Fair enough, Sargerias.
A couple of peeps in this thread might disagree, but my .02 -
1. So far we are looking at 8 heroes (demigods or DGs) in Demigod, with at least two more planned. Each demigod ideally has several builds and skills they can use (8-10 skill lines per DG, including some that synergize between skill trees), though in practice we are still seeing optimal builds. DoTA players have lobbied hard for more DGs just to present team build variety, even as reskins, but the counter-argument has been that 1. DGs are supposed to be deep where Heroes are shallow 2. More DGs will be added to address perceived gaps in balance.
2. Demigod has several items which can be bought and sold. There are consumable single-use items and potions, armor which remains equipped ingame when bought, and Favor items which can be earned over several games and once bought, used in any game free of cost. You have three active item slots, five passive item slots, and one favor item slot. Items cannot be customized or upgraded a la DoTA. Hopefully an upgrade system will be incorporated post-release.
3. In Demigod the elements of surprise, reconaissance and counter-reconaissance are not yet strongly developed on a strategic level, with some notable exceptions. You don't see the whole map all the time, but many of the maps are small enough and have enough common objectives that you can often predict where an enemy is or is going. Having said that - it is always possible to surprise, trap and kill opponents on a tactical basis. Hopefully strategic LoS elements will be incorporated post-release that will add to the larger element.
One way that Demigod does shine, strategically, is by incorporating the ability for a team to upgrade their creep stream and base in a number of ways. There are also a number of control point flags scattered across the map which confer large bonuses on whomever controls them. Seizing the opportunity to run through enemy fortifications and capture one of the enemy portal flags (which means the creeps coming out of the portal become allies) and then upgrading your creepstream to powerful units at the same time will usually bring you victory.
4. Demigod is very accessible, and with certain individual demigods we may be beginning to see the ceiling beyond which playstyle cannot progress without additional skills and builds (which we will probably see in future updates). In a team setting, however, we are a long long way away from determining max efficiency and makeup. No one team makeup is guaranteed to win every time, and I've seen good teams beat better teams that have been playing longer.
Finally and most importantly, the developers are as committed to their player community as they can be within the limits of being in business. None of the above is set in stone, and the devs have stated that they are planning a year of free updates after release.
I'm sure there will be a few in this thread who disagree with some or all of the above - but after you take their input with mine maybe try the demo (which will come out a month or two after release) and see what you think