So we see that Demigod abilities that are balanced in 1 v 1 situations become overpowered when used by teams and chained (stunlocking).
Another area this will be an issue in is Items.
Items that have active effects can currently be stacked to WTF degrees. As an experiment look at any active favor item effect and extrapolate it out across four or five players using it in tandem on an organized team. You might get get 8-10k AoE healing-over-time or 800-1000 AoE instacast damage.
On top of that, these effects exist outside of normal DG abilities, so you can really magnify normal team actions by using them.
I like the idea of favor items, but maybe within a given match each should be useable by only one player on a team. That way you have one designated healer and one Finger of God grunt-killer, etc. Otherwise once you see clan play the stacking will get out of hand.
O and speaking of Finger of God/Heaven's Fall favor item: Right now a player who has it will average 3-4 levels higher than one who doesn't by level 10. That's because it gives you experience regardless of where you are and will instantly kill a wave of archers and minotaurs. If you time it right you can last-hit a DG across the map and get full xp and gold for it. Same with towers. The fact that it is expensive doesn't make it balanced. I think it should be nerfed to give no xp or gold, as well as unique.
Thanks and Happy New Years