• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:58
CEST 04:58
KST 11:58
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun12[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
Code S Season 1 (2026) - RO12 Results02026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1
StarCraft 2
General
Code S Season 1 (2026) - RO12 Results Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 1 (2026) SC2 INu's Battles#15 <BO.9 2Matches> WardiTV Spring Cup SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
[BSL22] RO16 Group A - Sunday 21:00 CEST [BSL22] RO16 Group B - Saturday 21:00 CEST Pros React To: Leta vs Tulbo (ASL S21, Ro.8) RepMastered™: replay sharing and analyzer site BW General Discussion
Tourneys
[BSL22] RO16 Group Stage - 02 - 10 May Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues [ASL21] Ro8 Day 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Daigo vs Menard Best of 10 Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
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
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2035 users

Shots Fired! RoS Nerfbat thread

Forum Index > Diablo 3
Post a Reply
Normal
Burrfoot
Profile Blog Joined July 2012
United States1176 Posts
September 26 2013 13:22 GMT
#1
First batter up: Life Steal

Official post: http://us.battle.net/d3/en/forum/topic/10039514450#5


Let's talk about combat.

From a big picture standpoint, it's not healthy for the game when a player's health pool goes from full to nearly empty and back to full on a regular basis very quickly, over and over, during regular play. I know not every character build plays this way - but I would assert that it's not good for the game when this is a dominant or even common way to play.

Why?

Here are a few negative effects it has:

1. A health pool that quickly goes from full to nearly empty implies that there's not a lot of room for variance in incoming damage. When incoming damage is that high, a 15% increase in monster damage would result in death. This leads to comments like "As soon as I turn up the Monster Power I get 1-shot". I'd like to see a game where a clever player can handle a higher Monster Power by reducing incoming damage through good play. Unfortunately, if the combat pacing and dominant builds are such that all players are geared to survive the biggest posisble hit from a monster and instantly heal to full then there's no room for that differentiation. Let's use mortar as a simple example. If a wave of mortar hits takes me from full to nearly dead, and then I instantly heal back to full, then mortars don't pose a realistic threat to me. In this state, there's no way for a clever player (who wants to dodge mortars) to differentiate themselves from somebody who doesn't care (and just decides to get hit). In both cases you're healing instantly to full and surviving through the damage no matter what, and in both cases turning up the monster power results in you dying no matter what if you take a single mortar wave. It becomes a pure gear check.

2. For players who push the MP up anyways, it makes the game feel like it was designed around one-shots. In my previous example with mortar, some of you may be thinking "There's room for turning up the Monster Power, just don't get hit at all!". This isn't great either. It means my death feels very binary. One moment I'm at full health, the next instant I'm dead. It also means that once you decide you are going to accept being one-shot, you don't care about your health at all. Who cares if you have 20K or 40K health if you're going to die either way? We'd be in a better place if the mortar-dodger was allowed to take the occasional hit, but can handle a higher monster power as long as a majority of them are dodged.

3. Healing very rapidly back to full also loses all the fidelity of small attacks. If players are regularly going from full to nearly empty and back to full again on a regular basis, then there's no room for mechanics which act as a slow drain on your health. Plagued is a great example of this. We don't want Plagued to be something that kills you quickly, but it also shouldn't be something you ignore forever. Standing in a pool of poison should be something that adds tension to the fight. You know you're not going to die now, but you can see the threat looming. When healing rates are very high, there is no room for the slow drain damage sources - they become insignificant.

4. My current health loses meaning. Being at 95% health should mean you're relatively safe. Being at 5% health should mean you're almost dead. Being at 50% health should mean you're somewhat in danger and you should play it safe, but as long as you do you should be fine. These are all concepts that make intuitive sense. Unfortunately, they are not at all true in the current Diablo environment. When health pools are rapidly going from empty to full and back again, these health values all blur together.

5. You lose a lot of tactical combat opportunities. Tactical combat requires that the player can properly assess the situation and react accordingly. When your health pool moves up and down rapidly you are no longer reacting to dangers. A rapidly changing health globe means you are playing in a predictable pattern and crossing your fingers hoping that you live through it. You are playing in a way that avoids situations that will instantly kill you, but there's no tension associated with being low on health that would cause you to make a tactical decision to change your play pattern.

I'm saying all of this without pointing at any specific solutions. That's because there are no instant-fix solutions. It's a challenging problem that we're actively working on. Things aren't going to be perfect overnight, but improving the pacing of combat is something we constantly work on.

I will say that the first line of defense is reducing the rate at which players heal. After we pull in the rate of healing, next we analyze the patterns in which monsters deal damage. Ultimately, defensive stats will play a role in all of this. If some life regeneration, damage mitigation or (gasp) life on hit lets me play a little more aggressively, that's a good thing.


http://us.battle.net/d3/en/profile/Davlok-1847/career
Iblis
Profile Joined April 2010
904 Posts
September 26 2013 13:50 GMT
#2
I saw this yesterday and read it. I understand the reasoning behind it and lifesteal mechanics are something to be careful when implementing in a game.
But at some point when you factor 4 base difficulties, that each have 11difficulty levels, damage numbers are going to be insane and some characters are going to get die instantly. Lifesteal was supposed to be capped at 3% on a weapon and with the Inferno settings it already is reduced by 80% and this doesn't even allow you to hit reflect damage and not die.
I don't know what they are doing about lifesteal on weapons but class exclusive lifesteal on items and skills was one of the most moronic balance decision made i ever encountered in a game. I honestly think people that worked on the itemization, item balancing and gearing progression are incompetents and ruined the game.
Diablo 3 v1.0 Two handed weapons only had 3% LS, while dualwielding could go to 6.Same with CHD 100% max.
Barbarians have 3% on their class specific belt, a passive giving 3% and wizard have a rune on one of their buffs that gives 1.5%.
So a Witch Doctor can have a whopping 3% while a barbarian can run around with 12%, Yeah good luck balancing anything after that.
LaNague
Profile Blog Joined April 2010
Germany9118 Posts
September 26 2013 15:29 GMT
#3
this is nice and all, but why are they doing this 2 years after release.
This should have been done in beta.

They had experience of 2 diablo games and there was also titan quest, sacred 1 and 2, tochlight 1.
Especially sacred 1 played exactly the same in endgame...gather a million mobs and then AE spam them down while your hopefully lifesteal enough while facetanking it.



Were they so arrogant to not look at other games? Or did they just not care?
andrewlt
Profile Joined August 2009
United States7702 Posts
September 26 2013 16:25 GMT
#4
They did try this but people complained that it was too easy. Then in inferno v 1.00, characters like dh that could avoid attacks were able to progress faster than melee characters. The barbs complained and they became the most overpowered class after patch 1.03. Almost everything they fucked up was the result of fan feedback.
Psychobabas
Profile Blog Joined March 2006
2531 Posts
September 26 2013 16:32 GMT
#5
On September 27 2013 01:25 andrewlt wrote:
They did try this but people complained that it was too easy. Then in inferno v 1.00, characters like dh that could avoid attacks were able to progress faster than melee characters. The barbs complained and they became the most overpowered class after patch 1.03. Almost everything they fucked up was the result of fan feedback.


I somewhat agree but if you remember May 2012, Barbarians were absolutely terrible, with almost no splash damage. Did they get overbuffed? Yeah for sure.
willoc
Profile Joined February 2011
Canada1530 Posts
September 26 2013 16:50 GMT
#6
On September 27 2013 00:29 LaNague wrote:
this is nice and all, but why are they doing this 2 years after release.
This should have been done in beta.

They had experience of 2 diablo games and there was also titan quest, sacred 1 and 2, tochlight 1.
Especially sacred 1 played exactly the same in endgame...gather a million mobs and then AE spam them down while your hopefully lifesteal enough while facetanking it.



Were they so arrogant to not look at other games? Or did they just not care?


Because their previous game director was a fucking idiot.
Be bold and mighty forces will come to your aid!
Assault_1
Profile Joined April 2009
Canada1950 Posts
September 26 2013 17:14 GMT
#7
On September 27 2013 00:29 LaNague wrote:
this is nice and all, but why are they doing this 2 years after release.
This should have been done in beta.

They had experience of 2 diablo games and there was also titan quest, sacred 1 and 2, tochlight 1.
Especially sacred 1 played exactly the same in endgame...gather a million mobs and then AE spam them down while your hopefully lifesteal enough while facetanking it.



Were they so arrogant to not look at other games? Or did they just not care?

we got Jay Wilson'd, director of the auction rpg
Agh
Profile Blog Joined July 2010
United States1045 Posts
September 26 2013 18:09 GMT
#8
It kind of irks me that he would try to defend a subjective point from almost every angle. This is a horrendous mindset from a developer side and has because a trend almost for Blizzard titles (D3, sc2).

While this one doesn't really strike me as arrogance that the sc2 ones(devs) usually display, it's just more or less a flawed view.


Percentage Leech can most certainly be tuned to an appropriate level. Current LoH (Life on hit) items are functioning almost exactly as what he sees as a problem. A lot of items' worth are even determined by this stat.


If you look at D2 for example, leech is a mechanic that made the game what it is. Arguments could even be made that it was mandatory for some physical classes, but the point is that it was a game-identifying mechanic.
If you took what he said and applied it to another game, it's basically saying a game is shit because X, where not only is X being independently isolated, but also ill-represented in the argument.


I am disappoint.
I may appear to be an emotionless sarcastic pos, but just like an onion when you pull off more and more layers you find the exact same thing everytime and you start crying
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
Last Edited: 2013-09-26 19:06:18
September 26 2013 18:47 GMT
#9
On September 27 2013 01:25 andrewlt wrote:
They did try this but people complained that it was too easy. Then in inferno v 1.00, characters like dh that could avoid attacks were able to progress faster than melee characters. The barbs complained and they became the most overpowered class after patch 1.03. Almost everything they fucked up was the result of fan feedback.


Dont you dare.

Fans said that D2 was too easy, nobody even suggested that D3 should be literally 1000 times harder. In D2 most ranged monsters were attacking for ~30-50 DMG and melee for 150 DMG at most... They didnt always hit and you could block attacks fully, had 1500-3000 HP and 16 pots in belt to regain full health.

Vanilla D3 between 30 sec cooldown on pots that gave close to no HP and monsters that were almost 1 shooting even wizards literally went from "you are allowed to take 3000 hits before dying" to "you are allowed to take 1-2 hits before dying" without any prior testing or any theoretical studies at all.

So dont fucking blame this on fans, it was all Devs fault.


What I dont understand is what is OP about... Is it supposed to be about current state or state after release? If latter, then I must honestly say I for the most part have no Idea what are you talking about.

EDIT: NVM I just used link and realized that its actually Blizzard post... I still honestly have no idea what are they talking about...
Maybe its because there is close to zero death penalty in softcore so people always play on highest MP no matter gear, hoping for some drops?
Isnt then solution to simply add death penalty and give people a reason to not play just on MP7-10? I dont really know how this works on softcore, but as a hardcore player I feel like they are talking about different game...
Scientists finally discovered what's wrong with the female brain: On the left side, there is nothing right, and on the right side, there's nothing left. [http://eu.battle.net/sc2/en/profile/213948/1/DJVibrejtr/]
Big G
Profile Joined April 2011
Italy835 Posts
Last Edited: 2013-09-26 19:10:33
September 26 2013 19:08 GMT
#10
On September 27 2013 00:29 LaNague wrote:
this is nice and all, but why are they doing this 2 years after release.
This should have been done in beta.

They had experience of 2 diablo games and there was also titan quest, sacred 1 and 2, tochlight 1.
Especially sacred 1 played exactly the same in endgame...gather a million mobs and then AE spam them down while your hopefully lifesteal enough while facetanking it.



Were they so arrogant to not look at other games? Or did they just not care?

Actually, before patch 1.04 people were complaining a lot for the opposite reason, since life steal was considered inferior to loh.

Wyatt Cheng's response:

To make a long story short, Life Steal is tuned around where we expect DPS output to be months from now. As people do more damage, get more survivability, and generally find they can AOE things more than they used to, I expect the value of Life Steal to go up.

The real problem is what happened next. Buffed droprates, insanely buffed skills, overpowered legendaries, all items able to roll lv63 affixes (cc went from 4.5 to 6% on rings for example), black damage bug, crafted items with 100-130 bonus mainstat, etc. Today's average dps is probably at least double what the devs expected to be when they tuned life steal.
cjin
Profile Joined July 2011
181 Posts
Last Edited: 2013-09-26 20:07:16
September 26 2013 20:01 GMT
#11
MoonfireSpam
Profile Blog Joined September 2010
United Kingdom1153 Posts
September 26 2013 21:32 GMT
#12
Is this really what the whining community has pushed Blizzard to do? Well you know what, this outcome is far more deserving than the Pez 2 one (Fuck you, I'm out), this feel much more of a "Fuck you, if this is what you want, then here you go".
Burrfoot
Profile Blog Joined July 2012
United States1176 Posts
September 26 2013 21:43 GMT
#13
Yea, I remember when the IAS nerf was made I thought it was just to reduce Life on Hit's effectiveness heh. I think if all they did was remove crit damage, life steal could stay the same, but who knows.
http://us.battle.net/d3/en/profile/Davlok-1847/career
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
September 26 2013 23:00 GMT
#14
lifesteal is ok-ish

they have to nerf CRIT in general. you cant play diablo without massing crit. there is no build out there. this is shit.
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
Lain1911
Profile Joined February 2013
United States17 Posts
Last Edited: 2013-09-26 23:33:32
September 26 2013 23:32 GMT
#15
If they don't like the way we play their game then change it and stop telling us what we do is not intended!
Hryul
Profile Blog Joined March 2011
Austria2609 Posts
September 26 2013 23:51 GMT
#16
On September 27 2013 04:08 Big G wrote:
The real problem is what happened next. Buffed droprates, insanely buffed skills, overpowered legendaries, all items able to roll lv63 affixes (cc went from 4.5 to 6% on rings for example), black damage bug, crafted items with 100-130 bonus mainstat, etc. Today's average dps is probably at least double what the devs expected to be when they tuned life steal.

I think this is the real problem: they designed LL with 1.00 in mind but then nerfed inferno, introduced mlvl, new legendaries (witching hour anyone?), better items and suddenly the damage exploded.
I don't think they designed LL for 200k dps chars. It is just natural that they fix it now.
Countdown to victory: 1 200!
Burrfoot
Profile Blog Joined July 2012
United States1176 Posts
September 27 2013 00:47 GMT
#17
Datamined Stat Caps (first passthrough on closed PTR)

Critical Hit Chance - *You may have a maximum of +40.00% Critical Hit Chance from items.
Critical Hit Damage - *You may have a maximum of +250.00% Critical Hit Damage from items.
Attack Speed - *You may have a maximum of +40.00% Attack Speed from items.


Movement Speed - *You may have a maximum of +25.00% movement speed from items
Block Chance - *You may have a maximum of 75.00% Block Chance.
Gold Find - *You may have a maximum of +300.00% Gold Find.
Magic Find - *This increase is diminished for rare and legendary and set items.
Magic Find - *You may have a maximum of +300.00% Magic Find.
http://us.battle.net/d3/en/profile/Davlok-1847/career
Assault_1
Profile Joined April 2009
Canada1950 Posts
September 27 2013 01:13 GMT
#18
On September 27 2013 09:47 Burrfoot wrote:
Datamined Stat Caps (first passthrough on closed PTR)

Critical Hit Chance - *You may have a maximum of +40.00% Critical Hit Chance from items.
Critical Hit Damage - *You may have a maximum of +250.00% Critical Hit Damage from items.
Attack Speed - *You may have a maximum of +40.00% Attack Speed from items.


Movement Speed - *You may have a maximum of +25.00% movement speed from items
Block Chance - *You may have a maximum of 75.00% Block Chance.
Gold Find - *You may have a maximum of +300.00% Gold Find.
Magic Find - *This increase is diminished for rare and legendary and set items.
Magic Find - *You may have a maximum of +300.00% Magic Find.

fuck the movement speed cap, it just boggles my mind
imJealous
Profile Joined July 2010
United States1382 Posts
September 27 2013 02:12 GMT
#19
I think I would rather see diminishing returns above those values rather than hard caps. Still, glad to see they are looking to do something to get the insane damage scaling under control.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
Avs
Profile Joined November 2010
Korea (North)857 Posts
September 27 2013 03:39 GMT
#20
I agree with the OP. I'd like to see a game with more depth and less streamline. Especially none of this lifesteal dumbassery design. I guess they didn't learn a lot of lessons from how Diablo 2 played out.
ViperPL
Profile Joined March 2011
Poland1775 Posts
September 27 2013 08:50 GMT
#21
It's good to see they acknowledge flaws in their game and actually look for improvements. I still remain positive about RoS and the changes it's gonna bring.
A dota player and lol player walk into a bar. The dota player says: "lol sucks". Lol player couldn't deny. http://i.imgur.com/FpLeTf1.gif
Grovbolle
Profile Blog Joined July 2011
Denmark3813 Posts
September 27 2013 09:50 GMT
#22
So they added potion cooldown to prevent potion chugging. And now they are nerfing life steal.. Makes perfect sense.
Lies, damned lies and statistics: http://aligulac.com
Burrfoot
Profile Blog Joined July 2012
United States1176 Posts
September 27 2013 10:36 GMT
#23
On September 27 2013 18:50 Grovbolle wrote:
So they added potion cooldown to prevent potion chugging. And now they are nerfing life steal.. Makes perfect sense.


But they're adding LEGENDARY potions! Like the Bottomless Potion of Kulle-Aid
http://us.battle.net/d3/en/profile/Davlok-1847/career
Iblis
Profile Joined April 2010
904 Posts
Last Edited: 2013-09-27 10:55:59
September 27 2013 10:49 GMT
#24
On September 27 2013 09:47 Burrfoot wrote:
Datamined Stat Caps (first passthrough on closed PTR)

Critical Hit Chance - *You may have a maximum of +40.00% Critical Hit Chance from items.
Critical Hit Damage - *You may have a maximum of +250.00% Critical Hit Damage from items.
Attack Speed - *You may have a maximum of +40.00% Attack Speed from items.


Movement Speed - *You may have a maximum of +25.00% movement speed from items
Block Chance - *You may have a maximum of 75.00% Block Chance.
Gold Find - *You may have a maximum of +300.00% Gold Find.
Magic Find - *This increase is diminished for rare and legendary and set items.
Magic Find - *You may have a maximum of +300.00% Magic Find.


This is pretty good, hope it's not too little too late to start balancing content to expected character potential.

Edit: and thinking about it they had to put cap in or introduce rating like WoW where you don't get flat value of %crit but critical rating that translates into crit% depending on your level. I saw level 60 ring with 6,5+%crit so getting the cap shouldn't be that hard and then you have paragon stats to add.
Burrfoot
Profile Blog Joined July 2012
United States1176 Posts
October 11 2013 10:12 GMT
#25
HeroDetails.txt
*Life Steal is less effective when you are higher level.
*At level 60, Life Steal gains a 0.10x multiplier.
*At level 70, Life Steal no longer functions.


Hope you sold your LS weapons by now!
http://us.battle.net/d3/en/profile/Davlok-1847/career
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
October 11 2013 11:02 GMT
#26
and dh still sucks lol
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
HornyHerring
Profile Joined March 2011
Papua New Guinea1059 Posts
October 11 2013 13:08 GMT
#27
On October 11 2013 19:12 Burrfoot wrote:
Show nested quote +
HeroDetails.txt
*Life Steal is less effective when you are higher level.
*At level 60, Life Steal gains a 0.10x multiplier.
*At level 70, Life Steal no longer functions.


Hope you sold your LS weapons by now!

I guess barbarian with revenge will be back in the meta as the strongest class again.
oh, hai
Iblis
Profile Joined April 2010
904 Posts
October 11 2013 13:38 GMT
#28
On October 11 2013 22:08 HornyHerring wrote:
Show nested quote +
On October 11 2013 19:12 Burrfoot wrote:
HeroDetails.txt
*Life Steal is less effective when you are higher level.
*At level 60, Life Steal gains a 0.10x multiplier.
*At level 70, Life Steal no longer functions.


Hope you sold your LS weapons by now!

I guess barbarian with revenge will be back in the meta as the strongest class again.


Meh, 2nd at most compared to 4K+ LoH,serenity, thunderclap monk.
Nekovivie
Profile Joined October 2011
United Kingdom2599 Posts
October 11 2013 15:50 GMT
#29
On September 27 2013 09:47 Burrfoot wrote:
Datamined Stat Caps (first passthrough on closed PTR)

Critical Hit Chance - *You may have a maximum of +40.00% Critical Hit Chance from items.
Critical Hit Damage - *You may have a maximum of +250.00% Critical Hit Damage from items.
Attack Speed - *You may have a maximum of +40.00% Attack Speed from items.


Movement Speed - *You may have a maximum of +25.00% movement speed from items
Block Chance - *You may have a maximum of 75.00% Block Chance.
Gold Find - *You may have a maximum of +300.00% Gold Find.
Magic Find - *This increase is diminished for rare and legendary and set items.
Magic Find - *You may have a maximum of +300.00% Magic Find.


+40% crit is still too much IMO. With passives, you're critting half of the time. I honestly think that's still to much. Should be like 25% maximum or something.
If you are not supporting K-Pop you are hurting E-Sports.
Simberto
Profile Blog Joined July 2010
Germany11824 Posts
October 11 2013 16:38 GMT
#30
On October 11 2013 19:12 Burrfoot wrote:
Show nested quote +
HeroDetails.txt
*Life Steal is less effective when you are higher level.
*At level 60, Life Steal gains a 0.10x multiplier.
*At level 70, Life Steal no longer functions.


Hope you sold your LS weapons by now!


If you actually think anything you use right now will be even remotely good in the addon you have obviously never witnessed a WoW addon.
Wiggins8
Profile Joined October 2013
Germany107 Posts
October 11 2013 17:50 GMT
#31
I'm glad they nerfed all the imba-stats. LS% was fucking imbalanced over 100k dps and the DPS gains from combining CHD and CHD was way too strong.
We will have to wait and see how the Gameplay looks with all the new spells and the new monsterpowers.

But they should try to make more stats viable and not force you to go for as much crit as you can have etc.
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
October 12 2013 04:04 GMT
#32
On October 11 2013 19:12 Burrfoot wrote:
Show nested quote +
HeroDetails.txt
*Life Steal is less effective when you are higher level.
*At level 60, Life Steal gains a 0.10x multiplier.
*At level 70, Life Steal no longer functions.


Hope you sold your LS weapons by now!

troll or for real?

with this change, people might have to intentionally skip monsters during their first playthrough of act5 in order to not hit lvl 70 before they finish the act - thats because all the gear they have in the beginning will be their old vanilla stuff which is built around LS....

seriously, why not just cut all current LS values in half? the stat would be fine then imho. gear and monster attacks in act5/ the new difficulty can then be adjusted from there.
"What am I supposed to do against this?" - "Lose!" :-]
Burrfoot
Profile Blog Joined July 2012
United States1176 Posts
October 12 2013 09:19 GMT
#33
They are nerfing Reflect Damage from a % of your damage to a flat value. Pretty much they are balancing damage input and sustain to make gameplay less spikey. 100% health to 0% and back as they described in this post..

I don't think anyone will have any trouble reaching level 70 at MP1 or 2 with zero sustain.
http://us.battle.net/d3/en/profile/Davlok-1847/career
DODswe4
Profile Joined July 2011
Sweden2157 Posts
October 12 2013 12:05 GMT
#34
On October 12 2013 00:50 Nekovivie wrote:
Show nested quote +
On September 27 2013 09:47 Burrfoot wrote:
Datamined Stat Caps (first passthrough on closed PTR)

Critical Hit Chance - *You may have a maximum of +40.00% Critical Hit Chance from items.
Critical Hit Damage - *You may have a maximum of +250.00% Critical Hit Damage from items.
Attack Speed - *You may have a maximum of +40.00% Attack Speed from items.


Movement Speed - *You may have a maximum of +25.00% movement speed from items
Block Chance - *You may have a maximum of 75.00% Block Chance.
Gold Find - *You may have a maximum of +300.00% Gold Find.
Magic Find - *This increase is diminished for rare and legendary and set items.
Magic Find - *You may have a maximum of +300.00% Magic Find.


+40% crit is still too much IMO. With passives, you're critting half of the time. I honestly think that's still to much. Should be like 25% maximum or something.

they have nerefed the passives as well but you will reach 50% with max on gear and paragon alone
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
October 12 2013 18:42 GMT
#35
making lifesteal completely null at the top level may not present balance problems if the numbers are tuned, but it's kind of radical to throw away a huge modifier just like that.
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
S1eth
Profile Joined November 2011
Austria221 Posts
October 13 2013 10:40 GMT
#36
Couldn't they decrease damage dealt to the point where DPS and life scale equally so that LS has the same usefulness at all levels?
I really don't think D3 needs those HUGE damage numbers on the screen at all times.
Iblis
Profile Joined April 2010
904 Posts
October 13 2013 12:57 GMT
#37
On October 13 2013 19:40 S1eth wrote:
Couldn't they decrease damage dealt to the point where DPS and life scale equally so that LS has the same usefulness at all levels?
I really don't think D3 needs those HUGE damage numbers on the screen at all times.


Can't really do that when you want a game to have deep character power progression AND have content designed to be interesting at a specific character power threshold. Right now we are looking at 11 difficulty settings for inferno, 7 on console and 5 or 6 datamined for RoS.
You can't just provide a stats that should sustain a character with 100k dps and not consider how it'll work for characters that have 300k.

What I'm afraid is that they change lifesteal, don't provide as hard as MP10 for the last difficulty level but don't touch Life on Hit and with the return of the up to your level legendaries drop, Attack speed everywhere possible is going to be even more optimal and allow "lower" budget build to farm where other class cannot hope to with 2x the stats. (for example how a 200-300M barb can easily trash MP10 farm right now).
unkkz
Profile Blog Joined December 2007
Norway2196 Posts
October 13 2013 12:57 GMT
#38
Ladder reset at start so u won't have any ls weapons.
Mithhaike
Profile Blog Joined August 2010
Singapore2759 Posts
October 13 2013 15:08 GMT
#39
On October 13 2013 21:57 unkkz wrote:
Ladder reset at start so u won't have any ls weapons.

Not an issue. Did you play D3 when it just started? Just put LOH gems into a socketed weapon.
Mew Mew Pew Pew
TheGreenMachine
Profile Joined March 2010
United States730 Posts
October 13 2013 15:33 GMT
#40
On October 14 2013 00:08 Mithhaike wrote:
Show nested quote +
On October 13 2013 21:57 unkkz wrote:
Ladder reset at start so u won't have any ls weapons.

Not an issue. Did you play D3 when it just started? Just put LOH gems into a socketed weapon.

Unless they make that gem socket not give LOH anymore. Derp.
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
October 13 2013 16:53 GMT
#41
On October 13 2013 21:57 Iblis wrote:
Show nested quote +
On October 13 2013 19:40 S1eth wrote:
Couldn't they decrease damage dealt to the point where DPS and life scale equally so that LS has the same usefulness at all levels?
I really don't think D3 needs those HUGE damage numbers on the screen at all times.


Attack speed everywhere possible is going to be even more optimal

you gotta keep in mind that attack speed is bad for wds. wds cant stack more than some few ias, so if they really balance around every char using the 40% ias cap, that wont work out for wd...
"What am I supposed to do against this?" - "Lose!" :-]
Burrfoot
Profile Blog Joined July 2012
United States1176 Posts
October 14 2013 03:03 GMT
#42
Channeled attacks cost scaling with attack speed is a terrible mechanic.
http://us.battle.net/d3/en/profile/Davlok-1847/career
unkkz
Profile Blog Joined December 2007
Norway2196 Posts
October 15 2013 18:32 GMT
#43
On October 14 2013 00:08 Mithhaike wrote:
Show nested quote +
On October 13 2013 21:57 unkkz wrote:
Ladder reset at start so u won't have any ls weapons.

Not an issue. Did you play D3 when it just started? Just put LOH gems into a socketed weapon.


Meant people who said LS weapons will be useless Most people will play ladder so, u won´t have any uber LS weapons anyway since we all start from 0.
willoc
Profile Joined February 2011
Canada1530 Posts
October 15 2013 18:50 GMT
#44
On October 14 2013 12:03 Burrfoot wrote:
Channeled attacks cost scaling with attack speed is a terrible mechanic.


But it lines up with other skills doing the same. If they didn't,channeled skills would reign as the best skills even more for Wiz/WD, My Arcane Orb costs/sec increase when my attack speed does so other skills should as well.
Be bold and mighty forces will come to your aid!
Burrfoot
Profile Blog Joined July 2012
United States1176 Posts
Last Edited: 2013-11-14 14:29:36
November 14 2013 13:03 GMT
#45
Next on the list: Magic Find

Apparently they are diminishing the effect of MF for higher quality items like rare/leg/set much like they did in Diablo 2.


Flux: Okay, Magic Find and Gold Find via Paragon Points. One of the things you guys said when you were first adding in the Paragon Levels was that you didn't want Magic Find to be an essential property on equipment, so you were going to give it via passive bonuses. That philosophy appears to be completely gone in the new Paragon system. You can add Magic Find, but it's in the tab competing with what... Movement Speed, Pickup Radius, and Resource regen, I think? And most of my chars would like all three of those more than Magic Find. So is Magic Find going to become more important on gear? Are you switching how it works on gear?

Travis Day: Actually, we've made some changes to how Magic Find works in the game. One of the biggest things we did with that... for example if I have 100% Magic Find from my gear, the cap today is 400%. Or is it 300%?

Flux: It's 300% from gear and you can add more from...

Travis: *laughing* A year and a half working on the expansion, and I don't even remember....

So basically Magic Find will provide less and less of a return the higher the quality of the item is. [He means the item being dropped and affected by your character's Magic Find.]

So you actually only get 10% of your Magic Find applies to the legendary. So, since it isn't that impactful a stat anymore, we didn't feel like we needed all the restrictions we had on it. And we no longer needed to automatically just give it to everyone. Like we can't have two people with like, five times different reward schedule, like on top of your character efficiency and the skills and how familiar you are with the game... we wanted to really diminish that gap. [The gap between the haves with amazing equipment, and the have-nots.]

As a result we've made some changes to Magic Find, and we took it out of Paragon since it's no longer as mandatory as it used to be.


From D2: http://diablo2.diablowiki.net/Magic_find_diminishing_returns

More grinding for BoA gear ftw! 10% seems pretty steep to me!
http://us.battle.net/d3/en/profile/Davlok-1847/career
Burrfoot
Profile Blog Joined July 2012
United States1176 Posts
November 16 2013 12:44 GMT
#46
And Pickup Radius gets the nerf:

Pickup radius was reduced because we've ultimately decided that the current values do more harm than good.
With the incoming changes coming to combat pacing, health globes are more valuable than in the current live environment. You don't just want them to proc passives, hopefully you'll actually want them to (gasp) heal!
After many (many) hours of playtesting we concluded that large health globe pickup causes you to heal without even realizing why. One word we use a lot about on the team is INTENTIONALITY. We want to bring back some of the intentionality of picking up a health globe.
Remember back in Nightmare difficulty when you'd save a health globe and come back to pick it up later? Or maybe you saw a health globe drop and you'd brave your way past some baddies to pick it up because you wanted the heal? We love that dramatic moment, and we want it to happen more often. Considering it barely happens at all in the live game, even happening once in a blue moon would be great for the dramatic moment it creates.
All that said, this change is still being evaluated. So far results seem good. Of course, we wouldn't want to inadvertantly nerf some other builds such as Witch Doctor passives that look at your pickup radius. If we like the change overall we'll adjust the passive to make sure it doesn't become useless.


So folks, don't pick up globes unless you really want to!
http://us.battle.net/d3/en/profile/Davlok-1847/career
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
November 17 2013 08:51 GMT
#47
On November 16 2013 21:44 Burrfoot wrote:
And Pickup Radius gets the nerf:

Show nested quote +
Pickup radius was reduced because we've ultimately decided that the current values do more harm than good.
With the incoming changes coming to combat pacing, health globes are more valuable than in the current live environment. You don't just want them to proc passives, hopefully you'll actually want them to (gasp) heal!
After many (many) hours of playtesting we concluded that large health globe pickup causes you to heal without even realizing why. One word we use a lot about on the team is INTENTIONALITY. We want to bring back some of the intentionality of picking up a health globe.
Remember back in Nightmare difficulty when you'd save a health globe and come back to pick it up later? Or maybe you saw a health globe drop and you'd brave your way past some baddies to pick it up because you wanted the heal? We love that dramatic moment, and we want it to happen more often. Considering it barely happens at all in the live game, even happening once in a blue moon would be great for the dramatic moment it creates.
All that said, this change is still being evaluated. So far results seem good. Of course, we wouldn't want to inadvertantly nerf some other builds such as Witch Doctor passives that look at your pickup radius. If we like the change overall we'll adjust the passive to make sure it doesn't become useless.


So folks, don't pick up globes unless you really want to!

I've no clue what they plan to do with pickup, healthglobes and "combat pacing", but I approve of the INTENTIONALITY concept!

Ofc, as we all know, there are many and well paved roads from good concepts to horrible fails... Still got some hope though!
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
November 18 2013 00:30 GMT
#48
do you REALLY want to pick up health globes?
*sigh*
"What am I supposed to do against this?" - "Lose!" :-]
Burrfoot
Profile Blog Joined July 2012
United States1176 Posts
November 18 2013 02:22 GMT
#49
Having played 2 builds (DH build with Vengeance and WD with Grave Injustice) that really rely on PUR to grab globes, makes me sad when I read about the nerf.
http://us.battle.net/d3/en/profile/Davlok-1847/career
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
November 18 2013 04:01 GMT
#50
On November 18 2013 11:22 Burrfoot wrote:
Having played 2 builds (DH build with Vengeance and WD with Grave Injustice) that really rely on PUR to grab globes, makes me sad when I read about the nerf.

well, they at least are aware of this and said they will scale those passives accordingly to the new PUR. but im sure they wont pass on this new opportunity to fuck something up....
"What am I supposed to do against this?" - "Lose!" :-]
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
November 18 2013 07:12 GMT
#51
I'm fine with builds losing viability. They will modify the skill tree a lot and redo the items quite some bit as I understand, so imo it'd limit them far too much if they had to maintain viability of all the now mainstream builds. Actually, I'd be disappointed if I were to continue playing archon and cm/ww in the expansion. It's not like people will be sad for "omg now my gear is useless due to my build no longer being viable!!", as all current gear will already be useless on lvl 70 anyway.

Only thing is that people with highly specialised gear towards a build that lose viability (as my cm/ww and archon gear I expect) will not start levelling up as quickly first day (before they find gear that is better anyway). But I feel that a lost half hour first day for some people is a perfectly fine price to pay to get a more thought through and consistent gear and skills for the rest of the expansion.

GIBBE NUU BEELDZ PL0X!!!
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
November 18 2013 15:31 GMT
#52
On November 18 2013 16:12 Cascade wrote:
I'm fine with builds losing viability. They will modify the skill tree a lot and redo the items quite some bit as I understand, so imo it'd limit them far too much if they had to maintain viability of all the now mainstream builds. Actually, I'd be disappointed if I were to continue playing archon and cm/ww in the expansion. It's not like people will be sad for "omg now my gear is useless due to my build no longer being viable!!", as all current gear will already be useless on lvl 70 anyway.

Only thing is that people with highly specialised gear towards a build that lose viability (as my cm/ww and archon gear I expect) will not start levelling up as quickly first day (before they find gear that is better anyway). But I feel that a lost half hour first day for some people is a perfectly fine price to pay to get a more thought through and consistent gear and skills for the rest of the expansion.

GIBBE NUU BEELDZ PL0X!!!


It amazes me how many people are talking like if they were going to stay on non-ladder after RoS release.

I come from D2 and there nobody ever played, crafted, leveled, PvEed on non-ladder... non-ladder was only for hardcore PvP, but all other content moved on ladder.
Is it possible that WoW didnt ever had proper reset? So that people coming from there have no clue what ladder reset actually is?

I cant imagine any other reason why to care about current items, levels etc. other than that people have no idea whats coming...
Scientists finally discovered what's wrong with the female brain: On the left side, there is nothing right, and on the right side, there's nothing left. [http://eu.battle.net/sc2/en/profile/213948/1/DJVibrejtr/]
DODswe4
Profile Joined July 2011
Sweden2157 Posts
November 18 2013 17:10 GMT
#53
On November 19 2013 00:31 Sek-Kuar wrote:
Show nested quote +
On November 18 2013 16:12 Cascade wrote:
I'm fine with builds losing viability. They will modify the skill tree a lot and redo the items quite some bit as I understand, so imo it'd limit them far too much if they had to maintain viability of all the now mainstream builds. Actually, I'd be disappointed if I were to continue playing archon and cm/ww in the expansion. It's not like people will be sad for "omg now my gear is useless due to my build no longer being viable!!", as all current gear will already be useless on lvl 70 anyway.

Only thing is that people with highly specialised gear towards a build that lose viability (as my cm/ww and archon gear I expect) will not start levelling up as quickly first day (before they find gear that is better anyway). But I feel that a lost half hour first day for some people is a perfectly fine price to pay to get a more thought through and consistent gear and skills for the rest of the expansion.

GIBBE NUU BEELDZ PL0X!!!


It amazes me how many people are talking like if they were going to stay on non-ladder after RoS release.

I come from D2 and there nobody ever played, crafted, leveled, PvEed on non-ladder... non-ladder was only for hardcore PvP, but all other content moved on ladder.
Is it possible that WoW didnt ever had proper reset? So that people coming from there have no clue what ladder reset actually is?

I cant imagine any other reason why to care about current items, levels etc. other than that people have no idea whats coming...

there is no resets in WoW, I played d2 for along time and I never liked ladder, I played it because the put some exclusive items there, I would have been happier if that wasn't the case. if there is no special feature that I wouldn't wanna play without in ladder, I will not be playing ladder.
Sek-Kuar
Profile Joined November 2010
Czech Republic593 Posts
November 18 2013 17:30 GMT
#54
On November 19 2013 02:10 DODswe4 wrote:
Show nested quote +
On November 19 2013 00:31 Sek-Kuar wrote:
On November 18 2013 16:12 Cascade wrote:
I'm fine with builds losing viability. They will modify the skill tree a lot and redo the items quite some bit as I understand, so imo it'd limit them far too much if they had to maintain viability of all the now mainstream builds. Actually, I'd be disappointed if I were to continue playing archon and cm/ww in the expansion. It's not like people will be sad for "omg now my gear is useless due to my build no longer being viable!!", as all current gear will already be useless on lvl 70 anyway.

Only thing is that people with highly specialised gear towards a build that lose viability (as my cm/ww and archon gear I expect) will not start levelling up as quickly first day (before they find gear that is better anyway). But I feel that a lost half hour first day for some people is a perfectly fine price to pay to get a more thought through and consistent gear and skills for the rest of the expansion.

GIBBE NUU BEELDZ PL0X!!!


It amazes me how many people are talking like if they were going to stay on non-ladder after RoS release.

I come from D2 and there nobody ever played, crafted, leveled, PvEed on non-ladder... non-ladder was only for hardcore PvP, but all other content moved on ladder.
Is it possible that WoW didnt ever had proper reset? So that people coming from there have no clue what ladder reset actually is?

I cant imagine any other reason why to care about current items, levels etc. other than that people have no idea whats coming...

there is no resets in WoW, I played d2 for along time and I never liked ladder, I played it because the put some exclusive items there, I would have been happier if that wasn't the case. if there is no special feature that I wouldn't wanna play without in ladder, I will not be playing ladder.


Well there is special feature: fresh, clean & fair start for everyone - in both economy and char progress.

Its interesting for me to see this, I dont think I have ever met anyone who didnt like ladder resets in D2. For last couple years before D2 died I was only meeting people who played like me - for few weeks after ladder reset, until bots and dupers destroyed everything, and then moved to other games and wait for next season ^^
Scientists finally discovered what's wrong with the female brain: On the left side, there is nothing right, and on the right side, there's nothing left. [http://eu.battle.net/sc2/en/profile/213948/1/DJVibrejtr/]
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
Last Edited: 2013-11-19 07:44:58
November 19 2013 07:42 GMT
#55
On November 19 2013 00:31 Sek-Kuar wrote:
Show nested quote +
On November 18 2013 16:12 Cascade wrote:
I'm fine with builds losing viability. They will modify the skill tree a lot and redo the items quite some bit as I understand, so imo it'd limit them far too much if they had to maintain viability of all the now mainstream builds. Actually, I'd be disappointed if I were to continue playing archon and cm/ww in the expansion. It's not like people will be sad for "omg now my gear is useless due to my build no longer being viable!!", as all current gear will already be useless on lvl 70 anyway.

Only thing is that people with highly specialised gear towards a build that lose viability (as my cm/ww and archon gear I expect) will not start levelling up as quickly first day (before they find gear that is better anyway). But I feel that a lost half hour first day for some people is a perfectly fine price to pay to get a more thought through and consistent gear and skills for the rest of the expansion.

GIBBE NUU BEELDZ PL0X!!!


It amazes me how many people are talking like if they were going to stay on non-ladder after RoS release.

I come from D2 and there nobody ever played, crafted, leveled, PvEed on non-ladder... non-ladder was only for hardcore PvP, but all other content moved on ladder.
Is it possible that WoW didnt ever had proper reset? So that people coming from there have no clue what ladder reset actually is?

I cant imagine any other reason why to care about current items, levels etc. other than that people have no idea whats coming...

It amazes me how many people compare the release of a D3 expansion to their experience of D2 10 years after the release. Yes, when the game has been out for 10 years there will mainly be the hardcore players left, like you I guess, or at least those are the only ones you will find in public games. But first few years after release, a vast majority of the players will be casual, like me, and play mainly single player or with their friends. And you will never see these players, so you will have no clue about how many they are.

I think the casual players, like me, will be playing mainly off ladder. And I am convinced that at start, first year or so depending on how good they are at retaining the casual players, the player base will be dominated by this kind of more casual players. Only that you will not find them in public games, or on gaming forums.

In 5-10 years, or even 2, it is possible (or even likely) that a majority of the (by then few) players are on ladder, but the majority of the players that buy the game, I think, will not play much on ladder. Do you agree?

edit: for the record, I've pumped many hundred hours into D2, but I don't think I've ever player a public game on bnet, ladder or not. Only single player and LAN with friends.
Normal
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSL S1: Ro12 Group A
CranKy Ducklings119
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft229
RuFF_SC2 198
ProTech137
NeuroSwarm 115
PattyMac 16
StarCraft: Brood War
NaDa 63
Icarus 6
Dota 2
monkeys_forever862
League of Legends
Doublelift3930
Counter-Strike
taco 920
Super Smash Bros
C9.Mang0361
Other Games
summit1g7329
tarik_tv3978
JimRising 436
WinterStarcraft348
ViBE57
Organizations
Other Games
gamesdonequick1122
Dota 2
PGL Dota 2 - Main Stream85
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 80
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1336
Upcoming Events
Replay Cast
6h 2m
RSL Revival
7h 2m
Classic vs GgMaChine
Rogue vs Maru
WardiTV Invitational
8h 2m
Percival vs Shameless
ByuN vs YoungYakov
IPSL
13h 2m
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
16h 2m
Replay Cast
21h 2m
RSL Revival
1d 7h
herO vs TriGGeR
NightMare vs Solar
uThermal 2v2 Circuit
1d 11h
BSL
1d 16h
IPSL
1d 16h
eOnzErG vs TBD
G5 vs Nesh
[ Show More ]
Patches Events
1d 21h
Replay Cast
2 days
Wardi Open
2 days
Afreeca Starleague
2 days
Jaedong vs Light
Monday Night Weeklies
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Snow vs Flash
WardiTV Invitational
3 days
GSL
4 days
Classic vs Cure
Maru vs Rogue
GSL
5 days
SHIN vs Zoun
ByuN vs herO
OSC
5 days
Replay Cast
5 days
Escore
6 days
The PondCast
6 days
WardiTV Invitational
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W5
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
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
PGL Cluj-Napoca 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 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.