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No, Death is not in any way like Volcano.
Death can't hold ground (by guarding a spot) since he can't be ordered around, or reliably make an area dangerous for an enemy to pass through (called area denial in real life). Once you cast Volcano in an area, you can be absolutely certain it will create a small area of erupting lava, plus a circular area where exploding rocks will be flung in all directions from the lava column, denying a large part of the map to an enemy and heavily damaging anyone caught inside the spell's area. Also, aside from Meanstalks, the other ultimate spells have no limit on the number of targets they can affect per casting, while Death will simply disappear after a certain number of kills.
Death can't be controlled and you can't really be certain of where he will go or what he'll attack, beyond what's closest to him. Plague and Wailing Wall are better area denial spells than Death, because they affect specific and predictable areas.
Besides, Manahoars only cost one mana point and only one Soul to summon each one. If I had to make a choice between losing my highest Soul creatures to Death or summoning Manahoars to keep him busy and make him disappear as quick as possible, I know what I'd choose. That's why I'd suggest for Death to not target Manahoars, just like he doesn't target Sac-Doctors.
It's just like you said. Death doesn't function as area denial, but more like a heat-seeking missile that can be decoyed or even turn on you. Deadeyes are long-ranged, but the longer the range they sit at, the more time an enemy wizard has to dodge their poison needles, especially since poison needles don't move very fast. Deadeyes in my experience are best used to debuff enemy artillery or sniper units.
Yes, I know that Manaliths are extremely important in this game. So in your opinion Death is best used as an offensive Siegebreaker since while an enemy wizard can summon up
creatures to replace Guardianed creatures killed by Death, it will take time for him or her to make the reinforcements into Guardians again.
Death also remains the only ultimate spell with two direct counters (assuming you're not playing an Always Gib match), those being the Animate Dead spell and the Breath of Life special ability of the Dragon. If your opponent has either of those you might as well not use Death at all as long as the enemy wizard is alive or any Dragons are still alive, because s/he can just revive the creatures that Death kills faster than Death can kill them again.
Those two counters make Death a paper tiger compared to Tornado (there's no getting someone down from a Tornado as long as the spell lasts) or Bore (there's no getting back any creatures or their souls who drop into the Borehole). Volcano might be countered by a Persephone-using Wizard's shielding and healing abilities, but that requires a lot of micromanagement.
I actually like Cloudkill much better than Death, because if you cast Cloudkill above an enemy wizard's head, s/he will either be forced to teleport or run away from his/her own creatures, because that Cloudkill will follow him/her everywhere as long as the spell lasts. Cloudkill's area of effect is also small, so you can pile on the damage it does with ranged units without getting them into range of Cloudkill's lightning bolts. Best of all, Cloudkill has the shortest cooldown of any spell of its kind in the game.
Just manually move your army away from your caster if your having an issue. All you have to do is read the text of the spell to understand why you are having problems, it always attacks the closest targets. WHY ARE YOU MAKING YOURSELF THE CLOSEST TARGET, WHEN YOU CAN PLACE DEATH WHEREEVER YOU WANT.
I couldn't tell if this post was a troll or not.
Death kills on hit. Besides Bore, the others don't.
In a 2v2 multiplayer game one well placed cast will win the game.
now what you said about teleport is cool. that might be a thing, but you teleport out while you have souls on the ground to collect? you might of just harmed yourself there kiddo. also don't you need mana to teleport due to all the stuff charnel has you most likely won't have mana to teleport and to cast creatures and do whatever you want to do.
and again. all those spells including death, guardianed creatures can't out run the spells. will take the owner of those creatures ages to kill his own creatures to unguardian them. there is no other way to unguardian a creature other than to kill it. death like those other spells are good against players who like to guardian their creatures and make it harder for the offensive player. guardian creatures are very powerful and very difficult for regular creatures to fight against, rightfully so, that's the purpose of guardianing to be able to defend well, and that they do. but these spells really help disrupt that and help the offensive player counter it. if that's what he needs to do.
Death's main purpose is to lockdown or keep an enemy busy or eliminate his titan units if cornered at the right time. Its a very powerful spell too in multi, now i cant argue for singleplay because to me it seems singleplayer mostly doent favor these abilities, stratos simply is the best there, you raid with seraphs and frosties and ais are locked out of mana and map acess.
I would argue that tornado is the best, because it simply keeps you in the air for too long and the fal damage is considerable too aside that the time you fall gives hte enemy more than enough time to move his units over yours and use that advantage of making sure you can neve repair, there i also the chance to dip units and to close of any path for a given time period, and all this comes in combintion with ck flying up chasing targets, and fence being a tool to erase falling enemies if you place it right where you should.
Death is good but it takes long to cast, its most potential comes from cornering an enemy, because otherwise it can go for your units and it doesnt stay long enough to make it a relevant distracting tool. But with poison in the picture death is very potent.
Bore is boring, there's not much to it.
And Meanstalks is good, if you alreay hae a shrike army, they wont die form the stalks, and can chase enemies up the air, or throw enemies off the edge and dip them.
Honestly the entire argument is meaningless. Its not really ultimates that make the difference in sac.