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Patch 1.4 PTR Notes (updated 9/8) - Page 60

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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
Tyree
Profile Joined November 2010
1508 Posts
August 25 2011 04:14 GMT
#1181
Great changes, buffs to Protoss but also a build time nerf for Blink which i think is justified and it may be more of a PvP nerf than anything else.

Hellions had it coming like Ret Paladins had it coming in WoW 3.0

★ Top Gun ★
eviltomahawk
Profile Blog Joined August 2010
United States11135 Posts
August 25 2011 04:14 GMT
#1182
On August 25 2011 13:09 ZenithM wrote:
Show nested quote +
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.


Am I the only one disliking this change?

No more 250 APM players? It's really hard to hit 250 SC2 APM average without tapping your buildings/units.
So basically the left hand's speed is now completely ignored by the game?

It's really only a change to the measure of APM.

If all those left-hand APM tricks actually physically helped in improving a player's effective APM, then they will continue to help.

The number is meaningless if the actions are meaningless, IMO.
ㅇㅅㅌㅅ
mprs
Profile Joined April 2010
Canada2933 Posts
August 25 2011 04:16 GMT
#1183
The Raven Change:

[image loading]

The black dot means HSM was faster than the stock speed of the unit.

The double gray dot means HSM will be now faster (or the same) as this unit.

    So what changed? HSM will now be faster than:

  • Workers (Probes, SCVs, Drones, and MULEs)
  • Vikings
  • Banshees
  • Dark Templar
  • Archons

    HSM will now be the same speed as:

  • Ultralisks
  • Un-upgraded Zerglings
  • Un-upgraded Reapers
  • Corrupters
  • Stalkers


Note: The speeds of the "same speed" units are actually 2.9531, and the Raven buff is listed as 2.953. I'm not sure if this is a rounding problem or if they are meant to be faster by an incredibly small amount so that they could out run the HSM over a long period of time. It wouldn't make sense because if they were the same speed, the same effect would occur. I personally believe that they are both 2.9531, but obviously that could be subject to change.

I guess most notably, Seeker missles can really REALLY decimate worker lines if you don't know react very quickly and know which worker is being targeted. I guess this will make up for some of the lost worker destruction from the BFH nerf.

Being faster than vikings will be a huge deal in TvT, as you can ward off pesky vikings away from tanks and what not. Being faster than archons is pretty meaningless, since HSM radius is 2.0 and it will pretty much only hit one archon 99% of the time (correct me if I'm wrong). Ultralisks are in the same category of explanation. Zerglings, DTs, and Reapers are non-issue. HSM can now be used to ward off a group of stalkers now I guess, which could be some cool play. This can also apply to corrupters, but I have a hard time finding a reason for a Z to use corrupters vs T. Perhaps this will allow sky Terran to be viable and having an answer for mass corrupters?

To conclude, this change is going to have only significant repercussions in worker harass, and Vs. Viking and combat.
We talkin about PRACTICE
QuoteSky
Profile Joined May 2010
United States38 Posts
Last Edited: 2011-08-25 04:23:16
August 25 2011 04:16 GMT
#1184
I disagree with the blink time change. I don't see 3 gate into blink as a viable build in PvP anymore. LiquidHerO must LOVE the warp prism upgrade however ^^! And immortal range increase seems like a great idea! Finally, it won't be sniped immediately if you're planning on actually attacking with it in a big battle.


On August 25 2011 13:09 _Search_ wrote:
Mothership
Acceleration increased from 0.3 to 1.375.
The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.

I hope this promotes more Mothership play. It's such an interesting unit. At the same time though, Protoss late game definitely did NOT need any help. Colossus nerf please.

Warp Prism
Shields increased from 40 to 100.

Not a particular fan of this one, mainly because Warp Prisms are such a powerful unit already, especially for such a cheap cost (no gas?!?!). The only reason tosses don't use them is because they're afraid of losing them, which speaks more to the lack of maturity in toss play than imbalance because, considering what the unit does, it's DEFINITELY worth the money.


Assuming toss has both mothership out and colossi out... That's 2 polar tech paths. If the toss manages to pull out a 200/200 mothership/colossus army, assuming they are well upgraded both ways, then the toss deserves to win. The amount of time it would take and upgrade resource spent is outrageous!

And while protoss are afraid of losing warp prisms, it's mostly the fact that they could pull out another robo unit out instead of a warp prism. 1 less colossus for a warp prism, which [was] extremely fragile rarely made sense.
Scarecrow
Profile Blog Joined July 2009
Korea (South)9172 Posts
August 25 2011 04:17 GMT
#1185
On August 25 2011 12:50 0neder wrote:
I still hope they take Artosis suggestion and change stalker dmg a bit so P can't just mass stalkers vs Z and have success.

Awesome suggestion lol, PvZ is hard enough already. The immortal buff with help vs the irony that so many Z's just mass roach with great success
Yhamm is the god of predictions
jarhead271
Profile Joined October 2010
United States160 Posts
August 25 2011 04:18 GMT
#1186
Wow, this looks great. I am a fan of every change here. And I think this is the first patch that has had such resounding acceptance on this forum. Really hope this all goes through.
Whole
Profile Blog Joined May 2010
United States6046 Posts
August 25 2011 04:18 GMT
#1187
On August 25 2011 13:09 _Search_ wrote:

Ultralisk
Build time decreased from 70 to 55.

Interesting, but I think Ultras were fine. It's not like Zerg was ever hampered by unit build times anyways. They can mass anything they have the money and larva for. I feel this is Blizzard's desire to bring an underused unit into the game, but build time is not the way to do it. They just need to let Ultra pathing be uninhibited by lings.

Ultra build time was a pretty bad problem considering they couldn't be used to reinforce at all, and it wouldn't be worth waiting 70 seconds to defend anyway.

Since this is the PTR, I hope they keep the HSM change. It will bring this game closer to being BW-like micro and help punish the 1A syndrome. Zerg and Toss have a punishment, but Terrans never did unless they made ridiculous amounts of siege tanks.
Kluey
Profile Joined April 2011
Canada1197 Posts
August 25 2011 04:18 GMT
#1188
The warp prism change isn't really that great. It's like what they did with the Ghost. They just tweak it a little bit and people go crazy and try experimenting with it. 60 extra shield won't save you from viking fire or it won't make it invincible.
Ashes
Profile Joined January 2011
United States362 Posts
August 25 2011 04:19 GMT
#1189
On August 25 2011 13:09 _Search_ wrote:
Now that I've had a good think here's my reaction to 1.4:

(Rank 1 Master Terran perspective)


General
Unit vision up ramps has been reduced by 1.

Defender's advantage!! Very necessary. This will stop Toss from saccing a unit up a ramp to warp stuff in past static defense.


PROTOSS
Immortal
Attack range increased from 5 to 6.

I first suggested this exact change a year ago. I knew back then that immortals were simply not effective enough for their cost, even if I was in gold league.


Mothership
Acceleration increased from 0.3 to 1.375.
The Mothership’s Cloaking Field no longer cloaks all units instantaneously, but rather adds units to the cloak field over time (maximum of 25 per second). This should alleviate “Mothership Lag” issue when a Mothership comes online.

I hope this promotes more Mothership play. It's such an interesting unit. At the same time though, Protoss late game definitely did NOT need any help. Colossus nerf please.


Stalker
Blink research time increased from 110 to 140.

This is great because blink really should be a late game ability and not conducive to a timing attack. Terran is far too vulnerable to blink Stalkers on maps like Tal'Darim, though this change will likely have greater effect in the other matchups.


Warp Prism
Shields increased from 40 to 100.

Not a particular fan of this one, mainly because Warp Prisms are such a powerful unit already, especially for such a cheap cost (no gas?!?!). The only reason tosses don't use them is because they're afraid of losing them, which speaks more to the lack of maturity in toss play than imbalance because, considering what the unit does, it's DEFINITELY worth the money.


TERRAN
Barracks
Build time increased from 60 to 65.

lolwut? Is this to help with 2 rax? I don't know how much effect it will have on that, but Terran has the hardest time producing units in the early game, especially against toss, and this will make Terran far too vulnerable to early pressure.

I once suggested this very change, but coupled it with a marine time decrease and Orbital Command time decrease (5 secs). Terran is simply far too vulnerable in the early game to anything that can get around a bunker. Basically what this is doing is making any Terran non-bio build auto-lose to early pressure.

Can this nerf not be accompanied by a reactor core build time buff? The Terran macro game already suffers as it is, without double-punishing Terrans for trying to tech.


Hellion
Infernal Pre-Igniter damage upgrade decreased from 10 to 5.

Defense against hellions was already getting figured out. This nerf is totally unnecessary. Zergs have long learned to defend against them, Protosses have no fear of them and Terrans were learning to cope. 19 damage is still enough to 2-shot lings, just not workers until +2 mech weapons. Even worse, now zealots and marines are even MORE effective against hellions, when hellions should totally own both. This is the type of nerf that will remove the unit from the game, just like reapers, and Blizzard needs to be making Terran units less specialized and more cohesive, not the opposite.

Either remove Pre-igniter altogether and give hellions a +3 damage buff (11 +6 v light) or raise the hellion rate of fire and add a pre-attack pause, like in the alpha, like Thors currently have. This will force hellions to stay stationary before they fire, which will make hellion raids less effective, but allow them to gel more easily into a greater army mix.

Really Blizzard should be changing the Hellion to make it more effective in a general army and less effective in a raid. A straight-up nerf like this one will only remove it from the game, which is tragic, since the Hellion had essentially just entered the game.



Raven
Seeker missile movement speed increased from 2.5 to 2.953.

FINALLY!!!! No more vikings escaping Seeker Missile scot-free! Options in the imba Brood Lord/Corruptor/Infestor v. Viking/Marine wars! And, most importantly, AOE FOR TERRANS!! (besides tanks, which were hardly the equivalent of psi storm, colossi, carriers and fungal growth, if not also banelings (no one's ever perfected a "tank bust"))

ZERG
Infestor
Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).

This won't effect PvZ too greatly, unless units recharge shields while under FG (if they do then it's a big nerf as Zealots and Stalkers will each require an extra FG), but this is a welcome nerf in the Brood Lord/Corruptor/Infestor v. Viking marine match. Marines with combat shields and adequate medivacs will mostly survive 2 fungals and Vikings will require 4 FGs instead of 3 to die.

We all knew FG was too powerful. This nerf is well-deserved.


Overseer
Morph cost decreased from 50/100 to 50/50.
Contaminate energy cost increased from 75 to 125.

Still trying to help Zergs against cloaked units. This buff is unnecessary. Spore Crawler buff was enough.

Ultralisk
Build time decreased from 70 to 55.

Interesting, but I think Ultras were fine. It's not like Zerg was ever hampered by unit build times anyways. They can mass anything they have the money and larva for. I feel this is Blizzard's desire to bring an underused unit into the game, but build time is not the way to do it. They just need to let Ultra pathing be uninhibited by lings.



Sorry to ask you, but your opinion seems to be very much supportive towards your main race (terran). On a neutral perspective, (I have began randoming these days), I think that these changes are good. It would be interesting indeed to see the likes of Destiny handling this change.

Also this makes the battle between the ghost and the high templar more interesting and micro intensive!!

gg!!
HowellTime
Profile Joined September 2010
United States32 Posts
August 25 2011 04:19 GMT
#1190
I was a sad Terran until I saw the Seeker Missle buff!! Ravens will finally be fun to use!
LazzarusKain
Profile Joined June 2011
United States23 Posts
August 25 2011 04:19 GMT
#1191
Why my blink? Why. Other than that, seems like a pretty good patch.
Imma roll around on the floor for a while. Kay?
cheesemaster
Profile Joined February 2011
Canada1975 Posts
August 25 2011 04:19 GMT
#1192
Oh i am very happy about the range increase on the immortal it was needed so badly. I dont know how many times my immortals have just herp derped behind the first line of stalkers (obviously a flaw in my control) but still this range increase should help alot vs everything + make it more viable to get alot of immortals.
Slayers_MMA The terran who beats terrans
najreteip
Profile Joined December 2010
Belgium4158 Posts
August 25 2011 04:19 GMT
#1193
Wow, this is a pretty huge patch O.O

Looking forward to playing :D
I have no quote!
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2011-08-25 04:22:55
August 25 2011 04:20 GMT
#1194
On August 25 2011 13:14 eviltomahawk wrote:
Show nested quote +
On August 25 2011 13:09 ZenithM wrote:
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.


Am I the only one disliking this change?

No more 250 APM players? It's really hard to hit 250 SC2 APM average without tapping your buildings/units.
So basically the left hand's speed is now completely ignored by the game?

It's really only a change to the measure of APM.

If all those left-hand APM tricks actually physically helped in improving a player's effective APM, then they will continue to help.

The number is meaningless if the actions are meaningless, IMO.


Wow good point, didn't think of it that way. So tapping your buildings etc will still help xD After all, a player who is better at memorizing when he needs to build (and therefore doesn't need to tap) deserves to have higher [E] APM right? xD


On August 25 2011 13:16 mprs wrote:
The Raven Change:

[image loading]

The black dot means HSM was faster than the stock speed of the unit.

The double gray dot means HSM will be now faster (or the same) as this unit.

    So what changed? HSM will now be faster than:

  • Workers (Probes, SCVs, Drones, and MULEs)
  • Vikings
  • Banshees
  • Dark Templar
  • Archons

    HSM will now be the same speed as:

  • Ultralisks
  • Un-upgraded Zerglings
  • Un-upgraded Reapers
  • Corrupters
  • Stalkers


Note: The speeds of the "same speed" units are actually 2.9531, and the Raven buff is listed as 2.953. I'm not sure if this is a rounding problem or if they are meant to be faster by an incredibly small amount so that they could out run the HSM over a long period of time. It wouldn't make sense because if they were the same speed, the same effect would occur. I personally believe that they are both 2.9531, but obviously that could be subject to change.

I guess most notably, Seeker missles can really REALLY decimate worker lines if you don't know react very quickly and know which worker is being targeted. I guess this will make up for some of the lost worker destruction from the BFH nerf.

Being faster than vikings will be a huge deal in TvT, as you can ward off pesky vikings away from tanks and what not. Being faster than archons is pretty meaningless, since HSM radius is 2.0 and it will pretty much only hit one archon 99% of the time (correct me if I'm wrong). Ultralisks are in the same category of explanation. Zerglings, DTs, and Reapers are non-issue. HSM can now be used to ward off a group of stalkers now I guess, which could be some cool play. This can also apply to corrupters, but I have a hard time finding a reason for a Z to use corrupters vs T. Perhaps this will allow sky Terran to be viable and having an answer for mass corrupters?

To conclude, this change is going to have only significant repercussions in worker harass, and Vs. Viking and combat.


Nice chart.

Also, people should note that although units like Archons and DTs are slower than the HSM, as long as the HSM is casted at 6 range, and Archon/DT runs the whole time (assuming the Terran doesn't have durable materials yet) the HSM will not be able to catch up. This goes for any unit that has 2.701 or higher movement speed.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
SgtPepper
Profile Joined November 2010
United States568 Posts
August 25 2011 04:20 GMT
#1195
Wow, seems like a lot of good changes in this patch. Hopefully they test it out a lot on PTR and make sure none of them are too drastic.
"After I reconquer Ba Sing Se, I'm going to reconquer my tea shop! And I'm going to play Pai Sho every day."
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2011-08-25 04:22:04
August 25 2011 04:20 GMT
#1196
On August 25 2011 13:14 eviltomahawk wrote:
Show nested quote +
On August 25 2011 13:09 ZenithM wrote:
Repeated control group and selection commands will no longer count as unique actions for APM calculation purposes.


Am I the only one disliking this change?

No more 250 APM players? It's really hard to hit 250 SC2 APM average without tapping your buildings/units.
So basically the left hand's speed is now completely ignored by the game?

It's really only a change to the measure of APM.

If all those left-hand APM tricks actually physically helped in improving a player's effective APM, then they will continue to help.

The number is meaningless if the actions are meaningless, IMO.


The thing is, it's not that meaningless (It's not the most majorest actions ever either, don't get me wrong, it would probably be more skillful to have in mind all the timings right like a robot, but it's also less realistic).
But let's say I'm focusing on my scouting probe, and I tap my nexus to check my next probe, then go back to my scout. Did I do something useless, or was that an "action"?

Plus, this APM "nerf" is inconsistent, because there are still plenty of tricks to artificially fake high APM (set/reset rally points on minerals, right click move 1337 times, etc..). Those don't seem much more meaningful than tapping your buildings and units imo.
JoeSchmoe
Profile Joined May 2010
Canada2058 Posts
Last Edited: 2011-08-25 04:20:52
August 25 2011 04:20 GMT
#1197
On August 25 2011 13:16 mprs wrote:
+ Show Spoiler +
The Raven Change:

[image loading]

The black dot means HSM was faster than the stock speed of the unit.

The double gray dot means HSM will be now faster (or the same) as this unit.

    So what changed? HSM will now be faster than:

  • Workers (Probes, SCVs, Drones, and MULEs)
  • Vikings
  • Banshees
  • Dark Templar
  • Archons

    HSM will now be the same speed as:

  • Ultralisks
  • Un-upgraded Zerglings
  • Un-upgraded Reapers
  • Corrupters
  • Stalkers


Note: The speeds of the "same speed" units are actually 2.9531, and the Raven buff is listed as 2.953. I'm not sure if this is a rounding problem or if they are meant to be faster by an incredibly small amount so that they could out run the HSM over a long period of time. It wouldn't make sense because if they were the same speed, the same effect would occur. I personally believe that they are both 2.9531, but obviously that could be subject to change.

I guess most notably, Seeker missles can really REALLY decimate worker lines if you don't know react very quickly and know which worker is being targeted. I guess this will make up for some of the lost worker destruction from the BFH nerf.

Being faster than vikings will be a huge deal in TvT, as you can ward off pesky vikings away from tanks and what not. Being faster than archons is pretty meaningless, since HSM radius is 2.0 and it will pretty much only hit one archon 99% of the time (correct me if I'm wrong). Ultralisks are in the same category of explanation. Zerglings, DTs, and Reapers are non-issue. HSM can now be used to ward off a group of stalkers now I guess, which could be some cool play. This can also apply to corrupters, but I have a hard time finding a reason for a Z to use corrupters vs T. Perhaps this will allow sky Terran to be viable and having an answer for mass corrupters?

To conclude, this change is going to have only significant repercussions in worker harass, and Vs. Viking and combat.


Thanks for this. Very helpful.

On a side note, I wonder how they came up with a movespeed of 2.9531 in the first place. o.O
Seems completely arbitrary.
SpectraL
Profile Joined August 2010
Norway31 Posts
August 25 2011 04:21 GMT
#1198
On August 25 2011 13:10 Oceaniax wrote:
Show nested quote +
On August 25 2011 12:58 JoeAWESOME wrote:
"Contaminate energy cost increased from 75 to 125"

??? :D

Overall I can see most of the changes being somewhat understandable.



Reducing the gas cost by 50% is a good change, but it would also make it A LOT easier to mass them up to deny production via contaminate. It's not a big deal now since the cost is so high, but I could definitely see late game Z strategies incorporating that in a big way if it was twice as easy to mass, hence the bump up in the energy cost.


Would also have an impact on early game, shutting down key structures for a lot less cost.
ETisME
Profile Blog Joined April 2011
12676 Posts
August 25 2011 04:21 GMT
#1199
On August 25 2011 13:18 Kluey wrote:
The warp prism change isn't really that great. It's like what they did with the Ghost. They just tweak it a little bit and people go crazy and try experimenting with it. 60 extra shield won't save you from viking fire or it won't make it invincible.

but now it is more usable in PvZ
I think this is what most protoss are forgetting. They always complain about PvT and therefore not use warp prism in PvZ.
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
HinagikUx
Profile Joined January 2011
United States178 Posts
August 25 2011 04:22 GMT
#1200
Guess im gonna start doing double immortal drops in pvp again! worked sooo welll unless you got warp prism sniped lololol
uGpTaiga/HinagikUx NA Server
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