@Jaradakar: As the game is new, and none of us have been playing in beta, I would say "I don't know if they were utilizing the best of their character". We were playing a 2v2, all of us on vent, over hamachi (With the latest patch, we just can't seem to get a 4v4 going in custom game ><). It was pretty evenly balanced. It was Oak + Sedna vs Queen + Unclean. They were doing great, the war effort was hand in hand close most of the game. Then suddenly it shifted and my minions became out of whack. I'd camp the flags when they came. They couldn't take me down and ended up running away. I'm pretty sure it occured about the time I could get 4 yetis. I didn't even have maxed level idols, they were only rank 3!
It was very noticable though how I was abusing my role. They were unhappy about it during and after the game. It was really cheesy but I think that just comes into play quite a bit when developing new strategies. They just couldn't handle the massive amount of minion spam I had, and thats all there was to it. They could collectively take out the minions without a problem but it took time, effort, and didn't payout at all. When they were all said and done I'd just resummon the force anyway.
@Kestrel: I believe the summoning of multiple different level idols is a bug. Until official word comes out I would frankly stay away from discussing it's balance. For now assume players are abiding by the 6 idol minion maximum instead of the theoretical 24.
"Minions don't need a nerf, they just need to reward careful management and punish poor management. How do we do that?"
A) Make it so minions give exp/gold. Feeding minions would be a bad idea, and have certain minion types (Priests/bishops) give significantly more than average. Demigods could pick off minions for bonus exp/gold at will and force the other guy to micromanage better.
Make it so minion bonuses from generals are an aura. This includes morale. If you're minions arent within 20 feet they are baseline minions with crappy stats. The power comes through the upgrades. And make it so they give gold/exp. Aura is for player owned minions only, not entire team minions of course.
C) Increase cooldown of idol summons to 1-2 minutes. 1 yeti summon = 30 second cooldown, 2 = 1 minute, 4 = 2 minutes.
D) Timed life minions: Some last X duration then die. Forces user to be hard-pressed on mana to keep resummining, which results in heavy mana pot usage, pricy helmet purchases, etc, to reliably keep a minion army alive.
E) Minions on a leash: Minions will always try and regroup if not within 30 range of the controller. Keeps you from constantly harassing enemies from across the map.
F) Anti-minion items. EG purge stick vs warlock in Dota (For those who don't know, you could buy an item that had 11 charges of purge which wuld instantly destroy the Warlock's ultimate ability, which was to summon an Infernal).
*) In combonation with any of the above: Minions do not die when the demigod controlling it dies. Thus kill a minion-heavy demigod and reap the benefits of slaughtering his minions before they can retreat, giving you extra gold/experience for the effort.