• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:00
CEST 00:00
KST 07:00
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team Liquid Map Contest #22: Results and Winners6Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)6[BSL22] Non-Korean Championship from 13 to 28 June2Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th153Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th Team Liquid Map Contest #22: Results and Winners TL Poll: How do you feel about the 5.0.16 PTR balance changes? TL.net Map Contest #22 - Voting & Ladder Map Selection Oliveira Would Have Returned If EWC Continued
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected Welcome to the External Content forum
Brood War
General
The Korean Terminology Thread Data needed Quality of life changes in BW that you will like ? BGH Auto Balance -> http://bghmmr.eu/ BW fans in southern Sweden, look here!
Tourneys
[ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2
Strategy
Why doesn't anyone use restoration? Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
Cricket [SPORT] TeamLiquid Health and Fitness Initiative For 2023 2024 - 2026 Football Thread NBA General Discussion McBoner: A hockey love story
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How Streaming Impacts Game P…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7108 users

The Ghost Nerf is Being Done Wrong - Page 14

Blogs > qxc
Post a Reply
Prev 1 12 13 14 15 16 36 Next All
S_SienZ
Profile Joined September 2011
1878 Posts
February 14 2012 23:28 GMT
#261
On February 15 2012 08:08 Alvin853 wrote:
@ Destructicon

you're comparing Snipe to Storm, Fungal Growth and EMP... wait a second... EMP is a Ghost ability, that compares to the other two, so why exactly do Ghosts need another strong ability? Is this because of the fact that Ghosts cost 50 gas less than HTs and Infestors? Or because you don't need to research anything like Storm or Pathogen Glands to make decent use of Ghosts? (Ok you could argue about Cloak, but then you'd also have to take Burrow into account, and maybe Warp Prism for HTs.)

Ghosts are definetely less advanced along the tech tree compared to Infestors and HTs, so they really shouldn't keep up with HTs and Infestors when comparing them on a unit against unit basis.


By that logic BCs and Carriers definitely need a buff seeing how Broodlords are by far the most useful among the three.
TheTurk
Profile Joined January 2011
United States732 Posts
February 14 2012 23:32 GMT
#262
This is actually really correct and very very well written.
Thanks Kevin! <3
I'm behind this 100%
Starcraft is a lifestyle.
MavivaM
Profile Joined November 2011
1535 Posts
February 14 2012 23:32 GMT
#263
While I can agree with QXC's feeling about creativity possibilities, imo Blizzard isn't doing something particularly bad.
Or better: QXC's solution seems reasonable and viable, but we should ask ourselves a question.

"Why should an unit be viable for every situation?"

I mean: Sc2 is a strategy game, and strategy games are supposed to reward the players who make the correct decisions and punish those who don't.
If a Zerg chooses to go mass ling against sentry/colossi he is supposed to lose. Being due to the lack of scouting or because of a wrong decision, he made units who weren't suited to deal with the threat.
The same applies if a Toss goes DT against raven, or whatever example you may find.

Now, why should the ghost be a free pass valid all-rounder against every army composition?
Up until now, ghosts have always been a correct choice no matter the threat.
They are NEVER money wasted.
Terrans are already the race with the most flexible units and I don't see how nerfing the snipe can ruin their army.
Especially since Terrans have already the correct answers to the threats the snipe answers AS WELL: banelings? Tanks. Ultralisks? Marauder. Broodlords? Vikings.
I could still agree if the patch would make the ghost completely useless, but it appears not to be the case: EMP is always valid vs Toss, the snipe will still work against casters like the feedback and tactical nukes will still be valid.

The only real issue will be that Terrans won't be able to mass ghosts anymore in order to deal with everything by themselves.
Your Opinion has been counted. Only 3 more Opinions needed for a reddit thread.
Heshla
Profile Joined August 2011
Denmark7 Posts
February 14 2012 23:34 GMT
#264
I first saw this in SOTG. And i have to agree with you qxc and say it's a brilliant idea, not to make the ghost useless vs other stuff than casters. Hope this will get some attention from blizzard!
W0L0L0
Profile Joined January 2012
France23 Posts
February 14 2012 23:38 GMT
#265
Very good post !
I don't wan't to stop my 1 ghost 1 hellion 2 rines timing push int tvt :-'(
Piousflea
Profile Joined February 2010
United States259 Posts
February 14 2012 23:38 GMT
#266
This post makes so much sense I really hope Blizzard makes the change. Worker snipe is hilarious and removing worker snipe will really make me sad.
Seek, behold, and reveal the truth
Witten
Profile Joined January 2011
United States2094 Posts
February 14 2012 23:39 GMT
#267
On February 15 2012 07:41 Kare wrote:
I dont even get how it is a reasonable nerf against zerg tier 3. The biggest reason ghost play seems so good vs Zerg when you watch MvP etc do it, is because of the maps. The only maps where I have seen it is metalopolis, shakuras plateau and shattered temple. All those maps is just split map in half and camp in the middle, which makes ghosts really good. Not to mention that good zergs have actually been able to destroy mass ghost play, they just needed time to get used to it and learn how to defeat it. The only answer to Brood Lord/Infestor/Corruptor as terran after this patch is Ravens with seeker missile. Seeker missiles are bad. Zerg is going to win every lategame situation if played properly from this point on. Its not something I think, it is a fact.


No dude, it's definitely just something you think.
Brood War Forever / NA's premiere Shadow Shaman player / Courier Collector / Bot Game Champion / Highly amateur Mystical Ninja Goemon Speedrunner
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
February 14 2012 23:44 GMT
#268
Return ghosts their lockdown ability (upgraded to bio units!)

I remember the first videos of sc2, when the new units were presented. The first thing that shocked me was burrowing supply depots, the second was snipe shot of enemy marine with a cloaked ghost. Blizzard is changing their original idea of this ability, which is really sad.
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
enigamI
Profile Joined May 2010
Canada385 Posts
February 14 2012 23:44 GMT
#269
Completely agree with QXC's blog. Nice to see a followup on state of the game. Looked like everyone (so Catz, Incontrol, JP, QXC) were in agreeance that this was a poor nerf.
Belial88
Profile Blog Joined November 2010
United States5217 Posts
February 14 2012 23:46 GMT
#270
Snipe against mutas is ridiculous.

All the proposed snipe nerf is doing is like an energy cost increase to snipe. But ghosts need a way to dump that 25 energy, kind of like FB for HT, and more like autoturret and IT for ravens/infestors. It's not a primary spell, but has uses. But increasing the energy cost would hurt the versatility of the ghost.

So instead, a damage nerf. And not really a nerf, it increases the ability of the ghost to deal with casters, which is what they are supposed to counter in the first place.

Being able to snipe mutas, snipe roaches, snipe out a group of banes, were all ridiculous to begin with.
How to build a $500 i7-3770K Ultimate Computer:http://www.teamliquid.net/blogs/viewblog.php?topic_id=392709 ******** 100% Safe Razorless Delid Method! http://www.overclock.net/t/1376206/how-to-delid-your-ivy-bridge-cpu-with-out-a-razor-blade/0_100
reikai
Profile Joined January 2011
United States359 Posts
February 14 2012 23:47 GMT
#271
What a boss. I knew I got his autograph for a reason :D
Et Ducit Mundum Per Luce. :T:
Thraundil
Profile Joined August 2010
Denmark278 Posts
February 14 2012 23:50 GMT
#272
While I do like most of your argumentation, I disagree on your conclusion, qxc. Now, I may just be a lowly master, but. Alot of what you are saying seems to be based around the idea that "ghosts should be useable and valuable in every situation in every matchup". Now I know this i a gross understatement, but let me offer you a few questions, or statements if you will, to your post.

- Using snipe to help deal with overwhelming number of zealots after the main army has been EMP'd
You can still do this after the patch. The damage reduction is 20 - yes, a big number. But lets not forget the ghosts autoattack itself also does 20 damage to light.
In addition. This will force terrans to actually consider how many ghosts to make. Do I make 5, and rely on money EMPs, or do I wildly mass 15 ghosts well knowing that its really kinda hard for me to make too many ghosts? The 'damage' that EMP does to a protoss army is already fairly insane, so for the ghosts to now be "less useful" after the EMPs have been launched, I consider this completely fine. Now ghosts will take 4 snipes to kill a zealot instead of 3. (Zealot = 100 hp, 3x45 or 4x25). Its an increase of one snipe. This was similar to the infestor nerf - one more fungal needed to kill certain units - and the infestor is still wildly used.

Similar argument to anti mutalisk.
Well. You already have marines that are pretty good vs mutalisks, not to mention turrets. Call me ignorant, but I fail to see the problem here.


What you seem to say is; "Its a problem that with this change, ghost become a unit that has a specialised function, and are not just automatically good vs every bio unit".
Well thats the case with pretty much every starcraft II unit. Banelings are utter balls against marauders, mutalisks dont do very well against marines, so on so forth. The ghost will clearly still have a place in both PvT and ZvT matchups - and for these "niche" roles they fullfil to perfection against the very popular units of HT, sentry and infestor. Ghosts in TvT? Maybe not so much - but maybe for the same reason you dont often see storm in PvP. Or ultralisks in ZvZ. Sometimes a unit is just that. Useful for one thing, that it does super super well.
In addition, your post loses just a tiny bit of validation in my eyes, due to the following (I re-write what you say that way I read it). "Rather than overall ghost nerf, I think you should only nerf ghosts vs massive, but buff it vs everything else". To exactly your above point; Lets make ghosts 2-shot EMP'ed zealots rather than 3-shot. And to another point; your proposed change would make ghosts 4-shot a corruptor, rather than 5-shot as its current form. A roach would be 3-shot rather than 4-shot. (Maybe less of a point but an overlord would also be 4-shot, rather than 5-shot).

My point here being. Yes, maybe the ghost change will "radically influence those one in a hundred games", and "limit innovation". But have you considered that Blizzard might just intent for the ghost to be the specialised anti caster unit? I mean, we dont see protoss complain that high templar are not particularly cost efficient against siege tanks, or see zergs complaining how poor hydralisks are in ZvT (limit to innovation, anyone?).

In no way does this change actually destroy ghosts. Yes, it could be done smoother - in that regard I agree with you. But maybe blizzard have thought of the points you bring up, and feel it is satisfactory that ghosts are slightly less strong overall?
(Infact, a blizzard employee has said that they have thought of it and does not feel the ghosts rare appearance in other roles than their 'most common' as mentioned above: http://us.battle.net/sc2/en/forum/topic/4044464943?page=2#26 )
Hivemind! Just like IRL...
phiinix
Profile Blog Joined February 2011
United States1169 Posts
February 14 2012 23:51 GMT
#273
On February 15 2012 05:39 AnachronisticAnarchy wrote:
And Blizzard said pros don't know anything about balance. The fools.
Simply transforming +25 psionic to -25 massive is a great and amazingly simple idea that I wonder why Blizzard didn't come up with themselves.


Source? Don't worry I'll wait for it.
DarkInfinity
Profile Joined July 2011
121 Posts
February 14 2012 23:54 GMT
#274
First of all, I think we should give everything a chance to work itself out. As a Starcraft II fan however, I agree with the idea, however I think the full 50 damage against Zerg is still too high, perhaps 25 damage+ 25 psi/armored - 25 massive (cancels with armored) or something like that would be perfect.
And you will know my name is the Lord when I lay my vengeance upon thee!
namste
Profile Joined October 2010
Finland2292 Posts
February 14 2012 23:55 GMT
#275
On February 15 2012 08:50 Thraundil wrote:
While I do like most of your argumentation, I disagree on your conclusion, qxc. Now, I may just be a lowly master, but. Alot of what you are saying seems to be based around the idea that "ghosts should be useable and valuable in every situation in every matchup". Now I know this i a gross understatement, but let me offer you a few questions, or statements if you will, to your post.

- Using snipe to help deal with overwhelming number of zealots after the main army has been EMP'd
You can still do this after the patch. The damage reduction is 20 - yes, a big number. But lets not forget the ghosts autoattack itself also does 20 damage to light.
In addition. This will force terrans to actually consider how many ghosts to make. Do I make 5, and rely on money EMPs, or do I wildly mass 15 ghosts well knowing that its really kinda hard for me to make too many ghosts? The 'damage' that EMP does to a protoss army is already fairly insane, so for the ghosts to now be "less useful" after the EMPs have been launched, I consider this completely fine. Now ghosts will take 4 snipes to kill a zealot instead of 3. (Zealot = 100 hp, 3x45 or 4x25). Its an increase of one snipe. This was similar to the infestor nerf - one more fungal needed to kill certain units - and the infestor is still wildly used.

Similar argument to anti mutalisk.
Well. You already have marines that are pretty good vs mutalisks, not to mention turrets. Call me ignorant, but I fail to see the problem here.


What you seem to say is; "Its a problem that with this change, ghost become a unit that has a specialised function, and are not just automatically good vs every bio unit".
Well thats the case with pretty much every starcraft II unit. Banelings are utter balls against marauders, mutalisks dont do very well against marines, so on so forth. The ghost will clearly still have a place in both PvT and ZvT matchups - and for these "niche" roles they fullfil to perfection against the very popular units of HT, sentry and infestor. Ghosts in TvT? Maybe not so much - but maybe for the same reason you dont often see storm in PvP. Or ultralisks in ZvZ. Sometimes a unit is just that. Useful for one thing, that it does super super well.
In addition, your post loses just a tiny bit of validation in my eyes, due to the following (I re-write what you say that way I read it). "Rather than overall ghost nerf, I think you should only nerf ghosts vs massive, but buff it vs everything else". To exactly your above point; Lets make ghosts 2-shot EMP'ed zealots rather than 3-shot. And to another point; your proposed change would make ghosts 4-shot a corruptor, rather than 5-shot as its current form. A roach would be 3-shot rather than 4-shot. (Maybe less of a point but an overlord would also be 4-shot, rather than 5-shot).

My point here being. Yes, maybe the ghost change will "radically influence those one in a hundred games", and "limit innovation". But have you considered that Blizzard might just intent for the ghost to be the specialised anti caster unit? I mean, we dont see protoss complain that high templar are not particularly cost efficient against siege tanks, or see zergs complaining how poor hydralisks are in ZvT (limit to innovation, anyone?).

In no way does this change actually destroy ghosts. Yes, it could be done smoother - in that regard I agree with you. But maybe blizzard have thought of the points you bring up, and feel it is satisfactory that ghosts are slightly less strong overall?
(Infact, a blizzard employee has said that they have thought of it and does not feel the ghosts rare appearance in other roles than their 'most common' as mentioned above: http://us.battle.net/sc2/en/forum/topic/4044464943?page=2#26 )



I don't think anyone is worried about snipes in TvP as long as Templars die in relatively few shots. It's the TvZ that's getting ridiculous with the proposed changes.


IM hwaitiing ~ IMMvp #1 | Bang Min Ah <3<3
bLuR
Profile Blog Joined June 2010
Canada625 Posts
February 14 2012 23:59 GMT
#276
This actually makes sense. 5*****
turdburgler
Profile Blog Joined January 2011
England6749 Posts
February 14 2012 23:59 GMT
#277
On February 15 2012 08:26 S_SienZ wrote:
Show nested quote +
On February 15 2012 08:11 ParkwayDrive wrote:
all i hear is terren whining. just because u had a one hit wonder gstl all kill doesnt mean you know more than blizzard


qxc, merz, dde, ThorZaiN and even MorroW to a certain extent has voiced their opinions about this change. When that many Terrans (of which are dwindling in numbers and will continue to do so if this change goes thru) say it isn't right, you have a problem.

And if we heard more from the Koreans I'm pretty sure MMA and Mvp aren't too psyched about this either.


based on what is there a "dwindling number"?

im not saying i support the change i just think that over reacting just hurts the arguments that its bad

SecretCobraz
Profile Joined June 2011
United States16 Posts
February 14 2012 23:59 GMT
#278
I agreed; as a Zerg Player I know Ghosts are too strong in Late Game ZVT, but this is too much of an Overnerf, and may discourage use of the unit altogether (BAD).
The Final Boss
Profile Joined February 2011
United States1839 Posts
February 15 2012 00:00 GMT
#279
On February 15 2012 03:13 Frostfire wrote:
I think snipe need to be 35 +15 to casters. We shouldn't live in a world where it takes more than 1 snipe to kill a zergling.

And I'm zerg.

That wouldn't fix anything, you clearly didn't read the post. 35 damage would still be next to nothing when fighting Marines or Marauders. Nobody is trying to snipe a Zergling, maybe Banelings, but 25 Ghost energy isn't worth a Zergling.

More on topic: this is a really great post by qxc, it makes a lot of sense, would really make the game better, and therefore will not be implemented by Blizzard. Apparently Blizzard still hasn't heard of qxc T.T
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-02-15 00:02:10
February 15 2012 00:01 GMT
#280
On February 15 2012 08:50 Thraundil wrote:
While I do like most of your argumentation, I disagree on your conclusion, qxc. Now, I may just be a lowly master, but. Alot of what you are saying seems to be based around the idea that "ghosts should be useable and valuable in every situation in every matchup". Now I know this i a gross understatement, but let me offer you a few questions, or statements if you will, to your post.

- Using snipe to help deal with overwhelming number of zealots after the main army has been EMP'd
You can still do this after the patch. The damage reduction is 20 - yes, a big number. But lets not forget the ghosts autoattack itself also does 20 damage to light.
In addition. This will force terrans to actually consider how many ghosts to make. Do I make 5, and rely on money EMPs, or do I wildly mass 15 ghosts well knowing that its really kinda hard for me to make too many ghosts? The 'damage' that EMP does to a protoss army is already fairly insane, so for the ghosts to now be "less useful" after the EMPs have been launched, I consider this completely fine. Now ghosts will take 4 snipes to kill a zealot instead of 3. (Zealot = 100 hp, 3x45 or 4x25). Its an increase of one snipe. This was similar to the infestor nerf - one more fungal needed to kill certain units - and the infestor is still wildly used.

Similar argument to anti mutalisk.
Well. You already have marines that are pretty good vs mutalisks, not to mention turrets. Call me ignorant, but I fail to see the problem here.


What you seem to say is; "Its a problem that with this change, ghost become a unit that has a specialised function, and are not just automatically good vs every bio unit".
Well thats the case with pretty much every starcraft II unit. Banelings are utter balls against marauders, mutalisks dont do very well against marines, so on so forth. The ghost will clearly still have a place in both PvT and ZvT matchups - and for these "niche" roles they fullfil to perfection against the very popular units of HT, sentry and infestor. Ghosts in TvT? Maybe not so much - but maybe for the same reason you dont often see storm in PvP. Or ultralisks in ZvZ. Sometimes a unit is just that. Useful for one thing, that it does super super well.
In addition, your post loses just a tiny bit of validation in my eyes, due to the following (I re-write what you say that way I read it). "Rather than overall ghost nerf, I think you should only nerf ghosts vs massive, but buff it vs everything else". To exactly your above point; Lets make ghosts 2-shot EMP'ed zealots rather than 3-shot. And to another point; your proposed change would make ghosts 4-shot a corruptor, rather than 5-shot as its current form. A roach would be 3-shot rather than 4-shot. (Maybe less of a point but an overlord would also be 4-shot, rather than 5-shot).

My point here being. Yes, maybe the ghost change will "radically influence those one in a hundred games", and "limit innovation". But have you considered that Blizzard might just intent for the ghost to be the specialised anti caster unit? I mean, we dont see protoss complain that high templar are not particularly cost efficient against siege tanks, or see zergs complaining how poor hydralisks are in ZvT (limit to innovation, anyone?).

In no way does this change actually destroy ghosts. Yes, it could be done smoother - in that regard I agree with you. But maybe blizzard have thought of the points you bring up, and feel it is satisfactory that ghosts are slightly less strong overall?
(Infact, a blizzard employee has said that they have thought of it and does not feel the ghosts rare appearance in other roles than their 'most common' as mentioned above: http://us.battle.net/sc2/en/forum/topic/4044464943?page=2#26 )


Btw you can't overmake Ghosts in TvP actually once the Toss starts to Mass Up Zealots you need in masses them. They are by far the best solution to Zealots with or without Snipe.
Prev 1 12 13 14 15 16 36 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:25
Best Games of SC
Maru vs herO
Reynor vs Classic
Maru vs Classic
Reynor vs Maru
PiGStarcraft315
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft315
elazer 296
ProTech102
StarCraft: Brood War
Sea 1393
Dewaltoss 93
NaDa 12
Dota 2
capcasts138
NeuroSwarm86
League of Legends
Doublelift3720
Other Games
summit1g13589
Grubby4460
singsing1639
shahzam565
C9.Mang0372
FrodaN267
crisheroes231
byalli216
Liquid`Hasu159
UpATreeSC86
KnowMe66
ZombieGrub53
ViBE33
PPMD21
Organizations
Other Games
BasetradeTV192
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 52
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• Michael_bg 10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Counter-Strike
• imaqtpie1151
• Shiphtur214
Other Games
• WagamamaTV417
Upcoming Events
Replay Cast
2h
CranKy Ducklings
12h
uThermal 2v2 Circuit
17h
BSL22 NKC (BSL vs China)
21h
eOnzErG vs Mihu
Messiah vs XuanXuan
Jaystar vs TerrOr
Dewalt vs Bonyth
eOnzErG vs XuanXuan
Mihu vs TerrOr
Messiah vs Bonyth
Sparkling Tuna Cup
1d 12h
uThermal 2v2 Circuit
1d 17h
BSL22 NKC (BSL vs China)
1d 21h
Jaystar vs Dewalt
eOnzErG vs TerrOr
XuanXuan vs Bonyth
Mihu vs Dewalt
Messiah vs Jaystar
eOnzErG vs Bonyth
TerrOr vs Dewalt
Wardi Open
2 days
OSC
3 days
Replay Cast
4 days
[ Show More ]
The PondCast
5 days
Replay Cast
6 days
OSC
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

BSL Season 22
2026 GSL S2
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
Acropolis #4 - GSB
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
uThermal 2v2 2026 Main Event
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
Heroes Pulsing #3
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.