• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:50
CEST 18:50
KST 01:50
  • 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
Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN2The Memories We Share - Facing the Final(?) GSL19Code S RO12 Preview: Cure, Zoun, Solar, Creator4[ASL19] Finals Preview: Daunting Task30[ASL19] Ro4 Recap : The Peak15
Community News
Weekly Cups (May 19-25): Hindsight is 20/20?0DreamHack Dallas 2025 - Official Replay Pack8[BSL20] RO20 Group Stage2EWC 2025 Regional Qualifiers (May 28-June 1)14Weekly Cups (May 12-18): Clem sweeps WardiTV May3
StarCraft 2
General
Can anyone explain to me why u cant veto a matchup The Memories We Share - Facing the Final(?) GSL Code S RO12 Preview: GuMiho, Bunny, SHIN, ByuN Karma, Domino Effect, and how it relates to SC2. Code S RO12 Preview: Cure, Zoun, Solar, Creator
Tourneys
[GSL 2025] Code S:Season 2 - RO12 - Group B [GSL 2025] Code S:Season 2 - RO12 - Group A EWC 2025 Regional Qualifiers (May 28-June 1) DreamHack Dallas 2025 RSL: Revival, a new crowdfunded tournament series
Strategy
Simple Questions Simple Answers [G] PvT Cheese: 13 Gate Proxy Robo
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 475 Hard Target Mutation # 474 Futile Resistance Mutation # 473 Cold is the Void Mutation # 472 Dead Heat
Brood War
General
Will foreigners ever be able to challenge Koreans? BW General Discussion BGH auto balance -> http://bghmmr.eu/ Practice Partners (Official) GG Lan Party Bulgaria (Live in about 3 hours)
Tourneys
[ASL19] Grand Finals Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET [Megathread] Daily Proleagues
Strategy
I am doing this better than progamers do. [G] How to get started on ladder as a new Z player
Other Games
General Games
Nintendo Switch Thread Path of Exile Monster Hunter Wilds Beyond All Reason Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine All you football fans (soccer)! European Politico-economics QA Mega-thread
Fan Clubs
Serral Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion!
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 Formula 1 Discussion NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List TL.net Ten Commandments
Blogs
Need Your Help/Advice
Glider
Trip to the Zoo
micronesia
Yes Sir! How Commanding Impr…
TrAiDoS
Poker
Nebuchad
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Customize Sidebar...

Website Feedback

Closed Threads



Active: 19088 users

Smart casting hurts the game - An in depth look - Page 6

Forum Index > Closed
Post a Reply
Prev 1 4 5 6 7 Next All
Barbiero
Profile Blog Joined September 2010
Brazil5259 Posts
December 29 2010 01:39 GMT
#101
I actually thought that smart cast is commentators casting a game talking smart.

anyways, it does not hurt the game. Storm isn't OP as people make it out to be.
nuff said.
♥ The world needs more hearts! ♥
roadrunner343
Profile Joined November 2010
148 Posts
December 29 2010 01:40 GMT
#102
On December 29 2010 10:30 Megaliskuu wrote:
Show nested quote +
On December 29 2010 10:19 Comprissent wrote:
No smartcasting in BW was just a limitation. You can make the exact same argument for wanting to only be able to select 16 units at one time like in BW. .


You don't know what you are talking about. It was 12 buddy.


Yeah, because that COMPLETELY invalidates the point he was trying to make.
AJMcSpiffy
Profile Blog Joined May 2010
United States1154 Posts
December 29 2010 01:41 GMT
#103
On December 29 2010 10:30 Megaliskuu wrote:
Show nested quote +
On December 29 2010 10:19 Comprissent wrote:
No smartcasting in BW was just a limitation. You can make the exact same argument for wanting to only be able to select 16 units at one time like in BW. .


You don't know what you are talking about. It was 12 buddy.

Yes but the point is still there. Accomplishing an intensive micro tactic with limited controls is impressive, but that does not mean that the limited controls should be kept. Smart Casting, Multiple Building Hotkeys, etc. are certainly different from Brood War, but different is good. Back then it was the best the program could do. To impose those same limitations in a game released in 2010 would be adding roadblocks just to make the game inaccessible to casual players.

Obviously there is a point where it can go too far, like the people who suggest automating the first minute of the game because "all anyone does is mine". But there's a big difference between that suggestion and smart casting. The mechanics in Brood War made the game impressive, but they were not put there for that reason. They were only there because of game engine limitations.
If the quarter was in your right hand, that would've been micro
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 29 2010 01:41 GMT
#104
On December 29 2010 10:21 Lucid90 wrote:
Show nested quote +
On December 29 2010 10:04 FabledIntegral wrote:
On December 29 2010 10:01 Lucid90 wrote:
The skill ceiling in sc2 is lower IMO because it's hard to scout and predict what your opponent is going to do. This makes it more likely that the game doesn't reach late game. But definitely easier control mechanics don't lower the skill ceiling, they just make decisions count for more. In BW if you made a bad decision, you can still come back in the game assuming you have better macro and control than your opponent. In sc2, if you made a bad decision, you're fucked.

So proper understanding of timings and cost effectiveness of unit combinations is just more important in sc2, because you can 1a all of your units, where as in sc1 you needed like 300 amp to control a 150 supply army of m&m or ultraling.


By definition, yes it does. You can't even argue that. Decisions counting for more is irrelevant. Because in BW you can always make those same decisions while having to do the mechanics at the same time.


hmm

let's look at the effect of a lowered skill ceiling. When a game has a lowered skill ceiling lowered skill players win more often against higher skilled players, and when the game has a higher skill ceiling players with lower skill do worse than players with higher skill.

But what exactly is skill? Is pressing buttons at 300 amp skill? Is controlling large amounts of terribly frustrating units with limited control resource that have bad ai (like controlling mass lings in bw) skill?

I guess you can say that sc2 got rid of a lot aspects of this skill set, because you don't need 300+ apm to control a large army. But does this mean that lowered skill players will start winning agaisnt higher skilled players? This means that players who coasted on their control and APM in bw are going to have a harder time in sc2, and players who had a bad APM but good decision making are going to excel in sc2.

This lowers the skill ceiling in controlling frustrating stupid units, but it doesn't lower the skill ceiling in the actual game. Things like timings, proper unit composition and scouting are just as relevant, even more so, because players can't rely as much on their APM to give them a leg up in the game.

Look at chess for example. Do you need 300 APM to do well in chess? No. Is it really easy to move the units in chess? Sure. But it's a very difficult game because it focuses on a different skill than unit control. Sc2 is similar in that regard because it doesn't punish you so much for worse unit control, it just rewards you more for proper decision making. SC2 got rid of a lot of the requirements for high maintenance unit control, but it's still just as difficult to make decision in the game, which is why the overall skill ceiling is just as high.


What you're talking about doesn't have to do with the skill ceiling. Players that "coasted" on control and APM but didn't have the top tier decision making were not at the skill ceiling. They had possibly mastered one facet of the game, while the skill ceiling requires a mastery of all facets of the game. Thus your analogy is irrelevant.

Making something more relatively important, aka what you're arguing, does not mean the skill ceiling isn't changed.

For example, say there are arbitrary, measurable values in a game. They all max out a 100, which is the skill ceiling. Say there are three categories, mechanics, strategy, and timings. The total skill ceiling point value is 300. If you suddenly reduce the amount of mechanics in a game, yes, strategy and timings become more relatively important, but the overall skill ceiling of the game still dropped from 300 to 280. Consequently, those who had a score high in strategy but low in mechanics would benefit from this change, but saying such is still irrelevant to the skill ceiling discussion.

A ceiling means the absolute top, nothing below it. There are things like price ceilings in economics, which means that a price of a good cannot go above a certain amount. If the price would naturally be below the price ceiling, that price ceiling is not binding and becomes 100% irrelevant. Just like in this scenario, your analogy towards people "coasting" on APM and such causes those people to fall into the category "not at the skill ceiling."

Because you cannot actually achieve the skill ceiling in either BW or SC2, what becomes important is how easily you can approach it. Which is much easier in SC2.
Daozzt
Profile Joined July 2010
United States1263 Posts
December 29 2010 01:41 GMT
#105
On December 29 2010 10:19 Comprissent wrote:
No smartcasting in BW was just a limitation. You can make the exact same argument for wanting to only be able to select 16 units at one time like in BW. Smartcasting doesn't really decrease a skill gap, it lowers the stupid amount of apm required to cast spells.


Sorry, but it does. If a progamer can land perfect carpet storms and you can't, that means there is a large skill gap between you and him.

Smart casting allows any noob to throw multiple storms on an entire army. There's no such thing as "Jangbi storms" in SC2 because anyone can pull it off. The game becomes stale to watch because everyone has near perfect mechanics, and a match is decided by build orders.
enzym
Profile Joined January 2010
Germany1034 Posts
Last Edited: 2010-12-29 01:47:44
December 29 2010 01:42 GMT
#106
On December 29 2010 10:20 NicolBolas wrote:
Show nested quote +
On December 29 2010 10:02 enzym wrote:
Blizzard doesn't have the same idea of what a good spell is as we do. They want their game to be accessible to many people, so they make execution easier and improve its immediate appearance, i.e. graphics and sound effects. The "amazing" in a good spell, for Blizzard, comes from 1) graphical effects and 2) is it fun to use this spell or not. While hardcore starcraft fans will easily agree that when observing a game all the emotion, the "awe" comes from the players, the tension of seeing how well they manage to place their units and spells, the suspension during the start of a battle until its end. Without smart casting the outcome is always unsure, it's a nailbiter. While with smart casting the outcome is more easily predictable. What matters most in this case is only whether the player is watching his units at all or not... it makes the game more shallow, not just skill cap wise for the players, but, what's more important, it makes it A LOT more shallow and uninteresting for observers as well.

The outcome becomes too easily predictable and the difference between landing a spell and missing it has way less impact, because the spells needed to be nerfed because smart casting exists. Both make watching the game less exciting, it kills suspension and anticipation and it is quite possible that people will grow tired of it fast once they learn that there is nothing new to see anymore - that the employment of spells becomes generic.


If what you say is in fact true, then RTS gameplay is degenerate and should not be used as an eSport. If the only way to make the game lively and interesting is to deliberately and systematically gimp the interface, making it harder to do something for no reason other than to make it harder, then there's something seriously wrong with this kind of gameplay.

Interface is not and never should be a valid dimension of balance. No single ability or spell should ever be balanced by saddling it with a poor interface. And if that is the only way to make the game interesting for spectators, then the game is broken.

It's like saying that the way to make Team Fortress 2 into a better competitive game is to reduce everyone's mouse sensitivity to its lowest level. Or make it so that in order to fire sticky bombs you have to click 3 different buttons in rapid succession. These ideas may in fact work at making it a better competitive game. But they're not good ideas, so however much they may actually help in some respects, they hurt the game.

In any case, the main problem seems to be the amulet upgrade itself. Take that away, and HTs must be on the field for some time before throwing down Storms. Thus more opportunities to kill/EMP them, which cuts down on Storm spam. And that should make Storms more interesting by making them more rare. The tension will be on whether the non-Protoss can kill the HTs before they get into position to lay down the Storms. And personally, I like that tension more than whether the player can drop the Storms in the right place.

Any sport revolves around the execution of certain skills. For more physical sports one of those skills is forging your body and stamina, but just seeing an athlete's body isn't what gets you large audiences, except maybe for less popular and more specialized sports like bodybuilding.

And for strategy games you don't have just strategy. Maybe you can call it degenerate because of that - because strategy alone isn't enough to generate huge audiences - but I don't think it's degenerate at all as long as you don't reduce the game to just strategy. Execution is as much a part of the "fun to watch" experience in an RTS as it is in soccer or baseball. If you take the importance of good execution away you will be left with more of a movie like experience. That's not what I want to see as a fan.

Strategy simply doesn't happen fast enough in order to make for a good show, again, except for extremely specialized sports like chess, which focuses only on strategy and is turn based to that end. And chess won't make the audience scream their hearts out either.

Execution is a big part of any game and it is what has the biggest impact on the viewer. So I disagree with your evaluation of the use of a high skill cap.
"I fart a lot, often on my gf in bed, then we roll around laughing for 5 mins choking in gas." — exog // "…be'master, the art of reflection. If you are not a thinking man, to what purpose are you a man at all?" — S. T. Coleridge
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 29 2010 01:43 GMT
#107
On December 29 2010 10:40 roadrunner343 wrote:
Show nested quote +
On December 29 2010 10:30 Megaliskuu wrote:
On December 29 2010 10:19 Comprissent wrote:
No smartcasting in BW was just a limitation. You can make the exact same argument for wanting to only be able to select 16 units at one time like in BW. .


You don't know what you are talking about. It was 12 buddy.


Yeah, because that COMPLETELY invalidates the point he was trying to make.


No, but it's not a valid point nonetheless. Grouping everything into one control group in SC2 makes things easier but does not achieve better results, it will actually achieve less than optimal results than if you had multiple control groups. On the other hand, smart casting will achieve nearly the most optimal results. In essence, the easiest, most simplistic way becomes the most effective.
LolnoobInsanity
Profile Joined May 2010
United States183 Posts
December 29 2010 01:44 GMT
#108
Did you ever think of the fact that this allows for more ridiculous things to be done? Like now that being able to blanket storms perfectly is easy, don't you think harder things will arise? Like I can't think of anything, because if I could I'd be a progamer or a fuckin like soothsayer or some shit and make shit tons of money on the stock market. Like holy crap, give the game some time.

THERE'S NOTHING INTERESTING ABOUT BLANKET STORMS EXCEPT FOR THE FACT THAT IT IS HARD TO DO IN SC1.

Anything in SC2 that is equally hard to do and is pulled off in a tournament game will cause the same amount of cheering and female orgasming that those blanket storms caused. Wait till something sufficiently hard comes along, and then you'll be complaining when SC3 comes out that double archon rainbow dickslaps are too easy or something because AutoDickSlap was implemented and QQing the same amount you are now.

Blanket storms shouldn't be impressive. That's how the spell was supposed to be implemented. They were only impressive because hard things are impressive.
Sprouter
Profile Joined December 2009
United States1724 Posts
December 29 2010 01:44 GMT
#109
so you're saying that if there wasn't smart casting storm would be balanced? hahah you'll qq even more when someone storms well
-orb-
Profile Blog Joined September 2007
United States5770 Posts
December 29 2010 01:45 GMT
#110
In my opinion they should just make it so that you have to TAB through each caster unit to at least make it more difficult but still be smart casting in a way.

Example: You have 3 templar all at full energy. You select them all and hit storm and click once. It will only storm once from one templar. If you tried to click storm multiple times it would try to storm all from the same templar until he is out of energy. However, if you pressed tab to cycle through the different templar each time (or a different key to not have this overlap with cycling through types of units? Such as ~), then you could storm from the different templars. This way you wouldn't have to individually select templars which I think is what is so difficult for beginners, but the speed in which you would be able to cast multiple spells would have a bit more skill involved.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
StarStruck
Profile Blog Joined April 2010
25339 Posts
Last Edited: 2010-12-29 01:47:29
December 29 2010 01:45 GMT
#111
On December 29 2010 10:34 fdsdfg wrote:
It's all about chores. Starcraft 1 had a ton of chores - both macro (like sending workers to minerals and building units from many different buildings) and micro (such as attacking with more than 12 units or casting spells like psi storm).

Games can exist on either end. Look at Supreme Commander for the extreme of no chores - literally every strategic decision is one action (with the exception of reclaiming debris). You can create building templates (which are basically an automated build order), set buildings to auto-produce units in a particular order, set very complex rally and patrol points, etc. It is a valid game.

Starcraft 1 I would put at the other end of the spectrum. Players needed probably about 150apm of JUST chores in the late game in order to stay on top of everything. That's without unit micro, without any strategic decision or acts of aggression or defense. It's just keeping up with all your chores.

Starcraft 2 is in the middle. It has less macro chores and less micro chores than SC1, but more than Supcom. That's the direction Blizzard wanted to go, it's the direction they went, and it's still a valid game.

Arguments to restore chores are simply arguments to make SC2 more like SC1. Yes, eliminating the chores makes the game more different than SC1, but that's the point.


No, that's what you call a cop-out and very near-sighted. How about we get away from pulling the SC / SC2 card and talk about how to improve the RTS genre in general. I would like more thoughts on punishing smartcasting (with something like a cooldown) versus shift selecting cast relay.
lkjewq
Profile Joined November 2010
United States132 Posts
December 29 2010 01:45 GMT
#112
yeah instead of letting the 2 contestants run a lap, lets handicap them by breaking their legs and then watch them crawl a lap because thats so much more impressive!! Just think of all of the multitasking they have to do!!! Oh yeah and lets put in a bike that they have to peddle with their hands because that would require so much more skill and be that much more impressive!!

User was temp banned for this post.
subtleone
Profile Joined December 2010
4 Posts
Last Edited: 2010-12-29 01:49:49
December 29 2010 01:45 GMT
#113
If the problem is that the lower-APM player is coming out ahead in battles, that could imply a racial or unit imbalance. It may be the case that Terran does not have effective options vs Protoss once Protoss gets high templar with both upgrades out onto the field. Blizzard can review that and rebalance accordingly.

If the problem is that watching professional SC2 is less exciting than watching professional BW, then one is not looking in the right place. A single play can be just as game-breaking in SC2 as in BW. Huge battles still swing one way or the other based on minute, quick positioning or casting.

If the problem is that SC2 is just easier to play and that bothers you for some reason, I would say get over it. Just because a game is easier to pick up and play doesn't mean that it is easier to master. Furthermore, playing SC2 at the highest level still requires lightning quick fingers to go along with lightning quick thinking. 50 APM Protoss players are not going to be winning the GSL anytime soon by carpet storming their way across the map; I would even say that SC2 will become just as APM intensive as BW - after all, there is no downside to having a higher APM. The APM that is saved by smartcasting will not disappear, it will be spent elsewhere.

TLDR: If storm is imba, it will be fixed. SC2 is just as fun to watch as BW. The skill cap is still just as high (infinity).
LSB
Profile Blog Joined April 2010
United States5171 Posts
December 29 2010 01:47 GMT
#114
On December 29 2010 10:45 lkjewq wrote:
yeah instead of letting the 2 contestants run a lap, lets handicap them by breaking their legs and then watch them crawl a lap because thats so much more impressive!! Just think of all of the multitasking they have to do!!! Oh yeah and lets put in a bike that they have to peddle with their hands because that would require so much more skill and be that much more impressive!!

How about we give swimmers super awesome suits that increase buoyancy so they can swim faster!
Oh wait... We don't do that.

The reason why your examples don't work is because running is running. Biking is Biking.

Smart casting is like bringing a bike to a cross country race. It magnifies the effects of a spell.
Once is an accident. Twice is coincidence. Three times is an enemy action. Bus Driver can never target themselves I'm sorry
xbankx
Profile Joined July 2010
703 Posts
Last Edited: 2010-12-29 01:52:36
December 29 2010 01:48 GMT
#115
I don't mind if you take away smart casting as long as you return the broodwar status of upping damage(115 for a storm)+no casting delay+bigger aoe.
lyAsakura
Profile Blog Joined March 2010
United States1414 Posts
Last Edited: 2010-12-29 01:49:49
December 29 2010 01:48 GMT
#116
On December 29 2010 10:45 lkjewq wrote:
yeah instead of letting the 2 contestants run a lap, lets handicap them by breaking their legs and then watch them crawl a lap because thats so much more impressive!! Just think of all of the multitasking they have to do!!! Oh yeah and lets put in a bike that they have to peddle with their hands because that would require so much more skill and be that much more impressive!!


No, bad analogy. Right now it is like two guys racing in a walk contest and making everything harder would make it a true running racing contest. Breaking their legs is like make you have to doubleclick the caster and make you unable to hotkey them; it is simply outrageous.
WeMade FOX would be a deadly SC2 team.
Daozzt
Profile Joined July 2010
United States1263 Posts
December 29 2010 01:49 GMT
#117
On December 29 2010 10:44 LolnoobInsanity wrote:
Did you ever think of the fact that this allows for more ridiculous things to be done? Like now that being able to blanket storms perfectly is easy, don't you think harder things will arise? Like I can't think of anything, because if I could I'd be a progamer or a fuckin like soothsayer or some shit and make shit tons of money on the stock market. Like holy crap, give the game some time.

THERE'S NOTHING INTERESTING ABOUT BLANKET STORMS EXCEPT FOR THE FACT THAT IT IS HARD TO DO IN SC1.

Anything in SC2 that is equally hard to do and is pulled off in a tournament game will cause the same amount of cheering and female orgasming that those blanket storms caused. Wait till something sufficiently hard comes along, and then you'll be complaining when SC3 comes out that double archon rainbow dickslaps are too easy or something because AutoDickSlap was implemented and QQing the same amount you are now.

Blanket storms shouldn't be impressive. That's how the spell was supposed to be implemented. They were only impressive because hard things are impressive.


Your post makes no sense. Harder things won't magically arise, when BW was harder than SC2 in pretty much every way possible. People watch sporting events (Starcraft for this matter) because they want to be entertained and impressed. Being entertained is usually a result of witnessing something impressive.

Bibbit
Profile Blog Joined December 2009
Canada5377 Posts
December 29 2010 01:50 GMT
#118
I was agreeing with you but then I realized something. Even though its much easier now to send storms all over the place, units are a lot less clunky than they were in BW so its also much easier to try to micro out of the storm. The closest thing in BW to marines vs storms in sc2 would be hydras vs storm. Storm was really filthy vs hydras but zergs got pretty decent at trying to guess where the storms would go and then dodge them. With shiny new sc2, this is easier to do.

Though I would like energy upgrades to go back to how they were in BW, where you started with some % more energy (instead of 50, you would get 62 I think) but then you also got more max energy. This way you couldnt storm instantly when the HTs warp in but you could still storm pretty quickly (and storm 3 times on a full tank of energy).
Kennigit *
Profile Blog Joined October 2006
Canada19447 Posts
December 29 2010 01:50 GMT
#119
We've been talking about this since 2007. We've written articles all about it. It will NEVER change. EVER. Just leave it alone imo.
Ryndika
Profile Blog Joined August 2010
1489 Posts
Last Edited: 2010-12-29 01:52:51
December 29 2010 01:51 GMT
#120
If it was hard in BW, wouldn't it be twice harder in sc2 because of 3D?
as useful as teasalt
Prev 1 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Road to EWC
16:00
Europe Open Qualifiers #2
RotterdaM1150
TKL 296
kabyraGe 199
IndyStarCraft 188
CranKy Ducklings168
Liquipedia
Online Event
12:30
K-cup France
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1150
TKL 296
IndyStarCraft 188
StarCraft: Brood War
Britney 18918
Calm 4320
Sea 2570
Rain 1630
Stork 398
firebathero 268
Dewaltoss 86
Mind 57
SilentControl 20
soO 19
[ Show more ]
IntoTheRainbow 17
Dota 2
Gorgc7892
Dendi2291
qojqva2275
XcaliburYe185
Counter-Strike
ScreaM2771
flusha325
markeloff231
kRYSTAL_45
Super Smash Bros
Mew2King145
Heroes of the Storm
Khaldor124
XaKoH 86
Trikslyr80
Other Games
singsing1991
hiko1367
Beastyqt646
ceh9184
ArmadaUGS115
QueenE58
BRAT_OK 35
MindelVK8
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 86
• musti20045 28
• Adnapsc2 2
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki31
• FirePhoenix2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 1262
League of Legends
• Jankos3067
• TFBlade2169
Other Games
• WagamamaTV253
Upcoming Events
Road to EWC
5h 10m
Road to EWC
16h 10m
Road to EWC
17h 10m
Road to EWC
1d 5h
Road to EWC
1d 16h
Road to EWC
1d 23h
Online Event
2 days
Clem vs ShoWTimE
herO vs MaxPax
Road to EWC
2 days
Replay Cast
3 days
Replay Cast
4 days
[ Show More ]
Replay Cast
4 days
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

YSL S1
DreamHack Dallas 2025
Calamity Stars S2

Ongoing

JPL Season 2
BSL Season 20
KCM Race Survival 2025 Season 2
NPSL S3
Rose Open S1
CSL Season 17: Qualifier 1
2025 GSL S2
Heroes 10 EU
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

CSL Season 17: Qualifier 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
CSLPRO Last Chance 2025
CSLAN 2025
K-Championship
SEL Season 2 Championship
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin 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.