• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:45
CEST 20:45
KST 03:45
  • 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
[ASL21] Ro4 Preview: On Course10Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Maestros of The Game 2 announcement and schedule !9Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25
StarCraft 2
General
Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results
Tourneys
Maestros of The Game 2 announcement and schedule ! 2026 GSL Season 2 Qualifiers SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2) GSL Code S Season 1 (2026)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
Flashes ASL S21 Ro8 Review ASL Tickets to Live Event Finals? [ASL21] Ro4 Preview: On Course Quality of life changes in BW that you will like ? Why there arent any 256x256 pro maps?
Tourneys
[ASL21] Semifinals A [Megathread] Daily Proleagues [BSL22] RO16 Group Stage - 02 - 10 May [ASL21] Ro8 Day 3
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates Muta micro map competition What's the deal with APM & what's its true value
Other Games
General Games
Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Daigo vs Menard Best of 10
Dota 2
The Story of Wings Gaming
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 Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread The Letting Off Steam Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2425 users

Protoss From Many Angles - Page 6

Forum Index > Closed
Post a Reply
Prev 1 4 5 6 7 Next All
ShamTao
Profile Joined September 2010
United States419 Posts
Last Edited: 2011-03-14 17:55:52
March 14 2011 17:54 GMT
#101
On March 15 2011 02:42 Zanez.smarty wrote:
Show nested quote +
On March 15 2011 02:29 Enervate wrote:
I disagree with this whole labeling gateway units as UP and colossi as OP methodology. You can't expect low tech units to have the same effectiveness as high tech units.



I hear this argument a lot, but I couldn't disagree more. High Tier units are wonderful for support, and some raw power, but the bread and butter are usually lower end ones. Example would be Marines, Marauders and Helions, or Roaches, Hydras and Lings. They are capable of packing a punch on their own, and become brutally painful when the are mixed with higher end support units (Medivacs, Thors, Tanks, Infestors, Banelings, Mutalisks). Protoss is borderline unplayable without their high end support units, because their bread and butter units (Zealot, Stalker) have such low damage output. They need the high tech units just to survive, rather than to amplify their effectiveness. This is why you end up seeing 5+ cols in a death ball.
Currently, it feels that the Colossus aren't the support... The Stalkers are.


This is a good way of thinking about it. When terrans and zergs were pumping vikings and corruptors because they could bypass fighting the ground army, protoss threw in phoenix and void rays to act as an air meatshield for colossus (albeit with good damage) and zealot/stalker meat on ground. So much is emphasized on protecting the Colossus, while everything can go to shit.

WG tech is really tricky to deal with. It's ability to reinforce and negate the defender's advantage (and put the protoss a production cycle ahead) makes it the strongest build in PvP, and maps aren't going to change anything of that sort. If PvP makes it past the 7 minute mark, Colossus becomes the no.1 priority because the colossus is SO good against ground. Stronger gateway units and weaker colossus would help PvP diverge a little bit.

The observer is tricky, because while it's a specific T2 way of accessing detection, the other races don't have the same scouting capability, which makes the observer a little bit better in this regard. Banshee builds should still be viable, but they'd be eradicated if obs could be made at a nexus.

I think Archons could be our ally to give Protoss more options. If they were considered massive units, they would be able to give off some good damage to a terran army because they would not be slowed. They'd have the same damage, same range, but be able to close in and get a few hits in as opposed to melting right away. Then, things like making DTs into archons after an opponent has shut them down makes the tech tree a little bit more viable in the late game, and warped in HTs, while without insta-storm, can still feedback (incredibly useful v. terran bio. OMG SO GOOD), and form into a pretty powerful unit in a short amount of time.

Those are my two cents. I hate the colossus with a passion.

Edit: additionally, great OP. I like the discussion, it's been much more constructive than 80% of the strategy forum.
In the game of drones, you win or you die!
Hozer
Profile Joined May 2010
United States18 Posts
March 14 2011 17:57 GMT
#102
On March 15 2011 00:31 Knee_of_Justice wrote:

2) Warpgates increase the build time of the units they create, not decrease them. You still get them immediately, but instead of 38 for a zealot, it would be 5 seconds (get zealot) then the warpgate cools down for 40-45 seconds.




I really think this is a great answer to a lot of things. It would make it a choice as to whether or not to research warp gate, and how many warp gates vs how many gateways you want.

A protoss could decide to not research it, and pump units at a little faster rate. This nerfs 4gate, but not overall production, and even helps for defending early game.

Then later in the game protoss can choose to morph warp gates to continue with the harassment options, either dt, ht, a group of zealots or whatever.

Overall:
-Increase defensive capability
-Reduces 4gate aggression
-Makes gateway/warpgate a strategical choice

Maybe there is something I am not considering, but this really does feel like it is a great idea.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
March 14 2011 17:58 GMT
#103
While I generally agree with your statements about the colossi, and the general weakness of stalker/zealot against stim & roach/hydra, I find immortals + good forcefields/GS can easily take down MM or roach hydra without issue. In fact, I hardly ever rely on colossi in PvZ or PvT lately (ill add them later if the z isn't making corr or the terran gets emp, but I use immortal/HT as my backbone units the majority of the time to avoid losing the game when my colossi die.)
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
March 14 2011 17:59 GMT
#104
Excellent post, very well articulated. It really hits to the crux of the issue in a very well argued/articulated way and is so damn relevant.

I had to cross-post it to the b.net forums. I provided a link to this thread as well as credit to the author.
Salvation a la mode and a cup of tea...
SyN_FiR3
Profile Joined May 2010
United States85 Posts
March 14 2011 18:02 GMT
#105
Removing the warp gate would be a very bad idea that would further P's decent into stale, boring play.
It can't be considered OP when the trade off is you have to take your eyes off the battle to begin your reinforcement, as to where T and Z can keep their eyes on the battle and select hotkey & press corresponding hotkey to build more units from all structure(s)... The protoss can and does get many units sniped because of the inability to micro units while looking away from the battle.

Maybe warp gate could be tweaked to some degree to change 4 gate timings as PvP is too one dimensional right now. But, removal of the warpgate all together or an extreme nerf would just take a major cornerstone away from Protoss and the entire game would have to be re balanced around that. All of this is my opinion ofcourse
"How 'bout changin' a line cause it don't make sense..."
FenneK
Profile Joined November 2010
France1231 Posts
March 14 2011 18:06 GMT
#106
Some great ideas, well thought out. I still think Templar builds will be viable after the patch, people will just have to use them properly.
good luck have batman
Enervate
Profile Joined August 2010
United States1769 Posts
March 14 2011 18:06 GMT
#107
On March 15 2011 02:42 Zanez.smarty wrote:
Show nested quote +
On March 15 2011 02:29 Enervate wrote:
I disagree with this whole labeling gateway units as UP and colossi as OP methodology. You can't expect low tech units to have the same effectiveness as high tech units.



I hear this argument a lot, but I couldn't disagree more. High Tier units are wonderful for support, and some raw power, but the bread and butter are usually lower end ones. Example would be Marines, Marauders and Helions, or Roaches, Hydras and Lings. They are capable of packing a punch on their own, and become brutally painful when the are mixed with higher end support units (Medivacs, Thors, Tanks, Infestors, Banelings, Mutalisks). Protoss is borderline unplayable without their high end support units, because their bread and butter units (Zealot, Stalker) have such low damage output. They need the high tech units just to survive, rather than to amplify their effectiveness. This is why you end up seeing 5+ cols in a death ball.
Currently, it feels that the Colossus aren't the support... The Stalkers are.

I just don't think pure stalker zealot should be viable, and I don't think pure marines should be viable either. High tech units should be capped by their production while low-tech units should be capped by their effectiveness. Also, I don't think there is ever a situation in which you need more a huge amount of colossi unless it's pvp, and you actually reach a point of diminishing returns (for matchups other than pvp).
On March 15 2011 02:47 FabledIntegral wrote:
Show nested quote +
On March 15 2011 02:29 Enervate wrote:
I disagree with this whole labeling gateway units as UP and colossi as OP methodology. You can't expect low tech units to have the same effectiveness as high tech units. You can say there is a problem with this, or you can say that there is a problem with other races using low-tech units throughout the entire game.

In BW, each race in each matchup revolved around a high-tech unit mixed in with a lot of low-tech units. PvZ was templar/archon. ZvT was defiler/ultra. TvP/Z was science vessel. PvT was arbiter. These units were all game-changing. Possibly the only complaint I can see against the colossus in comparison with these is that the colossus is easier to use. But pretty much everything is easier to do in SC2, so I don't think difficulty of use is a large consideration factoring in to game design.


Well, notice most of those are actually spellcasters as opposed to simply "i have an attack and kill" units? Colossus has nothing special, just a retardedly strong attack. Defiler used spells such as plague for damage, and dark swarm for support casting. Science vessel was also a caster, that didn't just A move but irradiated Zerg to death or EMP'd toss. Arbiters weren't as crucial as you make them sound to be, yeah, you're at a massive disadvantage without them, but plenty of toss were able to go pure Zealot/Goon til near the lategame and crush opposition when they finally needed arbiters or carriers (although they could get templar as well, which was quite common until the last year or so). Archons are the only unit you mentioned that are a straight up damage dealer, and at least they were uber short range damage dealers that took "bonus" (full) damage from everything everything unlike Colossus which sits in the back dealing crazy DPS.

It's like a Siege tank with shorter range but doesn't have to siege up. No real unique mechanic about the unit, besides the cliff walking and being able to be shot by air. But that doesn't affect too much on how it's used in battle (it's simply still A-moved, just make sure not to be sniped by vikings).

I agree. But I don't think that means the colossi is overpowered. I think it's poor game design, but I don't see how it leads to imbalance or claims of OP, when the unit still has hard counters since it can't shoot air. It's not like you can only make colossi and produce it no matter what the situation and still win. People claimed toss was the easiest race to play in BW as well, with all of the 1a2a3a jokes. I don't think people actually thought toss was imba, though.

My point is that a more legitimate argument against colossi is that it's boring to watch or use, not because it's unstoppable.
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
Last Edited: 2011-03-14 18:08:22
March 14 2011 18:07 GMT
#108
On March 15 2011 03:02 SyN_FiR3 wrote:

Maybe warp gate could be tweaked to some degree to change 4 gate timings as PvP is too one dimensional right now. But, removal of the warpgate all together or an extreme nerf would just take a major cornerstone away from Protoss and the entire game would have to be re balanced around that. All of this is my opinion ofcourse



PvP is 2dimensional, but this has nothing to do with warpgate, and everything to do with the collosus, as OP points out.

There are counters to the 4gate, i.e. 3stalker build, adelscott's build on closer positions, etc, which make it reasonably dynamic in the early game, but it generally converges on depending upon collosi.
Salvation a la mode and a cup of tea...
Thrasymachus725
Profile Joined April 2010
Canada527 Posts
Last Edited: 2011-03-14 18:10:30
March 14 2011 18:07 GMT
#109
On March 15 2011 02:59 caradoc wrote:
Excellent post, very well articulated. It really hits to the crux of the issue in a very well argued/articulated way and is so damn relevant.

I had to cross-post it to the b.net forums. I provided a link to this thread as well as credit to the author.



Thanks! OP is Thrasymachus on NA :D

Someone pointed out that I made a mistake in the OP. Colossi never did sustained ST damage in beta, it was ALPHA when they changed that. My bad.
The meaning of life is to fight.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
March 14 2011 18:10 GMT
#110
On March 15 2011 02:53 Striding Strider wrote:
Show nested quote +
On March 15 2011 01:09 freetgy wrote:

Put Warpgates into Twilight Council -> delays the 4 Gate Pushes and any aggressive cheese builds that are build around warpgates.


I LOVE this idea. Obviously gateway production times would need to be adjusted as you said, but it would make for a nice transition over the course of a game to go from gateways > warpgates.

Right now everyone rushes into warpgates which begs the question why are gateways even there?


Didn't Blizzard explicitly state that they wanted Protoss to use Warpgates exclusively and the only reason there is an upgrade is because of the 4 warpgate attack?

It's the same thing with Marauders. Their weapon is a concussive shell. That's the way Blizzard wanted it, but they realized it needed to be delayed a little bit so they tacked on an upgrade.

Warpgates absolutely complicate the issue, for sure, but they will not be removed. I like the idea of certain units being available via Warpgates, and certain units requiring a gateway. But wouldn't this massively screw up the lore?

For instance: living entities must walk from a Gateway; Zealot, HT, and DT.
Robotic units must be warped in: Stalker and Sentry.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
Jayrod
Profile Joined August 2010
1820 Posts
March 14 2011 18:11 GMT
#111
Gateway units with the TC upgrades and forge upgrades are actually really decent. It seems like this post is geared towards PvT and not PvZ, but quickly I'll just say that Zealots suck in PvZ after the early game and forcefield is part of the reason for that. It leads to a mineral dump problem and the need for a 3rd base. Think about it, Protoss' best PvZ mineral dump is cannons. If you dont build a shitload of cannons then you have to build zealots and expanding again isnt always on option. With all those minerals invested in static defense its much harder to push out so you kind of have to turtle in the midgame to get the deathball while you wait for gas to accumulate. Anyways moving away from PvZ.

Now having said TC + forge upgrade on zealot/stalkers is good I have to backtrack and say they dont work with forcefield that well the way they are being used now. Just as in PvZ. You forcefield a wall of units back only to send zealots in to melee the blocked units. The obvious problem here is the zealots get shreaded at the same speed as though forcefield wasn't there because the back units can still hit them. One possible tactic to combat this could be making a double wall of forcefields. I haven't seen this done very much, but it seems like a good idea if you can pull it off.

It does suck that colossus feel so essential, but think about how limited ZvT is for the zerg as well. The comps that work for Z are very very narrow. The big challenges for both P and Z against T boils down to how strong the marine is... marines make AoE essential and limit your options in the mid-game. You can nerf AoE into the ground, but if you're going to do that, you will need to make up for it by making adjustments to the units that are demanding the AoE. It can be argued that toss needs aoe for hydras as well but to me it goes back to how bad zealots are in the MU. If zealots weren't so bad protoss could actually apply pressure without quite as much fear of getting overrun midgame. As it stands, turtling is rewarded.
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
March 14 2011 18:13 GMT
#112
@zanez, thanks, I edited the post on B.net to reflect this.
Salvation a la mode and a cup of tea...
Jtom
Profile Joined January 2011
Ireland1044 Posts
March 14 2011 18:15 GMT
#113
On March 15 2011 03:06 Enervate wrote:

I just don't think pure stalker zealot should be viable, and I don't think pure marines should be viable either.



And yet marines and marauders can be ?
"Daddy, how did the Protossaurs go extinct?" "A giant EMP hit the earth" - Fionn
Jayrod
Profile Joined August 2010
1820 Posts
March 14 2011 18:15 GMT
#114
Oh I should also clarify that I think half of those changes would break the game from the original post. Observers are fine where they are.. such a powerful unit SHOULD have an opportunity cost greater than just halting probe production.
eXwOn
Profile Joined January 2011
Canada351 Posts
Last Edited: 2011-03-14 18:18:14
March 14 2011 18:17 GMT
#115
I agree with them for the most part, with exception to this:
Give Carriers and Interceptors some base armor on their shields,

Give Carriers some base armor on their shields,

Give Carriers some base armor on their shields,

I'm just a terran player, but I have to say.... don't they already have shield armour... (I think, they did in beta anywho)
#2 in the world on the ladders!!! 3.31.11 :D:D:D
Philip2110
Profile Joined April 2010
Scotland798 Posts
March 14 2011 18:20 GMT
#116
On March 15 2011 00:12 TheTenthDoc wrote:
Show nested quote +
On March 14 2011 23:46 Philip2110 wrote:
On March 14 2011 22:29 nihlon wrote:
I was expecting pictures when I clicked this thread. I'm dissapointed.

On March 14 2011 19:56 B.I.G. wrote:
i think your right about the balance among stages.. toss being pretty impotent in t1 but strong lategame (i dont really think OP but whatever) while terran and zerg seem to be able to win even lategame with only t1 and some t2 units


How has zerg stronger t1 than protoss?


speed roach > gateway units


Do blink stalkers and chargelots deal with speed roaches? That was one way I compensated back when I played P. It's not really fair to give one unit a t2 upgrade and not the other.


no they die
Master Sc2 - Diamond LoL - Eu W
ShadowLegacy
Profile Joined November 2010
Canada55 Posts
Last Edited: 2011-03-14 18:24:56
March 14 2011 18:21 GMT
#117
Really like the discussion going on in here.

Here is an idea that is built upon what people have said already.

Have warp-gate come out later. Make it an upgrade out of the nexus when either stargate, robo or council come out.

Have warp-gate cooldown increase, so gateways are actually useful.

Warp-Gate research time increased as well.

What I like with this is that it forces a Protoss to choose how many warpgates he wants depending on his style. Does he want to be more of a sit back and macro ? Make gateways. Are you a more mobile and harass type player ? Make more warps for warpin dts and zealots on the go. Warp gates will come out late enough that it should not hurt an already existing part of the game AND it creates a dynamic between the two gates not yet seen.

Zerg - Has to choose to drone or make units.
Terran - Has to choose add-ons and swap.
Protoss - Has to choose how many warp gates needed without killing their army macro.

There is also the possibility of having some units only makeable from the warpgate. Obs or immortals ? Just make the cool-down even longer when a tier 2 unit is warped in.
All this makes the warp-gate a more emergency/harass/mobility based ability than what it is now.

This will most likely will force a slight tweek on Protoss gateway units.
Piledriver
Profile Blog Joined August 2010
United States1697 Posts
March 14 2011 18:25 GMT
#118
On March 15 2011 03:21 ShadowLegacy wrote:
Really like the discussion going on in here.

Here is an idea that is built upon what people have said already.

Have warp-gate come out later. Make it an upgrade out of the nexus when either stargate, robo or council come out.

Have warp-gate cooldown increase, so gateways are actually useful.

Warp-Gate research time increased as well.

What I like with this is that it forces a Protoss to choose how many warpgates he wants depending on his style. Does he want to be more of a sit back and macro ? Make gateways. Are you a more mobile and harass type player ? Make more warps for warpin dts and zealots on the go. Warp gates will come out late enough that it should not hurt an already existing part of the game AND it creates a dynamic between the two gates not yet seen.

There is also the possibility of having some units only makeable from the warpgate. Obs or immortals ? Just make the cool-down even longer when a tier 2 unit is warped in.
All this makes the warp-gate a more emergency/harass/mobility based ability than what it is now.

This will most likely will force a slight tweek on Protoss gateway units.


Dude, do you have any idea what increasing warp gate cooldown and research times would do to P? Its already hard enough to hold certain timing pushes from Z and T with the current warp gate research timings. It will become utterly impossible to hold these timing pushes and expanding early will become almost impossible.
Envy fan since NTH.
ShadowLegacy
Profile Joined November 2010
Canada55 Posts
March 14 2011 18:26 GMT
#119
On March 15 2011 03:25 Piledriver wrote:
Show nested quote +
On March 15 2011 03:21 ShadowLegacy wrote:
Really like the discussion going on in here.

Here is an idea that is built upon what people have said already.

Have warp-gate come out later. Make it an upgrade out of the nexus when either stargate, robo or council come out.

Have warp-gate cooldown increase, so gateways are actually useful.

Warp-Gate research time increased as well.

What I like with this is that it forces a Protoss to choose how many warpgates he wants depending on his style. Does he want to be more of a sit back and macro ? Make gateways. Are you a more mobile and harass type player ? Make more warps for warpin dts and zealots on the go. Warp gates will come out late enough that it should not hurt an already existing part of the game AND it creates a dynamic between the two gates not yet seen.

There is also the possibility of having some units only makeable from the warpgate. Obs or immortals ? Just make the cool-down even longer when a tier 2 unit is warped in.
All this makes the warp-gate a more emergency/harass/mobility based ability than what it is now.

This will most likely will force a slight tweek on Protoss gateway units.


Dude, do you have any idea what increasing warp gate cooldown and research times would do to P? Its already hard enough to hold certain timing pushes from Z and T with the current warp gate research timings. It will become utterly impossible to hold these timing pushes and expanding early will become almost impossible.


Read on, I point out that gateway tweeks will be needed. I am a Protoss user so I know what this entails.
nekuodah
Profile Joined August 2010
England2409 Posts
March 14 2011 18:27 GMT
#120
On March 14 2011 20:43 hmunkey wrote:
I feel like KA shouldn't be removed, but it shouldn't give Protosses instant storms either. It seems a bit unfair that Protoss can survive attacks that would normally demolish them even if they're unprepared simply because they can warp in multiple instant high damage AOE spells at any location on the map. Maybe if the upgrade costed less and gave just under the necessary amount of energy things would look pretty fair.
.


I know this post was early in the thread but i just wanted to throw my 2cents in, yes protoss should be slightly punished for been unprepared but i think warping in slow units at the back of the base/pulling army back is a good enough punishment, its not necessarily hard to shift que up multiple drops and hit 3 places at once, it requires more effort to defend than attack so you cant really say protoss get away too easily.
Prev 1 4 5 6 7 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#51
RotterdaM861
TKL 316
IndyStarCraft 280
SteadfastSC195
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 861
TKL 316
IndyStarCraft 280
SteadfastSC 195
MaxPax 176
StarCraft: Brood War
Calm 4062
Hyuk 170
Dewaltoss 141
ggaemo 138
firebathero 89
Aegong 39
Mong 36
HiyA 31
Hyun 27
Rock 25
[ Show more ]
Hm[arnc] 15
IntoTheRainbow 11
Dota 2
monkeys_forever525
NeuroSwarm88
XaKoH 88
LuMiX1
League of Legends
tarik_tv1344
Counter-Strike
fl0m8736
olofmeister3991
Fnx 1465
pashabiceps1346
byalli405
Heroes of the Storm
Liquid`Hasu296
MindelVK13
Other Games
Grubby6313
FrodaN2188
Liquid`RaSZi1807
B2W.Neo404
C9.Mang0208
KnowMe196
Hui .190
Livibee79
Trikslyr61
mouzStarbuck15
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 19 non-featured ]
StarCraft 2
• kabyraGe 148
• StrangeGG 90
• Reevou 4
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• HerbMon 39
• FirePhoenix5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota244
League of Legends
• imaqtpie1641
Other Games
• WagamamaTV475
• Shiphtur211
Upcoming Events
OSC
5h 15m
CranKy Ducklings
15h 15m
Afreeca Starleague
15h 15m
Light vs Flash
INu's Battles
16h 15m
ByuN vs herO
PiGosaur Cup
1d 5h
Replay Cast
1d 14h
Replay Cast
2 days
The PondCast
2 days
OSC
2 days
Replay Cast
3 days
[ Show More ]
RSL Revival
3 days
OSC
3 days
Korean StarCraft League
4 days
RSL Revival
4 days
BSL
5 days
GSL
5 days
Cure vs TBD
TBD vs Maru
BSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSL 2026 SPRING (S20)
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W7
YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 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.