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Simple Questions, Simple Answers - Page 30

Forum Index > Diablo 3
Post a Reply
Prev 1 28 29 30 31 32 90 Next
moltenlead
Profile Joined December 2010
Canada866 Posts
May 01 2012 07:49 GMT
#581
Out of interest, has anyone tried to run this game on a laptop? I'm probably going to be getting a laptop that can run this game maxed and wanted to know what to aim for.
Derrida
Profile Joined March 2011
2885 Posts
May 01 2012 10:17 GMT
#582
Do you think the "singleplayer" aspect of the game will be/can be pirated like SC2 was pirated for it's campaign? (I'm truly broke)

User was warned for this post
#1 Grubby Fan.
Zeon0
Profile Joined September 2010
Austria2995 Posts
May 01 2012 10:23 GMT
#583
u wont get any information here ...
Hater of MKP since GSL Open Season 2 | Fanboy of: NesTea Stephano IdrA DIMAGA MorroW ret DongRaeGu Snute SaSe Mvp ThorZaIN DeMusliM
ocelotter
Profile Joined April 2012
United States16 Posts
May 01 2012 10:30 GMT
#584
On May 01 2012 16:16 Fugue wrote:
Show nested quote +
On May 01 2012 13:01 [Crimson]Bason wrote:
I think they should have armor only reduce physical dmg... if armor does reduce ALL dmg then whats the advantage of int classes such as wizard/witch doctor... basically just hord armor items then you r good to go? if you have armor only decrease physical dmg then it would make more sense no? so what does elemental resist show? do you add those on top of the armor dmg reduction ... they really should have something that tells us overall dmg reduction in each of the types (including armor and Int stat) that way its more clear.


It can work that way - instead of having Armor rating you just have resistances to different damage types.

But then any piece of armor has to list what protection it provides from each damage type. When you have 5 damage types, that quickly becomes complicated, and as you start scaling things, it gets much harder to balance out. For example, if your high level armor provides a lot of resistance against one damage type, but very little against another, then as soon as you run into a mob enchanted with that damage type, the armor is useless.

What you wind up concluding is that high level armor really needs to provide a level of protection against all damage types, so that resistances aren't able to swing the difference so far in any direction that it becomes a gear check. Especially not if you're dealing with random spawns.

Barb and Monk get a native physical resistance bonus, so it isn't their armor that actually provides them with more protection to Wizards and Witch Doctors. You can wear the same armor, but the Barb will still have more survivability against physical attacks, and still be more vulnerable to elementals, which is the opposite for the Wizard/WD. Both classes have to augment their resistances in some way, they're just dealing with different deficiencies.


Barb and Monk have a native 30% DR against all damage types. Armor provides DR against all damage types as well (though separate from the native DR of the Barb and Monk). Intelligence provides resistance to all damage types, INCLUDING physical.

The only difference between the defensive bonuses of the three primary stats is each has its own set of diminishing returns (and dodge has an element of RNG, unlike the other two).
Fugue
Profile Blog Joined August 2010
Australia253 Posts
May 01 2012 11:14 GMT
#585
On May 01 2012 19:30 ocelotter wrote:
Show nested quote +
On May 01 2012 16:16 Fugue wrote:
On May 01 2012 13:01 [Crimson]Bason wrote:
I think they should have armor only reduce physical dmg... if armor does reduce ALL dmg then whats the advantage of int classes such as wizard/witch doctor... basically just hord armor items then you r good to go? if you have armor only decrease physical dmg then it would make more sense no? so what does elemental resist show? do you add those on top of the armor dmg reduction ... they really should have something that tells us overall dmg reduction in each of the types (including armor and Int stat) that way its more clear.


It can work that way - instead of having Armor rating you just have resistances to different damage types.

But then any piece of armor has to list what protection it provides from each damage type. When you have 5 damage types, that quickly becomes complicated, and as you start scaling things, it gets much harder to balance out. For example, if your high level armor provides a lot of resistance against one damage type, but very little against another, then as soon as you run into a mob enchanted with that damage type, the armor is useless.

What you wind up concluding is that high level armor really needs to provide a level of protection against all damage types, so that resistances aren't able to swing the difference so far in any direction that it becomes a gear check. Especially not if you're dealing with random spawns.

Barb and Monk get a native physical resistance bonus, so it isn't their armor that actually provides them with more protection to Wizards and Witch Doctors. You can wear the same armor, but the Barb will still have more survivability against physical attacks, and still be more vulnerable to elementals, which is the opposite for the Wizard/WD. Both classes have to augment their resistances in some way, they're just dealing with different deficiencies.


Barb and Monk have a native 30% DR against all damage types. Armor provides DR against all damage types as well (though separate from the native DR of the Barb and Monk). Intelligence provides resistance to all damage types, INCLUDING physical.

The only difference between the defensive bonuses of the three primary stats is each has its own set of diminishing returns (and dodge has an element of RNG, unlike the other two).


My apologies for the misinformation. You are correct. I didn't think that sounded right either, but I went on a hunt and found this: http://armadagaming.com/showthread.php?459-Armor-Resistances-and-Effective-Health

Makes sense due to stat points coming from gemmed gear, giving all players the option of increasing DR regardless of whether they're pumping strength or int.
Though this leaves me wondering how Dodge balances against DR. DR from Armor and Resistances are balanced, but while Monk and DH want to pump Dex for damage - do they want to use STR and INT to get DR up? Does a Barb want Dex for Dodge?
eluv
Profile Joined August 2010
United States1251 Posts
Last Edited: 2012-05-01 11:41:46
May 01 2012 11:41 GMT
#586
On May 01 2012 16:49 moltenlead wrote:
Out of interest, has anyone tried to run this game on a laptop? I'm probably going to be getting a laptop that can run this game maxed and wanted to know what to aim for.


I ran the beta just fine on my 4 year old laptop. Granted, it was on lowest everything, and it I wasn't running around at 100 fps, but it was still very playable.

Stats:
Core 2 Duo T9300 @ 2.5 GHz
4 GB Ram
1 GB ATI Mobility Radeon HD 3650 <- 3 generations old, mid tier for laptop graphics.

As long as you're willing to put up with low setttings (I'm in it for the gameplay!) it seems like the requirements are quite lenient.
"Yes I fucked my way to the GSL partnership" - Sundance
fiaro
Profile Joined April 2010
Romania28 Posts
May 01 2012 20:28 GMT
#587
Simple question:
If I buy D3 from store in Germany, probably the German version, will I be able to use the CD key to play the English version (download it from battle.net site)?
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2012-05-01 21:02:20
May 01 2012 20:45 GMT
#588
On May 01 2012 20:14 Fugue wrote:
Show nested quote +
On May 01 2012 19:30 ocelotter wrote:
On May 01 2012 16:16 Fugue wrote:
On May 01 2012 13:01 [Crimson]Bason wrote:
I think they should have armor only reduce physical dmg... if armor does reduce ALL dmg then whats the advantage of int classes such as wizard/witch doctor... basically just hord armor items then you r good to go? if you have armor only decrease physical dmg then it would make more sense no? so what does elemental resist show? do you add those on top of the armor dmg reduction ... they really should have something that tells us overall dmg reduction in each of the types (including armor and Int stat) that way its more clear.


It can work that way - instead of having Armor rating you just have resistances to different damage types.

But then any piece of armor has to list what protection it provides from each damage type. When you have 5 damage types, that quickly becomes complicated, and as you start scaling things, it gets much harder to balance out. For example, if your high level armor provides a lot of resistance against one damage type, but very little against another, then as soon as you run into a mob enchanted with that damage type, the armor is useless.

What you wind up concluding is that high level armor really needs to provide a level of protection against all damage types, so that resistances aren't able to swing the difference so far in any direction that it becomes a gear check. Especially not if you're dealing with random spawns.

Barb and Monk get a native physical resistance bonus, so it isn't their armor that actually provides them with more protection to Wizards and Witch Doctors. You can wear the same armor, but the Barb will still have more survivability against physical attacks, and still be more vulnerable to elementals, which is the opposite for the Wizard/WD. Both classes have to augment their resistances in some way, they're just dealing with different deficiencies.


Barb and Monk have a native 30% DR against all damage types. Armor provides DR against all damage types as well (though separate from the native DR of the Barb and Monk). Intelligence provides resistance to all damage types, INCLUDING physical.

The only difference between the defensive bonuses of the three primary stats is each has its own set of diminishing returns (and dodge has an element of RNG, unlike the other two).


My apologies for the misinformation. You are correct. I didn't think that sounded right either, but I went on a hunt and found this: http://armadagaming.com/showthread.php?459-Armor-Resistances-and-Effective-Health

Makes sense due to stat points coming from gemmed gear, giving all players the option of increasing DR regardless of whether they're pumping strength or int.
Though this leaves me wondering how Dodge balances against DR. DR from Armor and Resistances are balanced, but while Monk and DH want to pump Dex for damage - do they want to use STR and INT to get DR up? Does a Barb want Dex for Dodge?

Well it really comes down to how much DR scales back in Inferno. All DR scales based on your level compared to the mobs you are fighting and in Inferno all mobs are higher level than you which will bring down your DR. There is nothing stopping a barb from stacking dex for dodge but keep in mind that each point of dex only gets you .1% dodge.

Purely from speculation it probably won't be worth stacking dex on the Barbarian because there will most likely be other stats that are more beneficial. If you want dodge there are 3 abilities on the Barbarian with dodge affixes. Sprint with Rush rune gives 12%, War Cry with Veteran's Warning gives 15% (party buff), and Wrath of the Berserker gives 20% or 60% with the Striding Giant rune. Notice WotB with Striding Giant rune amounts the equivalent of 600 dex. That's quite a lot of stat point that can be allocated somewhere else.

I have no idea how dodge scales though, from what i've seen we should easily be able to achieve 1000 points into our primary stat by Hell mode but if that's true then it would give the Monk/DH 100% dodge which obviously is a problem. Does anyone know how this works? Since the system is multiplicative so the only way to achieve 100% dodge would be if it comes from a single source and I assume that Dexterity is a single source. Is dodge just scaled back in later difficulties but if you go back to Normal you are literally immortal?
Absence of evidence is not evidence of absence.
Enox
Profile Joined April 2010
Germany1667 Posts
May 01 2012 21:18 GMT
#589
On May 02 2012 05:28 fiaro wrote:
Simple question:
If I buy D3 from store in Germany, probably the German version, will I be able to use the CD key to play the English version (download it from battle.net site)?

yes. the language of the key doesnt matter. you can play D3 in any language, no matter where you bought the key
If you think it's too hard there are solutions other than asking for a nerf, getting better is the first that comes to mind.
Coolness53
Profile Joined April 2010
United States668 Posts
May 01 2012 21:21 GMT
#590
On May 02 2012 05:28 fiaro wrote:
Simple question:
If I buy D3 from store in Germany, probably the German version, will I be able to use the CD key to play the English version (download it from battle.net site)?


http://us.battle.net/support/en/article/diablo-iii-global-play-faq
Fruitdealer, DongRaeGu, and Soulkey
ZAiNs
Profile Joined July 2010
United Kingdom6525 Posts
May 01 2012 22:25 GMT
#591
On May 01 2012 19:17 Derrida wrote:
Do you think the "singleplayer" aspect of the game will be/can be pirated like SC2 was pirated for it's campaign? (I'm truly broke)

User was warned for this post

Maybe in a few years.
Klipsys
Profile Blog Joined May 2010
United States1533 Posts
May 02 2012 02:06 GMT
#592
What's the secret 6th class going to be?
Hudson Valley Progamer
Vearo
Profile Blog Joined November 2010
Canada168 Posts
May 02 2012 02:47 GMT
#593
On May 02 2012 11:06 Klipsys wrote:
What's the secret 6th class going to be?


Its the Archivist, obviously.
"Smooth as Pie" - Day[9]
Mowr
Profile Joined November 2010
Sweden791 Posts
May 02 2012 19:16 GMT
#594
So I have heard people (on the latest PCGamer podcast most recently) say that the game's controls feels like thay are adapted to a hand controller. Is it possible to use one? I would be happy if I could spare my wrists for SC2
Kill one man and they'll call you a murderer. Kill an army of men and they'll call you a general. But kill all men and they'll call you a god.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
May 02 2012 20:13 GMT
#595
On May 03 2012 04:16 Mowr wrote:
So I have heard people (on the latest PCGamer podcast most recently) say that the game's controls feels like thay are adapted to a hand controller. Is it possible to use one? I would be happy if I could spare my wrists for SC2

Diablo is coming on for consoles as well so I'd imagine so.
Absence of evidence is not evidence of absence.
R0YAL
Profile Blog Joined September 2009
United States1768 Posts
Last Edited: 2012-05-03 01:36:18
May 03 2012 01:35 GMT
#596
On May 02 2012 05:45 R0YAL wrote:
Show nested quote +
On May 01 2012 20:14 Fugue wrote:
On May 01 2012 19:30 ocelotter wrote:
On May 01 2012 16:16 Fugue wrote:
On May 01 2012 13:01 [Crimson]Bason wrote:
I think they should have armor only reduce physical dmg... if armor does reduce ALL dmg then whats the advantage of int classes such as wizard/witch doctor... basically just hord armor items then you r good to go? if you have armor only decrease physical dmg then it would make more sense no? so what does elemental resist show? do you add those on top of the armor dmg reduction ... they really should have something that tells us overall dmg reduction in each of the types (including armor and Int stat) that way its more clear.


It can work that way - instead of having Armor rating you just have resistances to different damage types.

But then any piece of armor has to list what protection it provides from each damage type. When you have 5 damage types, that quickly becomes complicated, and as you start scaling things, it gets much harder to balance out. For example, if your high level armor provides a lot of resistance against one damage type, but very little against another, then as soon as you run into a mob enchanted with that damage type, the armor is useless.

What you wind up concluding is that high level armor really needs to provide a level of protection against all damage types, so that resistances aren't able to swing the difference so far in any direction that it becomes a gear check. Especially not if you're dealing with random spawns.

Barb and Monk get a native physical resistance bonus, so it isn't their armor that actually provides them with more protection to Wizards and Witch Doctors. You can wear the same armor, but the Barb will still have more survivability against physical attacks, and still be more vulnerable to elementals, which is the opposite for the Wizard/WD. Both classes have to augment their resistances in some way, they're just dealing with different deficiencies.


Barb and Monk have a native 30% DR against all damage types. Armor provides DR against all damage types as well (though separate from the native DR of the Barb and Monk). Intelligence provides resistance to all damage types, INCLUDING physical.

The only difference between the defensive bonuses of the three primary stats is each has its own set of diminishing returns (and dodge has an element of RNG, unlike the other two).


My apologies for the misinformation. You are correct. I didn't think that sounded right either, but I went on a hunt and found this: http://armadagaming.com/showthread.php?459-Armor-Resistances-and-Effective-Health

Makes sense due to stat points coming from gemmed gear, giving all players the option of increasing DR regardless of whether they're pumping strength or int.
Though this leaves me wondering how Dodge balances against DR. DR from Armor and Resistances are balanced, but while Monk and DH want to pump Dex for damage - do they want to use STR and INT to get DR up? Does a Barb want Dex for Dodge?

Well it really comes down to how much DR scales back in Inferno. All DR scales based on your level compared to the mobs you are fighting and in Inferno all mobs are higher level than you which will bring down your DR. There is nothing stopping a barb from stacking dex for dodge but keep in mind that each point of dex only gets you .1% dodge.

Purely from speculation it probably won't be worth stacking dex on the Barbarian because there will most likely be other stats that are more beneficial. If you want dodge there are 3 abilities on the Barbarian with dodge affixes. Sprint with Rush rune gives 12%, War Cry with Veteran's Warning gives 15% (party buff), and Wrath of the Berserker gives 20% or 60% with the Striding Giant rune. Notice WotB with Striding Giant rune amounts the equivalent of 600 dex. That's quite a lot of stat point that can be allocated somewhere else.

I have no idea how dodge scales though, from what i've seen we should easily be able to achieve 1000 points into our primary stat by Hell mode but if that's true then it would give the Monk/DH 100% dodge which obviously is a problem. Does anyone know how this works? Since the system is multiplicative so the only way to achieve 100% dodge would be if it comes from a single source and I assume that Dexterity is a single source. Is dodge just scaled back in later difficulties but if you go back to Normal you are literally immortal?

I figured it out and since no one else knows, i'm just going to quote myself

Dex Range       Dodge% / Dex
0 - 100             0.1
100 - 500       0.025
500 - 1000       0.02
1000 - 8000       0.01

8000 Dexterity = 100% chance to dodge
Absence of evidence is not evidence of absence.
slam
Profile Joined May 2010
United States923 Posts
May 03 2012 21:59 GMT
#597
I played a good amount of beta on my friends account and one thing that I noticed was that each time you dropped SK for the first time on a new character you got a yellow item. After that one first yellow I farmed the SK a number of times but never got another yellow until I once again did it on a new character. My conclusion was that you get better items the first time you down a boss and after that first time the drops are not as high quality.

Is this confirmed?
With the full version of the game will this also be true?
To put into context, will my first time downing the final boss on inferno most likely give me the best drop and after that will I need to make another character to go through the game again to "reset" the loot?
I get it.
m00nchile
Profile Joined July 2010
Slovenia240 Posts
Last Edited: 2012-05-03 22:07:19
May 03 2012 22:05 GMT
#598
On May 04 2012 06:59 slam wrote:
I played a good amount of beta on my friends account and one thing that I noticed was that each time you dropped SK for the first time on a new character you got a yellow item. After that one first yellow I farmed the SK a number of times but never got another yellow until I once again did it on a new character. My conclusion was that you get better items the first time you down a boss and after that first time the drops are not as high quality.

Is this confirmed?
With the full version of the game will this also be true?
To put into context, will my first time downing the final boss on inferno most likely give me the best drop and after that will I need to make another character to go through the game again to "reset" the loot?

Bosses in Diablo 2 also had a quest drop the first time you downed them. And it's confirmed blizzard doesn't want boss running to be the primary source of loot, champion and elite packs will be the main droppers, bosses will probably be the best XP source though (pure conjecture on my part).
The above post was made by a noob. Take it as such.
Whalecore
Profile Joined March 2009
Norway1111 Posts
Last Edited: 2012-05-03 22:07:18
May 03 2012 22:06 GMT
#599
@slam: Yes I believe that is intentional. They designed it that way because they felt re-running bosses was a bad mechanic in D2. They rather want players to explore the world and look for rare encounters in order to find better loot.
Playgu
Avalain
Profile Joined July 2010
Canada308 Posts
May 03 2012 22:07 GMT
#600
On May 04 2012 06:59 slam wrote:
I played a good amount of beta on my friends account and one thing that I noticed was that each time you dropped SK for the first time on a new character you got a yellow item. After that one first yellow I farmed the SK a number of times but never got another yellow until I once again did it on a new character. My conclusion was that you get better items the first time you down a boss and after that first time the drops are not as high quality.

Is this confirmed?
With the full version of the game will this also be true?
To put into context, will my first time downing the final boss on inferno most likely give me the best drop and after that will I need to make another character to go through the game again to "reset" the loot?


I don't know if it's necessarily confirmed, but I can say after killing him maybe 30-50 times with something like 10 different characters he always dropped a yellow for the first kill by the character, and then only blues after that. I've heard other people mention the same thing in passing.

This also goes along with the idea that Blizzard wants us to get away from boss farming.
You know what unit really has balance problems? Colossi. Why, they look like they could be blown over in a stiff wind!
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