• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:15
CET 15:15
KST 23:15
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
Dark completes military service, returns to SC20[BSL23] RO16 Group Stage14Weekly Cups (Nov 2-8): herO back on top?2Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175
StarCraft 2
General
No more SC2 streamers on team liquid? Dark completes military service, returns to SC2 Serral's getting trashed by New Catsle's Mind Weekly Cups (Nov 2-8): herO back on top? Liquibets sc2 season 30
Tourneys
soO & FanTaSy return! SC2 Kevin Scrim 4v4 (Nov 16) RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25) Sparkling Tuna Cup - Weekly Open Tournament iNu's Battles #22
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [G] How to playtest arcade maps [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
Starcraft player cRuZa Passed away. List of top players active on ShieldBattery BW General Discussion [BSL23] RO16 Group Stage screpdb: new Starcraft reporting tool
Tourneys
KCM Race Survival 2026 Season 4 BWCL Season 65 Announcement [Megathread] Daily Proleagues [BSL23] Ro16 Group C - Sunday 21:00 CET
Strategy
Infested Terran strategies in 2026 Nuke strategy worked in K-League 2026-11-09 50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy)
Other Games
General Games
List of Game Threads The PlayStation 5 Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile
Dota 2
Can Game Data Analytics Help Players Improvements
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Trading/Investing Thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread Dating: How's your luck? US Politics Mega-thread
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 13961 users

Patch 1.4 PTR Notes (updated 9/8) - Page 210

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 208 209 210 211 212 453 Next
Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
Soulish
Profile Joined April 2010
Canada1403 Posts
August 29 2011 02:25 GMT
#4181
On August 29 2011 08:38 bole wrote:
i noticed something if can somebody answer.... whatche some PvT casting and i noticed Force Fealds over comand centar... (worker cant repare it) (planetary forthres) is that imba ?

problem is worker cant repare it... so nerf would be that you cant FF on buildings or something... or worker can pass to buildings if they need to repare it true FF....


That's a really inane suggestion.
me all in, he drone drone drone, me win
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
August 29 2011 02:29 GMT
#4182
On August 29 2011 11:14 Ballistixz wrote:
Show nested quote +
On August 29 2011 10:28 Moshex wrote:
people say infestor op infestor op but they forget siege tank do the same damage and instantly
and psi storm destory armys in a second while the ht no longer ht and they make insane damage



the main reason ppl QQ about infestors is not because of the damage they deal (the damage actually sucks compared to storm and HSM) they QQ because of the rooting effect it has.


what ppl dont notice is that forcefields are just as good. place proper force fields and u can trap a army for some sick storms or allow the colos splash dmg to be that much more effective. ghosts are able to take 100 shields off of toss units near instantly. most toss units (gate way units in particular) dont even have 100 shields so thats half there health instantly gone. and concussive shells pretty much prevents any kind of retreate if u stutter step micro/kite.

infestors are not as OP as ppl think they are. infestors are the main back bone of the zerg army just like sentries for toss or marines for terran.


You would have to use a considerable amount of forcefields and storm to get the same effect as fungal, so I don't really think it's comparable. The damage is perfectly comparable to storm, especially considering that it's guaranteed to do full damage and you can chain it over and over again.

It's ok imo is because it's one of the extremely small options that zergs have against deathballs and marines. Terrans get a unit that's ridiculous against everything in the game, why can't Zerg? It's the nature of the game that every unit is OP given the correct situation.

I think a lot of the issue is that protosses often can't see the infestors coming (with a spell of range 9). With more observers and scans I think the infestor play can be dealt with much better. Unlike storm, you have to micro before you get fungaled or else it's already too late.
zmansman17
Profile Joined March 2011
United States2567 Posts
August 29 2011 02:33 GMT
#4183
Hmm I saw the blue flame hellion nerf coming but not very fond of the Ulteralisk buff. Those things are ridiciusouly strong as it is and now they can be reinforced so quickly. I fear 3/5 ultras to reinforce with that build time
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 29 2011 02:41 GMT
#4184
On August 29 2011 11:33 zmansman17 wrote:
Hmm I saw the blue flame hellion nerf coming but not very fond of the Ulteralisk buff. Those things are ridiciusouly strong as it is and now they can be reinforced so quickly. I fear 3/5 ultras to reinforce with that build time

Ultalisks are still weak vs marauder spam and immortals with range buff and tanks with thors. So it's okay
pwadoc
Profile Joined August 2010
271 Posts
August 29 2011 02:49 GMT
#4185
Having played a few games on the PTR, the changes are really detrimental for zerg. The terran nerfs help a little, but the infestor nerf combined with the immortal buff basically resurrects the protoss deathball. Blizzard needs to reconsider the infestor nerf, and revert the immortal change or PvZ is going to become a big problem.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
August 29 2011 02:54 GMT
#4186
On August 29 2011 11:14 Ballistixz wrote:
Show nested quote +
On August 29 2011 10:28 Moshex wrote:
people say infestor op infestor op but they forget siege tank do the same damage and instantly
and psi storm destory armys in a second while the ht no longer ht and they make insane damage



the main reason ppl QQ about infestors is not because of the damage they deal (the damage actually sucks compared to storm and HSM) they QQ because of the rooting effect it has.


what ppl dont notice is that forcefields are just as good. place proper force fields and u can trap a army for some sick storms or allow the colos splash dmg to be that much more effective. ghosts are able to take 100 shields off of toss units near instantly. most toss units (gate way units in particular) dont even have 100 shields so thats half there health instantly gone. and concussive shells pretty much prevents any kind of retreate if u stutter step micro/kite.

infestors are not as OP as ppl think they are. infestors are the main back bone of the zerg army just like sentries for toss or marines for terran.

I do not think Infestors are OP however I dislike them as a unit. Any ability that eliminates micro is bad for an esport.

You guys know the boards with the shapes cut out and toddlers take the right shape piece and put it in the corresponding shape cutout, I have no idea what those are called.. Anyways, its like blizzard is trying to force a piece into the wrong shape, and they try so hard they brake the shape. The shape may fit now but its still broken. Thats like what they did with the infestor. I was not a fan of fungal growth before the damage buff and duration cut, but I liked that a hell of a lot more than it is now. Blizzard saw that the Protoss deathballs were annihilating Zergs so they made fungal growth into a killing machine and completely changed how the ability was intended to work. Before fungal was good for stalling pushes, and it complemented their infested terran ability due to infested terrans having almost no movement speed. I really hope they change how the infestor works in HOTS.
Absence of evidence is not evidence of absence.
MinimalistSC2
Profile Joined April 2011
United States121 Posts
Last Edited: 2011-08-29 03:52:54
August 29 2011 03:47 GMT
#4187
You guys know the boards with the shapes cut out and toddlers take the right shape piece and put it in the corresponding shape cutout, I have no idea what those are called..

pegs... and holes...

people tend to be locked in the paradigm of comparing units and spells and cost of units without any relation. But you have to think about the WHOLE game, what maps are played, how many bases can this race realistically get on such maps safely and at what point in time. That effects the unit balance and cost-of-units balance just as much as their raw stats and cost. If maps were all wide open flatlands, zerglings would be nerfed FAST. But they arent.

i am not a fan of funal growth either and i try not to make inf, but SOOO many of the ladder maps are comprised of choke points and cliffs, and because hydras are so fucking awful, Infestors are the only way zerg can be cost effective on maps with ridiculous chokes. I dont think its right, its a major design flaw. But either make better maps (or use pro circuit maps in ladder pool....) or give zerg another option for dealing with small chokes and cliffs. without infestors, or more mutas then there are marines (which is absurdly un-cost-effective), marines on cliff = unkillable for zerg.

Toss spells revolve around being able to survive in wide open areas against what is usually larger numbered forces and thus better concaves for terran and zerg opponents. But these spells have been nerfed significantly since the release of this game because blizzard refuses to implement maps that arent choke/cliff oriented.

Steppes, Delta, Kulas, Typhon, Searing Crater, the old Lost Temple, Shakuras, Jungle Basin, Scrap Station, hell even Xelnaga caverns and Abyssal Caverns to some extent? Of the maps Blizzard has released, which one is the most popular for Pros and in general for competitive players? Metalopolis.

And while we are on the subject, how many current ladder maps are used in professional competition? Four. Out of Ten. And they had to be modified to do so. You could push it and say 5 and count Backwater Gulch, but i honestly have not seen that map in a Pro tournament since Early NASL and don't know if they still use it. Even then, that is only half. Think about it.

So yea, as it is the Infestor is broken, but so are the maps, and to some extent i feel that makes it even.
There is no such thing as perfection, only improvement.
Xain
Profile Joined January 2011
Canada94 Posts
August 29 2011 04:56 GMT
#4188
While I think this patch is quite good, there's a problem Blizzard ought to tackle at some point, and is probably the one major design flaw and imbalance with terran: the "true-maxed" terran. See Bomber vs DRG game 1 at Raleigh for a very good example.

In the late game, terrans can sack their SCVs, replacing them with mules from their orbital "farm", thus having a way bigger army and a good economy at the same time. I don't see how this is supposed to be balanced, because for the 2 other races economy comes at the price of army size at that point.

I think they should put a supply cost to the mule, perhaps putting you in the red if you cast it, somewhat like the extractor trick (and so it still lets you cast it anytime), but preventing you from achieving the "true-maxed" terran lategame, which is absurd. At least try it in the PTR?
shadymmj
Profile Joined June 2010
1906 Posts
August 29 2011 05:00 GMT
#4189
On August 29 2011 11:49 pwadoc wrote:
Having played a few games on the PTR, the changes are really detrimental for zerg. The terran nerfs help a little, but the infestor nerf combined with the immortal buff basically resurrects the protoss deathball. Blizzard needs to reconsider the infestor nerf, and revert the immortal change or PvZ is going to become a big problem.


hmm the immortal is only good against roaches, so it is only detrimental if you have a fetish for the "r" button like many zergs have. let's face it the immortal in its current state is a very clunky unit, almost like the reaver, except that it doesn't have the range or splash of the reaver. it's clearly an anti-armour unit, it would be a travesty if it didn't crush roaches.

as for the infestor no one can really believe that it wasn't overpowered. cheap and fast t2 tech, counter requires t3...hello...?

There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
Nella
Profile Joined July 2011
United States64 Posts
Last Edited: 2011-08-29 05:03:00
August 29 2011 05:02 GMT
#4190
On August 29 2011 13:56 Xain wrote:
While I think this patch is quite good, there's a problem Blizzard ought to tackle at some point, and is probably the one major design flaw and imbalance with terran: the "true-maxed" terran. See Bomber vs DRG game 1 at Raleigh for a very good example.

In the late game, terrans can sack their SCVs, replacing them with mules from their orbital "farm", thus having a way bigger army and a good economy at the same time. I don't see how this is supposed to be balanced, because for the 2 other races economy comes at the price of army size at that point.

I think they should put a supply cost to the mule, perhaps putting you in the red if you cast it, somewhat like the extractor trick (and so it still lets you cast it anytime), but preventing you from achieving the "true-maxed" terran lategame, which is absurd. At least try it in the PTR?


True max terran is balanced by zerg and protoss' faster reproduction.

zerg and protoss can bank resources and reinforce much faster than a terran.
NATO
Profile Joined April 2010
United States459 Posts
August 29 2011 05:04 GMT
#4191
On August 29 2011 13:56 Xain wrote:
While I think this patch is quite good, there's a problem Blizzard ought to tackle at some point, and is probably the one major design flaw and imbalance with terran: the "true-maxed" terran. See Bomber vs DRG game 1 at Raleigh for a very good example.

In the late game, terrans can sack their SCVs, replacing them with mules from their orbital "farm", thus having a way bigger army and a good economy at the same time. I don't see how this is supposed to be balanced, because for the 2 other races economy comes at the price of army size at that point.

I think they should put a supply cost to the mule, perhaps putting you in the red if you cast it, somewhat like the extractor trick (and so it still lets you cast it anytime), but preventing you from achieving the "true-maxed" terran lategame, which is absurd. At least try it in the PTR?



Try building a bunch of spines and cancelling them. You can literally have more than 200 food.
Faveokatro
Profile Joined August 2010
80 Posts
August 29 2011 05:13 GMT
#4192
On August 29 2011 08:43 NATO wrote:

Fair point, however since banelings are possibly even more of a problem, the tanks are necessary.


This is just silly. Banelings are easy to avoid because they're not as fast and die when they detonate, so while you lose mining time you don't lose all of them unless you miss them on the minimap or react too slow (both of which are grossly player error). Problem with hellions are, even if you see them coming only a handful of units are cost effective against them. And you need a bunch to kill them fast enough to avoid worker deaths, there's no other type of drop or harass remotely like that.
Ansinjunger
Profile Joined November 2010
United States2451 Posts
August 29 2011 05:19 GMT
#4193
On August 29 2011 14:04 NATO wrote:
Show nested quote +
On August 29 2011 13:56 Xain wrote:
While I think this patch is quite good, there's a problem Blizzard ought to tackle at some point, and is probably the one major design flaw and imbalance with terran: the "true-maxed" terran. See Bomber vs DRG game 1 at Raleigh for a very good example.

In the late game, terrans can sack their SCVs, replacing them with mules from their orbital "farm", thus having a way bigger army and a good economy at the same time. I don't see how this is supposed to be balanced, because for the 2 other races economy comes at the price of army size at that point.

I think they should put a supply cost to the mule, perhaps putting you in the red if you cast it, somewhat like the extractor trick (and so it still lets you cast it anytime), but preventing you from achieving the "true-maxed" terran lategame, which is absurd. At least try it in the PTR?



Try building a bunch of spines and cancelling them. You can literally have more than 200 food.


I would use spores, except you have to be careful to cancel them on time. That brings up another issue. Zergs have a much easier time spamming static defense late game, and can sort of use spines as part of their army. As they don't cost supply, they can achieve a similar effect of having a stronger maxed army.
nemo14
Profile Joined January 2011
United States425 Posts
August 29 2011 05:28 GMT
#4194
On August 29 2011 14:04 NATO wrote:
Show nested quote +
On August 29 2011 13:56 Xain wrote:
While I think this patch is quite good, there's a problem Blizzard ought to tackle at some point, and is probably the one major design flaw and imbalance with terran: the "true-maxed" terran. See Bomber vs DRG game 1 at Raleigh for a very good example.

In the late game, terrans can sack their SCVs, replacing them with mules from their orbital "farm", thus having a way bigger army and a good economy at the same time. I don't see how this is supposed to be balanced, because for the 2 other races economy comes at the price of army size at that point.

I think they should put a supply cost to the mule, perhaps putting you in the red if you cast it, somewhat like the extractor trick (and so it still lets you cast it anytime), but preventing you from achieving the "true-maxed" terran lategame, which is absurd. At least try it in the PTR?



Try building a bunch of spines and cancelling them. You can literally have more than 200 food.

Ehhhh. You need to be floating 2000 minerals (if you're using spines) plus the cost of whatever units you're about to make in order to get to 220 food. You lose mining time on drones, you lose the cancel penalty for each spine, all for a 15% larger army. Yes that is significantly helpful, but no one in a serious ZvT is ever going to have enough money in the bank to fill that 20 supply with anything other than T1 units. It's one of those things that everybody talks about being able to do but only applies in a few situations that are not likely to arise in a pro-level game.
Azera
Profile Blog Joined December 2010
3800 Posts
August 29 2011 05:35 GMT
#4195
This is fantastic, totally can't wait for the new balance changes as well as the sick new UI updates.
Check out some great music made by TLers - http://bit.ly/QXYhdb , by intrigue. http://bit.ly/RTjpOR , by ohsea.toc.
Whitewing
Profile Joined October 2010
United States7483 Posts
August 29 2011 05:37 GMT
#4196
On August 29 2011 11:14 Ballistixz wrote:
Show nested quote +
On August 29 2011 10:28 Moshex wrote:
people say infestor op infestor op but they forget siege tank do the same damage and instantly
and psi storm destory armys in a second while the ht no longer ht and they make insane damage



the main reason ppl QQ about infestors is not because of the damage they deal (the damage actually sucks compared to storm and HSM) they QQ because of the rooting effect it has.


what ppl dont notice is that forcefields are just as good. place proper force fields and u can trap a army for some sick storms or allow the colos splash dmg to be that much more effective. ghosts are able to take 100 shields off of toss units near instantly. most toss units (gate way units in particular) dont even have 100 shields so thats half there health instantly gone. and concussive shells pretty much prevents any kind of retreate if u stutter step micro/kite.

infestors are not as OP as ppl think they are. infestors are the main back bone of the zerg army just like sentries for toss or marines for terran.


Are you kidding? Place force fields and you can pin some units in place, but it takes way more energy to do it, doesn't do DPS to those units, doesn't work on air units, and those sentries can't burrow stealth, cast infested terrans to take down entire bases in seconds, or mind control powerful expensive units. They can put up a shield that helps protect from ranged damage but it doesn't help to have more than one active, and they can make fake units that are worthless if your enemy brought detection.

It's not the individual spell that makes infestors too good, it's their ridiculously good spells and versatility (They can do everything!).
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Xarayezona
Profile Joined August 2011
United States72 Posts
August 29 2011 05:45 GMT
#4197
Let's see.

With the Terrans nerfs and buff, I wonder if Hellions aren't going to be traded out now for Ravens and Reapers, especially the latter for mid-game harassment.

Protoss got some much needed buff for Warp Prism, Stalker's Blink nerf really only prevents super early blink rushes. With Chrono Boosts, the research time is really only nerfed by about 15-20 seconds, so it's not that bad.

Zerg just lost Overseer harass. In exchange, Ultralisk/Hydralisk may become a decent composition for some kind of new late-game Zerg push. I'd really love to see that happen, since Hydralisk doesn't have many opportunities to shine for Zerg outside of AA.
Zahki
Profile Joined August 2011
Australia61 Posts
Last Edited: 2011-08-29 05:59:19
August 29 2011 05:55 GMT
#4198
On August 29 2011 11:14 Ballistixz wrote:
the main reason ppl QQ about infestors is not because of the damage they deal (the damage actually sucks compared to storm and HSM) they QQ because of the rooting effect it has.


If this is true then you realise the 'infestor buff' that supposedly made infestors too powerful was actually a nerf right? It halved the duration for 8 to 4 seconds, if the rooting effect is really what people are complaining about then it was 100% worse beforehand. So I really doubt thats it. I'd be fine with Infestors going back to that, 8 second root but no additional damage to armored.


It's not the individual spell that makes infestors too good, it's their ridiculously good spells and versatility (They can do everything!).


They kinda need that versatility though, the rest of the Zerg army isn't exactly brimming with potential. There are some pretty big problems with Hydralisks and Ultralisks, that leaves Roaches, Zerglings and Banelings as really the only viable Zerg ground units 90% of the time. Unfortunately Zerg really, really need the power of the Infestor right now, maybe HotS will rejigger some of their units and make the standard Zerg ground force a bit more versatile, until then Infestors need to stay the way they are.
acrimoneyius
Profile Blog Joined June 2010
United States983 Posts
August 29 2011 05:58 GMT
#4199
On August 29 2011 14:28 nemo14 wrote:
Show nested quote +
On August 29 2011 14:04 NATO wrote:
On August 29 2011 13:56 Xain wrote:
While I think this patch is quite good, there's a problem Blizzard ought to tackle at some point, and is probably the one major design flaw and imbalance with terran: the "true-maxed" terran. See Bomber vs DRG game 1 at Raleigh for a very good example.

In the late game, terrans can sack their SCVs, replacing them with mules from their orbital "farm", thus having a way bigger army and a good economy at the same time. I don't see how this is supposed to be balanced, because for the 2 other races economy comes at the price of army size at that point.

I think they should put a supply cost to the mule, perhaps putting you in the red if you cast it, somewhat like the extractor trick (and so it still lets you cast it anytime), but preventing you from achieving the "true-maxed" terran lategame, which is absurd. At least try it in the PTR?



Try building a bunch of spines and cancelling them. You can literally have more than 200 food.

Ehhhh. You need to be floating 2000 minerals (if you're using spines) plus the cost of whatever units you're about to make in order to get to 220 food. You lose mining time on drones, you lose the cancel penalty for each spine, all for a 15% larger army. Yes that is significantly helpful, but no one in a serious ZvT is ever going to have enough money in the bank to fill that 20 supply with anything other than T1 units. It's one of those things that everybody talks about being able to do but only applies in a few situations that are not likely to arise in a pro-level game.


Orbital farms easily cost 2000+ minerals, it should always happen in late game unless the pro's multi-tasking is lacking.
Autun
Profile Joined February 2011
5 Posts
August 29 2011 06:05 GMT
#4200
I've seen a lot of people complaining about the Overseer Contamination "nerf."

Feedback with Dark Templar is actually quite strong because you can kill all of the Overseers. This might just make it easier to get rid of the energy prior to fighting,

Just a thought. This makes it consistent with the cost decrease, or maybe as some suggested a pre-emptive buffering to them being cheaper.
Prev 1 208 209 210 211 212 453 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
21:00
WardiTV Not-Summer Championshi
Lambo vs Shameless
TBD vs GgMaChine
Rogue vs PercivalLIVE!
WardiTV655
ComeBackTV 368
Rex91
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
elazer 175
Rex 91
Classic 17
StarCraft: Brood War
Britney 38861
Rain 1737
Jaedong 1382
Mini 767
EffOrt 724
Shuttle 692
Zeus 562
Light 369
Larva 303
Rush 238
[ Show more ]
Stork 223
firebathero 159
Snow 101
Killer 96
hero 86
Pusan 70
PianO 70
Hyun 57
Sea.KH 52
Hm[arnc] 32
Movie 32
ToSsGirL 30
Barracks 28
Aegong 27
sorry 27
Noble 19
Sacsri 17
910 15
soO 13
Terrorterran 13
Trap 13
Free 8
scan(afreeca) 7
Icarus 4
Dota 2
Gorgc5180
Dendi1701
monkeys_forever283
XcaliburYe165
Counter-Strike
olofmeister1773
kRYSTAL_43
Other Games
singsing1984
B2W.Neo1002
Lowko349
XaKoH 200
hiko197
crisheroes161
Liquid`RaSZi134
Mew2King98
QueenE88
ArmadaUGS59
Railgan5
KnowMe2
Organizations
StarCraft 2
angryscii 28
StarCraft: Brood War
lovetv 9
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 1666
• WagamamaTV512
League of Legends
• Jankos2428
• TFBlade517
• Stunt434
Upcoming Events
OSC
1h 46m
OSC
8h 46m
ArT vs MindelVK
MiniZergUA vs TBD
Shameless vs TBD
Ultimate Battle
21h 46m
OSC
23h 46m
OSC
1d 9h
ByuN vs MaxPax
herO vs Krystianer
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
CranKy Ducklings
1d 19h
WardiTV Invitational
1d 21h
IPSL
2 days
TerrOr vs IJ_Terran
rasowy vs Hazorath
BSL
2 days
TerrOr vs OyAji
UltrA vs Gosudark
Sparkling Tuna Cup
2 days
[ Show More ]
WardiTV Invitational
2 days
IPSL
3 days
Art_Of_Turtle vs KameZerg
Radley vs George
BSL
3 days
Artosis vs Dewalt
Ret vs Tech
WardiTV Weekly
3 days
PiGosaur Cup
5 days
The PondCast
5 days
GSL
6 days
Liquipedia Results

Completed

Proleague 2026-11-11
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
BLAST Rivals Fall 2026
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 591
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
PGL Major Singapore 2026
Stake Ranked Episode 6
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.