroes will regen and push back, and the game continues like this indefinitely until someone either makes a kill or scores a tower. If there were support heroes that had decreased movement speed auras (similar to rook's poisoned arrow tower), decreased attack speed auras, damage to health conversion spells, full damage reflect spells, it would cause players to use a bit more caution instead of right clicking a person at 3/4 life and understand that they are going to win.
Ultimately, I hope I'm not the only one that feels like the majority of this game is like one of those algebra problems in which you try to discern whether or not your train will make it back to the station before it gets raped by 3 other trains.