Ok, so, having now played a Demon into act 4 (and tested it on top of several base classes), I’ve found it to be generally very weak mechanically (as others have observed) with several fundamental flaws that make it “less fun” than the much stronger paths I’ve tried. I’m going to go through and try and identify the specific issues, and how I think they could be (easily) fixed.
In my honest estimation, this path needs significant work to be made “fun” to play in comparison to Angel or Azata, or even trickster. This was the first character I gave up on Playful Darkness with, as I simply didn’t have the tools to deal with it.
I dont think that’s unattainable, even this close to release.
Demonic Rage -
For something that is supposed to feel like the “iconic” thing for this path, it sure is a gigantic letdown as it stands. Power wise, it feels about equivalent to the Angels Holy Sword and Angelic Halo - both SECONDARY Benefits of Angel, next to its God Tier spellcasting - yet it is MUCH more limited in application than both. Both of those comparable abilities are essentially “Permanent” by Mythic Rank 5, which is where Demonic Rage is just barely beginning to become better than a buffed barbarian Rage that works for casters.
The Azata equivalent, Super Powers, are just straight up always in and just as good (generously stated - theyre arguably much stronger, at least early on, than Demonic rage).
Suggestion - At the very, very least this ability needs to be usable in most encounters to feel even remotely “Good”.
If this were an “always on” ability, suddenly it’s combat math abilities and customization via Demonic Aspects feels “with it” in comparison to the static bonuses of other paths.
Honestly, removing the limited usage on this ability probably goes a long way toward making this path fun.
Demonic Aspects - These are a cool idea, but underutilized. Part of that is because their combat bonuses are tied to Demonic Rage. Part of that is because they don’t do quite enough.
Suggestions - First and foremost, move the first of these to Mythic Rank 3. Theres no valid reason for waiting for this, and the path will feel massively better, sooner.
Second, move Demon Form OUT of the Mythic spell list, and make it an essentially at will benefit of choosing an Aspect. Succubus aspect should come with Succubus Form, and you should be able to walk around in it. Even if it’s just visual, I think this will make the path feel much better. That said, theres no reason each of these can’t can’t with a +4 polymorph stat bonus for the creatures iconic stat.
Demon Mythic Spells - Spells for this Mythic Path are… OK I suppose. As Demons tend to be a bit magic-using heavy, these help sell the “player fantasy” of being a Demon in a big way.
Suggestion- The biggest issue I have here is how quickly you get spells - if Demons aren’t going to get a merged spellbook, I think their Mythic spell progression should be more aggressive, such that you’re able to do things like Teleport at the beginning of act 4, where it will feel pretty Demonic to be doing so in Alushynrra.
Additional spells would be awesome here, but honestly I don’t feel like this is nearly the deal breaker as the paths other issues. More spells, sooner I think is the proper fix.
Summary - Currently, while the Demon concept and story is pretty strong* (edited, the story is pretty good), by comparison to other Mythic Paths its kindof crappy to actually play. It feels weak and limited, where others feel powerful and epic. It also currently kindof fails to hit the “class fantasy” of the concept because of all these limitations, and the fact that’s “late to the party” on its coolest abilities. I think with even minor tweaks, this path could be “brought up to speed” so to speak - but it desperately needs these minor tweaks.