[for those just reading this post, note that it has been disregarded from being stupid. obviously i don't know as much about demigod design/balance as other so this was failed suggestion. out of curtesy i'm leaving it up so i don't seem like a douche however before anyone else flames about this they should relaize that there is no point]
like many people playing at the moment i've suffered many many defeats to the Erebus Minion build. Dispite my best efforts i can't seem to find a reasonable solution to beat this build so began thinking about what makes this build so amazing and destructive. After much thought and more defeats it finally dawned on me... minions are un-interuptable. in other words there is no way of preventing minions from being formed short of killing him. this is a serious flaw considering all other minion cost either mana or can have th spell inturpted.
Erebus on the other hand pays no mana for his minions and has no spell to inturupt. in fact he can still summon minions when in mist form and technicaly invunrable. so i decided to come up with a sensible, contructive overhaul to fix this:
Minion (Night Walkers)
(Current) -
The minions created by Lord Erebus when units die. Higher rate of conversion with Improved Conversion AuraCoven. and he can maintain more with
Change: Upon death a Night Walker will drain 5% of Erebus's max HP
Reason: since Night Walkers isn't an active ability and therefor has no inturupt... and since its automatic making it cost mana would only cause u to always be out of mana... with a HP cost Erebus can still maintain his lane domination, however now he would have to be more wary of using him minions like cannon fodder. this opens possible counters to the Erebus Minoon build as well as adds more strategy to playing Erebus which would need a more conscious thought on minion controll and death.
Escape Mech (Mist)
(Current) -
Lord Erebus turns into mist, draining life per second his foes[sic] while they are in the mist and transferring it to allies. While Mist is active Lord Erebus loses 125 mana per second, and cannot move, capture flags, be healed or use abilities. Entering mist removes all negative effects.
Change: Change Mist so it costs health per sec or so Erebus can be damaged by AoE splash damage.
Reason: currently mist is the ultimate escape mech.. advoiding damge, all the while spawning minions who do nasty damage. seems perfect. however Erebus already has an escape mechanism... bat swarm. and since trying you only really need one escape mechanism (specialy since many other DG's don't have any escape mech) and since bat swarm is to hard to overhaul to not be an escape it falls on mist. by making it cost HP per sec rather than mana it makes using mist to avoid a deadly last hit less of an option however still is usefull for avoiding bit nukes like Hammer Slam.
however if people really like the ability to perma mist then the other option would be to for Erebus to be invisible rather tha invunrable. while invisible Erebus could be detected and attacked normaly or even targeted by AoE leaving him vunrable while in mist. his makes more sense since it would mean more stratigic use of mist to farm grunts and minions rather than an escape mechanism.
anyway that all i have for Lord Erebus. basicly tried t make him match his description better by making him more health dependent. since health is now a weighing factor minion builds would have to be less agressive in order to avoid indirect damage from minion deaths. also limiting him escape mechanisms helps for balancing deep strike builds were elebus is able to avoid serveral towers with no worries to get last hits on DG's.
obviously this is a "ZOMG!! NERF EREBUS HE OP!!!!11!!ONE" post however from a design perspective i think the changes make sense and compliment the philosphy of his character better and help develope his strategy to be more deep and skillful. alway looking for discussion thou so what do other think?