• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 20:41
CET 02:41
KST 10:41
  • 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
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA13
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened
Brood War
General
Data analysis on 70 million replays soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/ A cwal.gg Extension - Easily keep track of anyone [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread EVE Corporation [Game] Osu!
Dota 2
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
Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2044 users

SC2 Notes: Hellbat Nerf a Mistake - Page 2

Blogs > SC2John
Post a Reply
Prev 1 2 All
CosmicSpiral
Profile Blog Joined December 2010
United States15275 Posts
Last Edited: 2013-08-17 21:43:18
August 17 2013 21:39 GMT
#21
On August 18 2013 05:01 aZealot wrote:
I wonder if we sometimes don't overstate the design flaws (too much production too fast; too many easily available resources; excessively hard counters - units and abilities - that limit micro, neuter strategies and negate units from a match-up) of SC2? For all its flaws it has remained a good and viable game which is rewarding to play and spectate. I think it could have been even better if Blizzard had had their current balance policy in WOL. The development team seemed to misunderstand, at that time, that a RTS like SC2 (with sufficient depth and complexity) will develop in ways unanticipated by the design team. And that this is the beauty of the game and it should be allowed to do so. Thankfully, they seem to understand this now (at least for the most part) and are more willing to let things play out.

I think this is why I find the endless comparisons to BW both corrosive and exhausting. BW may or may not be the "perfect" RTS (I think it tends to be put on a pedestal a bit much for my liking - especially, to my mind, by people who did not play it and probably never watched it). But, in trying to make SC2 if not another BW at least another "perfect" RTS, I think you run the risk of destroying the game (and the E-Sport) altogether. In this sense, and to coin a well used phrase, I see the constant urge to "perfect" SC2 by correcting design flaws as being the enemy of the good enough.


Those weren't really the design flaws I had in mind besides the part about counters. The other ones are unfortunate (depending on your perspective) but acceptable parts of the game provided that the strategic and tactical depth can compensate. It's not like BW was perfect either, especially when it came to unit navigation.

The big issues I had in mind here were:

  • The inefficient scaling of Protoss gateway units throughout the game.
  • The ultimate focus of constructing Protoss armies around expensive tech units instead of using tech units to supplement basic units.
  • A lack of tech units that make gateway units better instead of using gateway units as a buffer.
  • Terran issues with transitioning into their more expensive tech.
  • Terran issues with justifying said transition when faced with the cost-effective, high damage, and easy reproduction of Marine/Marauder/Medivac/Widow Mine.
  • The instability of mech openers and compositions, particularly the problems with tank-based play in non-mirror matchups.
  • Zerg having huge portions of their tech tree either invalidated or made useless in certain matchups.
  • Zerg being corralled into a limited set of opening builds.
  • Poor synergy within army compositions when attempting to incorporate HotS units.

WriterWovon man nicht sprechen kann, darüber muß man schweigen.
Nibbler89
Profile Blog Joined May 2011
884 Posts
Last Edited: 2013-08-17 22:24:28
August 17 2013 22:00 GMT
#22
On August 17 2013 18:46 ETisME wrote:
I can't understand you guys at all. Snipe wasn't just a bit crazy, it was completely broken. There was no way a zerg can break through a split map situation. Tech switch whatnot doesn't do anything when terran sitting behind with PFs, tanks and ghosts with bios. I will never forget that game between july zerg against Mvp because even if I am a Mvp fan, that game just looked damn stupid.

The mid game was in advantage for Terran at that time, hellions contain was extremely powerful, it lets terran grab a 3rd extremely safely with hellion banshee opening while zerg struggles to get a third up because of hellion runbys and banshee support.
The game was full of roach ling baneling all in, similar to what it is nowadays, you can see that in MMA vs DRG final, I think it was 3 or 4 games were won by that all in.
It wasn't until queen got range buff then zerg starts to have an "advantage" in mid game while in fact, it was still mainly 3 base vs 3 base and infestors were the only reason why zerg has a huge power over terran.

Snipe is actually buffed in TvP right now, it was pure EMP vs HT before.
As for why ghost disappeared in TvZ, it's because zerg gets better at dealing with cloak ghosts and ghosts are just too expensive to invest in.

learning how to deal with hellbat drop opening doesn't mean the strategy was any more balanced than it should be.
hellbat drops completely dominates other openings except those that are specific designed to deny hellbat drops, which is problematic because it becomes a complete poker style game play.
Those hellbat drops specific counter build are much inferior to standard openings.
The risk and reward for hellbat drops were way too uneven to call it a good strategy.
The forgg thingee was HUGELY over excited about, he was playing against EU terrans, hardly a lot of the better terrans in that record.

Not to mention if both players do hellbat drops, it just looks silly.

I don't mind it too too much in other matchups, it's TvT that it has ruined.
Even now we don't have any games that are on par with Flash vs Ryung game, with flanks over flanks over flanks and insane action everywhere.


I remember that MVP vs JULY game on metopolis and how a lot of people thought snipe was broken after that, enough for almost an instant nerf. What they ignored was the fact that before julys bane all in mvp dropped july and killed his spawning pool i believe his spire as well and drones, july was waiting for his upgrade timing to finish because he was about to bust and hesitated on defending the drop. As a result he lost his spawning pool as well as taking a lot of other extra damage. He couldn't remax after doing a huge bust since his spawning pool was dead, nonetheless the game went on with july crashing ultras into mvp and getting them sniped until MVP eventually won(julys creep spread was also really horrible by todays standards). I really don't know how people ignored such a huge factor that contributed to that games outcome yet the amount of whine was so great it literally changed the game.

Feel free to watch the vod and just look at the mistakes that happen then come back and with 100% honesty say the reason why MVP won was purely because snipe was OP. It would be the equivalent of a terran losing an upgrading engineering bay during a bust then later losing to ultra because he has no +3, followed by an instant halving / removal of chitenous plating.

Once an idea gets ingrained it doesn't really get questioned. It's like how once you lose a game of starcraft its very easy to dismiss the reason you lost on one variable, but there's so many that lead up to it. People don't remember all the stuff that led up to Julys loss, they just remember seeing all of july's ultras get popped off creep once he was already way behind.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2013-08-18 04:34:12
August 18 2013 01:28 GMT
#23
On August 18 2013 06:39 CosmicSpiral wrote:
Show nested quote +
On August 18 2013 05:01 aZealot wrote:
I wonder if we sometimes don't overstate the design flaws (too much production too fast; too many easily available resources; excessively hard counters - units and abilities - that limit micro, neuter strategies and negate units from a match-up) of SC2? For all its flaws it has remained a good and viable game which is rewarding to play and spectate. I think it could have been even better if Blizzard had had their current balance policy in WOL. The development team seemed to misunderstand, at that time, that a RTS like SC2 (with sufficient depth and complexity) will develop in ways unanticipated by the design team. And that this is the beauty of the game and it should be allowed to do so. Thankfully, they seem to understand this now (at least for the most part) and are more willing to let things play out.

I think this is why I find the endless comparisons to BW both corrosive and exhausting. BW may or may not be the "perfect" RTS (I think it tends to be put on a pedestal a bit much for my liking - especially, to my mind, by people who did not play it and probably never watched it). But, in trying to make SC2 if not another BW at least another "perfect" RTS, I think you run the risk of destroying the game (and the E-Sport) altogether. In this sense, and to coin a well used phrase, I see the constant urge to "perfect" SC2 by correcting design flaws as being the enemy of the good enough.


Those weren't really the design flaws I had in mind besides the part about counters. The other ones are unfortunate (depending on your perspective) but acceptable parts of the game provided that the strategic and tactical depth can compensate. It's not like BW was perfect either, especially when it came to unit navigation.

The big issues I had in mind here were:

  • The inefficient scaling of Protoss gateway units throughout the game.
  • The ultimate focus of constructing Protoss armies around expensive tech units instead of using tech units to supplement basic units.
  • A lack of tech units that make gateway units better instead of using gateway units as a buffer.
  • Terran issues with transitioning into their more expensive tech.
  • Terran issues with justifying said transition when faced with the cost-effective, high damage, and easy reproduction of Marine/Marauder/Medivac/Widow Mine.
  • The instability of mech openers and compositions, particularly the problems with tank-based play in non-mirror matchups.
  • Zerg having huge portions of their tech tree either invalidated or made useless in certain matchups.
  • Zerg being corralled into a limited set of opening builds.
  • Poor synergy within army compositions when attempting to incorporate HotS units.



I see. I don't think that I agree with all of that. But, that doesn't matter and I don't want to derail the thread any further. I'd just like to say that the production/resource flaws I mentioned may be acceptable as they affect all races equally and can be compensated, as you say, by sufficient strategic and tactical depth. I am not so sure when it comes to some of the hard counters in the game, both units and abilities. These really have a limiting effect on the game and constrain player skill.

This leads me to the one thing that BW has that I think SC2 should strive towards. That is, even if outplayed, roughly equally skilled players still feel that there was something they could have done. There is little feeling of helplessness as can sometimes be in the case in SC2. I don't think SC2 should be taking too many lessons from BW as they are fundamentally different in some key areas, but allowing players to consistently feel that they were fairly outplayed by an equal opponent is one of them.
KT best KT ~ 2014
tl2212
Profile Joined April 2013
Belize731 Posts
August 18 2013 01:51 GMT
#24
yup ,blizzard nerfed the meta game hard with this one. i love your analogy to BW TvT and i think its super true.

i think the problem with hellbats is that they dont cost any vespene. add 50 vespene to hellbats and they look pretty balanced to me

its ridiculous how blizzard totally crumbles to community complaining even tho hellbats weren't THAT op.

actually being able to be healed and repaired for 0 gas was kind of OP. i dont thin they should be able to be healed by medivaks either
economy over everything
ETisME
Profile Blog Joined April 2011
12541 Posts
August 18 2013 04:59 GMT
#25
On August 18 2013 07:00 Nibbler89 wrote:
Show nested quote +
On August 17 2013 18:46 ETisME wrote:
I can't understand you guys at all. Snipe wasn't just a bit crazy, it was completely broken. There was no way a zerg can break through a split map situation. Tech switch whatnot doesn't do anything when terran sitting behind with PFs, tanks and ghosts with bios. I will never forget that game between july zerg against Mvp because even if I am a Mvp fan, that game just looked damn stupid.

The mid game was in advantage for Terran at that time, hellions contain was extremely powerful, it lets terran grab a 3rd extremely safely with hellion banshee opening while zerg struggles to get a third up because of hellion runbys and banshee support.
The game was full of roach ling baneling all in, similar to what it is nowadays, you can see that in MMA vs DRG final, I think it was 3 or 4 games were won by that all in.
It wasn't until queen got range buff then zerg starts to have an "advantage" in mid game while in fact, it was still mainly 3 base vs 3 base and infestors were the only reason why zerg has a huge power over terran.

Snipe is actually buffed in TvP right now, it was pure EMP vs HT before.
As for why ghost disappeared in TvZ, it's because zerg gets better at dealing with cloak ghosts and ghosts are just too expensive to invest in.

learning how to deal with hellbat drop opening doesn't mean the strategy was any more balanced than it should be.
hellbat drops completely dominates other openings except those that are specific designed to deny hellbat drops, which is problematic because it becomes a complete poker style game play.
Those hellbat drops specific counter build are much inferior to standard openings.
The risk and reward for hellbat drops were way too uneven to call it a good strategy.
The forgg thingee was HUGELY over excited about, he was playing against EU terrans, hardly a lot of the better terrans in that record.

Not to mention if both players do hellbat drops, it just looks silly.

I don't mind it too too much in other matchups, it's TvT that it has ruined.
Even now we don't have any games that are on par with Flash vs Ryung game, with flanks over flanks over flanks and insane action everywhere.


I remember that MVP vs JULY game on metopolis and how a lot of people thought snipe was broken after that, enough for almost an instant nerf. What they ignored was the fact that before julys bane all in mvp dropped july and killed his spawning pool i believe his spire as well and drones, july was waiting for his upgrade timing to finish because he was about to bust and hesitated on defending the drop. As a result he lost his spawning pool as well as taking a lot of other extra damage. He couldn't remax after doing a huge bust since his spawning pool was dead, nonetheless the game went on with july crashing ultras into mvp and getting them sniped until MVP eventually won(julys creep spread was also really horrible by todays standards). I really don't know how people ignored such a huge factor that contributed to that games outcome yet the amount of whine was so great it literally changed the game.

Feel free to watch the vod and just look at the mistakes that happen then come back and with 100% honesty say the reason why MVP won was purely because snipe was OP. It would be the equivalent of a terran losing an upgrading engineering bay during a bust then later losing to ultra because he has no +3, followed by an instant halving / removal of chitenous plating.

Once an idea gets ingrained it doesn't really get questioned. It's like how once you lose a game of starcraft its very easy to dismiss the reason you lost on one variable, but there's so many that lead up to it. People don't remember all the stuff that led up to Julys loss, they just remember seeing all of july's ultras get popped off creep once he was already way behind.

Snipe was OP. It's not even questionable.
The biggest problem is how cost efficient it is to just turtle up for snipes, sitting behind PFs and just drop and nukes all game until zerg runs dry.
because other than broodlords, there are no way any other zerg composition can break that kind of turtling PFs with bio and tank support, even without snipes
Maps like shakuras is the perfect map to show case this. Terran always win split map games, snipes killed every hive tech units without a single unit loss as long as the terran turle behind the PFs
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Djzapz
Profile Blog Joined August 2009
Canada10681 Posts
Last Edited: 2013-08-18 05:48:43
August 18 2013 05:46 GMT
#26
I think the nerf was necessary. As much as I understand that those hellbat drops were integrated into the meta, it was a bad thing to have. Too many games were essentially decided early because of hellbat drops, others were lengthened by the fact that one of the players had to fight an uphill battle. We were robbed from proper games by a gimmicky hat trick.

As much as people like to babble about balance when the game is clearly fairly well balanced, I prefer to talk about how fun the game is (or could be). In other words: good riddance. Hellbats are a boring unit to watch.
"My incompetence with power tools had been increasing exponentially over the course of 20 years spent inhaling experimental oven cleaners"
Djagulingu
Profile Blog Joined December 2010
Germany3605 Posts
August 18 2013 12:50 GMT
#27
Nerf to hellbat drops were necessary imo. It gave terran players too much time to transition, which terran players didn't need anyway. All that time goes to preparing a timing push that will instantly kill the opponent.
"windows bash is a steaming heap of shit" tofucake
Penev
Profile Joined October 2012
28503 Posts
August 18 2013 14:54 GMT
#28
On August 18 2013 06:39 CosmicSpiral wrote:
Show nested quote +
On August 18 2013 05:01 aZealot wrote:
I wonder if we sometimes don't overstate the design flaws (too much production too fast; too many easily available resources; excessively hard counters - units and abilities - that limit micro, neuter strategies and negate units from a match-up) of SC2? For all its flaws it has remained a good and viable game which is rewarding to play and spectate. I think it could have been even better if Blizzard had had their current balance policy in WOL. The development team seemed to misunderstand, at that time, that a RTS like SC2 (with sufficient depth and complexity) will develop in ways unanticipated by the design team. And that this is the beauty of the game and it should be allowed to do so. Thankfully, they seem to understand this now (at least for the most part) and are more willing to let things play out.

I think this is why I find the endless comparisons to BW both corrosive and exhausting. BW may or may not be the "perfect" RTS (I think it tends to be put on a pedestal a bit much for my liking - especially, to my mind, by people who did not play it and probably never watched it). But, in trying to make SC2 if not another BW at least another "perfect" RTS, I think you run the risk of destroying the game (and the E-Sport) altogether. In this sense, and to coin a well used phrase, I see the constant urge to "perfect" SC2 by correcting design flaws as being the enemy of the good enough.


Those weren't really the design flaws I had in mind besides the part about counters. The other ones are unfortunate (depending on your perspective) but acceptable parts of the game provided that the strategic and tactical depth can compensate. It's not like BW was perfect either, especially when it came to unit navigation.

The big issues I had in mind here were:

  • The inefficient scaling of Protoss gateway units throughout the game.
  • The ultimate focus of constructing Protoss armies around expensive tech units instead of using tech units to supplement basic units.
  • A lack of tech units that make gateway units better instead of using gateway units as a buffer.
  • Terran issues with transitioning into their more expensive tech.
  • Terran issues with justifying said transition when faced with the cost-effective, high damage, and easy reproduction of Marine/Marauder/Medivac/Widow Mine.
  • The instability of mech openers and compositions, particularly the problems with tank-based play in non-mirror matchups.
  • Zerg having huge portions of their tech tree either invalidated or made useless in certain matchups.
  • Zerg being corralled into a limited set of opening builds.
  • Poor synergy within army compositions when attempting to incorporate HotS units.


I was going to post that in the just released 4M strategy guide but decided that it wasn't the proper place to do so. After the Hellbat nerf this problem became even more clear.
I Protoss winner, could it be?
Aveng3r
Profile Joined February 2012
United States2411 Posts
Last Edited: 2013-08-18 15:28:48
August 18 2013 15:23 GMT
#29
On August 17 2013 22:04 CosmicSpiral wrote:
Show nested quote +
On August 17 2013 17:10 Entirety wrote:
On August 17 2013 16:21 Scarecrow wrote:
The reason hellbats transitioned so well into mech was largely because of how ridiculously cost effective they were. They could transition into just about anything and there were a ton of mirror builds going on that made the matchup start to look like a two-way hellbat/scv micro tourney. It basically killed early-mid game TvT. Your choices of opening during the hbpm era was basically hellbat drop, anti-hellbat drop or cheese before hellbat drop. It was a great nerf imo. Hellbats had turned my favourite mirror into one of the worst mu's in the game.


The nerf was a mistake as in "the Hellbat needed a fix but it could have been handled better"

Still not as bad as the Snipe nerf... that DEFINITELY could have been handled better, hell it could have made TvZ both balanced and exciting for the last few months of WoL if Snipe was nerfed while still letting it be viable!


The main mistake Blizzard makes in these decisions is assuming the unit itself is the cause of the problem instead of looking at the game as a whole. If they did that they would realize that these problems are systemic issues stemming from design flaws.

Had to plus 1 this part of your post--
@op I came in here prepared to strongly disagree. I still do. While I really like some of the point you made, I could never get past the effort/reward tradeoff of the hellbat drop. They were mindless to execute and could decimate a mineral line in the blink of an eye. Furthermore even putting in a reasonabe effort to stop the drops with turrets and unit positioning often didnt stop you from losing a lot of workers. It was a dynamic where there was no reason to not be doing these drops, which led to infuriating gameplay.
from a spectator standpoint I admit that I just read the Op again and I agree. Blizzard, in my mind, has once again made a borderline retarded, knee jerk reaction to something that they perceived to be a problem. But from a diamond level terran standpoint I have to be happy about these changes.
I carve marble busts of assassinated world leaders - PM for a quote
Prev 1 2 All
Please log in or register to reply.
Live Events Refresh
Next event in 5h 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 253
NeuroSwarm 126
StarCraft: Brood War
Calm 3319
NaDa 64
Noble 24
ivOry 20
Dota 2
PGG 260
Heroes of the Storm
Khaldor181
Other Games
summit1g11353
RotterdaM98
ToD72
Trikslyr63
Organizations
Other Games
gamesdonequick883
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 100
• musti20045 48
• Airneanach12
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21631
Other Games
• Scarra1321
• imaqtpie1195
Upcoming Events
RSL Revival
5h 49m
Classic vs SHIN
Maru vs TBD
herO vs TBD
Wardi Open
12h 19m
IPSL
18h 19m
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
18h 19m
StRyKeR vs Artosis
OyAji vs KameZerg
OSC
21h 19m
OSC
1d 7h
Monday Night Weeklies
1d 15h
OSC
1d 21h
Wardi Open
2 days
Replay Cast
3 days
[ Show More ]
Wardi Open
3 days
Tenacious Turtle Tussle
3 days
The PondCast
4 days
Replay Cast
4 days
LAN Event
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-21
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
RSL Revival: Season 3
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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 © 2025 TLnet. All Rights Reserved.