Being a longtime DOTA player I was eagerly awaiting the release of Demigod. However, I'm disappointed in the lack of depth this game provides and the array of features that it failed to glean from the DOTA experience.
Creeping/Micro: This game lacks any micro-based creeping. The fantastic mini-game of last hitting and creep denial of DOTA make for a much more intense early game experience. The creeps are extremely weak in the early stages of Demigod, and though they can be upgraded, they're nothing but fodder. The waves also feel extremely slow, especially on maps with multiple lanes. This kills the flow of early game and often results in nothing more than demigods running between flags to cap and recap constantly.
The early-game creeps should be much more substantial in terms of health and damage, so they don't simply die in seconds and cause massive gaps between waves. Also a system of creep denial would be a great addition, as it would add an additional element of skill to the early game. There also should be more creeps in general. I'd like to see creeps pathing through every available lane, rather than the 2 lanes each map currently provides. If a map has 4 lanes it really should have a creep wave for each lane.
Itemization: Many of the items feel like they are fillers or weren't at all thought out. There is also no way to view an emeies inventory, this makes for situations where you have no idea what items your opponent is using, and how that level 5 beast has 5k health and seems regen every point of damage you inflict. Every item should have a place in the game and currently there are only 1-2 per item catagory that people even use. There is also an over abundance of consumeables, it would be nice if they were consolidated.
Viewable enemy/ally inventories would be a great change and changing the consumeable system to have some tradeoffs and higher expense would be a step in the right direction. Currently the system is really simplistic and limitied as to which items are used and it rather discourages creative combinations of items. Lower-end items that can be combined together into upgraded versions would also be nice.
Hero Diversity: Since there are very few heroes in Demigod, one would think each would be supremely diverse, but unfortunately due to the way itemization works in mid to late game, Demigod devolves into an auto-attack fest where damage, crit and regen numbers rapidly reach silly levels. It very much feels as if my characters skills, with a few exceptions, become secondary to which items I am able to purchase. Many skills simply don't scale well and are neigh useless mid to late game.
Make things other than CCs/movement abilities viable later game, either with items that upgrade skills or simply better scaling of skills. There are also quite a few skill trees that are relatively useless and that few people use (Sedna Yetis, most of QoTs open abilities) Very few Demigods seem to have multiple builds that are effective. Often one specific set of skills will outshine all others, but that'll be a matter of going through each Demigods tree and tweaking it to have 2-3 viable options.
AI/Pathing: This catagory is where the game particularly dims. Trying to play a minion General only to see your minions constantly unable to path properly or having minions lag far behind your character is supremely frustrating. Minions often get stuck when attempting to round corners, and often ignore commands completely when engaging other enemy characters. The pathing in general is pretty atrocious.
Give all minions a teleport to Demigod ability, so when they reach a certain critical distance from their General they will teleport to him. There's nothing more annoying than attempting to play a General only to have your troops unable to path around simple obstacles and keep pace with your character.