1) Many levels are small enough that a single good player can repel all lanes.
Cataract, one of the most played custom levels, a single player can move from side to side, unhindered, in about 15 seconds. That means, if you know you're outmatched - you CANNOT leave. Basically you turn into instant XP.
I have been outmatched many times and switch lanes if im getting outpowered on one. Its not that hard. The most they can do is what, follow you? Then just stay behind towers and farm the xp. I dont see the point your trying to get across tbh (not being offesnive, just dont understand thats all).
2) Large Levels Lag
My computer can't handle Mandala (the only level with 3 lanes). It can't even handle "the brothers." My computer was top of the line last year. That's probably better than 80% of gamers. (Way to miss your target market?)
What are your settings. Are you sure its not just the players and the lag from the fact that these big maps are mostly played with 4v4/5v5 match ups, where there is a higher chance someone will have a shit computer or bad connection. Play offline on singleplayer and tell us if you still have the lag. What are your specs?
3) Mid level portals.
The other issue is, somebody at GPGs is in LOVE with mid level portals. 4/8 maps have mid level portals. This is highly disruptive to game control. If your not a very good player, you can't get XP off of these "phantom lanes" because you'll be tanking all the creeps.That means your stuck on the primary lanes, which there aren't enough of.
The Brothers as a portal nearer to each base, and one in the middle. If you play on it regulary you will realise that people rarely fight for the portal near the persons base. This is why they put the portals in the middle, because if they were closer to one persons base then there will be little contest over it which defeats the whole purpose of them being there - to create a point where players must fight over.
And you shouldnt really be tanking all the reinforcements at the mid-portals. You should be luring them back to towers, let them two shot kill them then going forward again. If you cant do this for whatever reason you just need to walk in the opposite direction the reinforcements are going and they should ignore you. And tanking reinforcements...lets be honest thats not really hard.
4) No neutral creeps.
In DotA, if you've fallen a bit behind, you can kill a few neutral creeps unhindered.
I admit having some neutral creeps in Demigod would be fun but its not really something has to be included. Demigod doesnt have to copy every mechanic or thing DotA has. Being allowed to kill a few neutral unhidered isnt really good imo. You should be punished for not keeping up with xp not allowed to go kill some neutral creeps for some quick xp.
5) Very short distance between towers. In addition, some tower placements make towers meaningless.
In DotA, there is still some strategy and creep reliance with towers. In Demigod, it quickly gets to a point where towers are meaningless, especially if you don't have the money to spare to upgrade your citadel. The combination of these 5 items means, basically anytime you are against a "good" or "very good" opponent (relative to your own skill), the game is a complete lock out and lacks any push and pull that is inherent to DotA.
I dont quite get this point. Because tower placements are different from DotA its bad?
6) Creeps and general's creeps are not very good.
A single ability shouldn't wipe out a whole group of creeps. Especially in a game that emphasises "Generals." When I'm playing OAK and I can rally the charge to wipe out all the creeps, that's not good game design. End of story.
Again - just because in DotA creeps are stronger then they are in Demigod I dont get why Demigod has to clone everything DotA has. If we are talking about "Generals" and their "minions", then they are far from bad. You just havent been using them right. Some of the strongest builds atm involve heavy minion usage - trust me.
7) The game lacks items that make a significant impact on creep waves.
In DotA, if you're not a very good player, you can at least buy aura items and gather several waves of creeps to make a good push. I've never seen a gathering of creeps like this in Demigod (except when they're at the citadel.)
Well you can upgrade your reinfrocements with more armour, attack and even different types which you cant do in DotA. Just because the citadel upgrades arent actually items they are still things you can buy that really ihave a huge impact on creep waves.
tl;dr Demigod is won/lost too easily in the first 5 minutes of the game, than you either be a tool and leave, or you suffer for 40 minutes.
People always say this and I dont understand. I have had tourny matches where I am put 3-0 down and I still end up winning. The main reason people think the game is decided in the first 5 minutes is because the better team gets the first few kills, and since they are better, they continue to dominate. It has nothing to do with the fact that they are only winning because they got a kill or two in the first five minutes - its because they were better then you. But still, I have to stress a lot of games can start v. well or v. bad for you but end up completely in the opposite direction.
Im going to have to be a douche and say whats been repeated over and over - your really trying to compare this game too much with dotA. Your even going as far as to complain or say that Demigod is missing specific mechanics that were in DotA. Thats just like saying cnc generals is shit compared to age of empires because you cant garrison units in castles - thats just too specific of a comparison, and you cant compare certain game mechanics with another just because they are in the same genre.
DotA doesnt have flags, upgradable minons, citadel upgrades, generals/assasins (two diff type of heroes) - but that doesnt mean it should, it just means that its a different game with different mechanics.