I am a noob at Demigod and DOTA, and I will admit that. I havent played years, hardly even months of DOTA, and only a few days of Demigod.
I'm certainally no expert at either game myself, so we're probably on the same page in both games which is good because this provides an interesting view point from players who clearly like and dislike the opposite game/mod in this situation and have equal experience at both.
You took apart just 3 (out of the many) strategies in DOTA and loosely explained them, and why you think they aren't relevent. Well, I'm sorry you were unable to use any of them effectively to see the depth they added to DOTA. There is absolutely no depth to Demigod. All you get to do is attack your opponent face to face (which you so clearly point out a few times).
I took apart the three I asked to take apart. If you'd like me to briefly explain others I'd be happy to.
I found a great deal of success if using the above techniques, Ganking is incredibly effective in DotA for example and I was actually very good at it. But I grew bored of this, and eventually came to realise it's a fairly cheap method of winning the match. Playing the Map I learnt that it unfolds in a very limited number of ways over and over and over and this bored me very quickly. Same map, same heroes - all I had to do was figure out which of the variations I was experiencing and play accordingly.
To be fair, Counter-Strike is simillar on some maps (Dust plays out in only a handful of Variations) so DotA is not the only game to suffer from this. The reason people keep playing these games year after year is that they enjoy the setting, or the characters or just the sheer gameplay mechanics. DotA got stale for me and it's at this point I realised how shallow it was. It's why I began looking at other options both strategically and gameplay wise. I wound up here in the Demigod community after realising DotA is fairly limited in both. Demigod forces you to use creative thinking of your environment and abilities to outplay your opponents (minus The Rook strat I listed above) in combat as opposed to just being a higher level or ganking the hell out of them. The maps do unfold in simillar ways, however the number of variations per map is significantly higher than DotA because of the way the Demigods are designed - the exception being The Rook (as mentioned above). I've played the same maps on Demigod many, many different times (offline and online) and am still coming up with completely useable strategies as opposed to the handful that were useable in DotA. It's not just the mechanics that come into play, it's also the balancing. DotA abandoned attempts at balance and just added bucket loads of Heroes.
Could you give me any examples of the depth of gameplay that is found in Demigod but not in DOTA?
In all honestly though, I think Demigod plays a lot more like the Hero Wars mods in WC3. You have limited paths and choices to make when confronting your enemy. There is only one way to level up and that's by fighting your enemy face to face. There is hardly any suprise element because of the lack of a good fog of war.
To be fair Demigod outright steals the general concept of DotA, so a lot of the depth comes from refining that model. The Flags were a suprerior addition with their benefits because instead of fighting over the Jungling locations players are fighting over flags which slightly tip the balance of favour for the whole team as opposed to simply powering up one Hero. It's a lot less focused on "Me and my Hero" than "My team and I" which is why it works better as a multiplayer game. Demigod's depth comes from creative thinking and useage of your Demigods as opposed to refinement of the same strategy game after game. The removal of Ganking from Demigod works for the game as it forces players to understand their situation - rather than their stage in their pre-approved strategy - and judge things on the fly, making for a much more exciting game, at least for me. While it can obviously be argued that DotA has the exact same depth and strategy, I personally found that each game played out remarkably similar, which showed me the game lacks depth as the "best" Hero combinations, strategies and item combinations were possible; balance occurs when no one of any is "best". Demigod, with a few exceptions (Heart of Life anyone?), has no "Best" of any - all Hero and most item combinations are functional and creates additional strategies that are useable. DotA lacks this.
I got bored very easily playing a few games of Demigod...I could actually play Hero Wars longer, and that's because there is more of a variety of heroes to choose to play. The only thing Demigod has on DOTA or even Hero Wars is graphics...and those only add to the gaming experience if there is good gameplay.
The higher variety of Heroes is a valid point; more Demigods correctly balanced would mean more Strategies, the problem with DotA however is that despite being over 90 Heroes, they are not 90 uniques gameplay methods or 90 different strategies - some Heroes are extremely situational and as I mentioned above with the limited number of ways the matches play out, their situations never arise negating their purpose. Each Demigod has variations on their general play style - not significant to say that it encompasses an entirely different method of play - which opens up their usefulness in a much wider range than the specifically designed Heroes of DotA adding much more Depth. Demigod might only have 8 'Heroes' but we get a lot more out of them than the Heroes of DotA.
Sorry Demigod, you've got a while to go...keep trying and good luck ~Krith
Might I suggest heading over to the suggestions forum and making a post about what you think would make Demigod a better game? As a fan of the model - hence playing both DotA and Demigod - you'd be the ideal candidate to recommend changes to make the game better.