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Guild Wars 2 - Page 239

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Obstikal
Profile Blog Joined April 2010
616 Posts
August 27 2012 15:28 GMT
#4761
Got to love the
'This game is bad' or
'PvP is confusing and sucks' or the best one is
'This game is boring, nothing new, just kill mobs and questing, same MMO' post's.

Obviously these people are just being ignorant but most people still try to help. Such good people
ZasZ.
Profile Joined May 2010
United States2911 Posts
August 27 2012 15:34 GMT
#4762
On August 28 2012 00:12 Perscienter wrote:
The down-scaling takes some atmosphere away. The possibility to teleport items to your storage house, too.

Yes, I'm a nitpicker.


No way, depositing collectibles is the best thing they've done for inventory management in this game. I love the fact that there are 101 different raw cooking ingredients that I can play around with, but it is impossible to manage an inventory with a system like that. The collection tab fixes this for the most part, and means your inventory doesn't fill up with all the carrots/onions/wood/ore that you find out in the world. IMO, anything that makes it easier to explore without wasting money on town visits, and anything that makes it easier to navigate this very robust crafting system is a good thing.

Down-scaling is also the lesser of two evils, the greater evil being that 1) in other MMO's if you have outleveled your friends or vice versa, you can't play together, and 2) once you "outlevel" a zone, there is little to no incentive for you to do anything in that zone. I'll be exploring all of the starting zones on my Engineer, even though he will be well beyond level 15 by the time I finish, just because I want to see everything. I have no idea if it will be a good rate of experience (probably not) but I don't really care, as long as I'm getting some.

The "atmosphere" is established by the excellent art, decent story (from what I've seen), and very immersive world they've created for us. Adding some amenities like level-scaling and depositing collectibles just makes it that much easier to get sucked in, IMO.
Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
August 27 2012 15:46 GMT
#4763
On August 28 2012 00:24 Shivaz wrote:
Show nested quote +
On August 28 2012 00:16 Broetchenholer wrote:
On August 28 2012 00:00 eror11 wrote:
On August 27 2012 23:47 Capped wrote:
One question i have atm, not that it will effect me buying this anyway xD but.

It scales you down to the level of the area / mobs, does the XP you recieve scale up too so your still levelling normally?


gw2 has a linear leveling/exp system, so every mob in the game basically gives you equal exp, and it doesn't matter if you're killing a lvl 1 or 20 mob. It always takes the same ammount of exp between levels. Back in diablo2 i remember you could get to lvl 85 in 1 day, and it took months from 90 to say 95 (and that's months dedicated to just baalruns etc). This is completely opposite. If you need a day to reach level 10, you can basically get lvl 70 in a week.



Wait, what? So, needing the same amout of exp for every lvl is one thing, but getting the same xp for every mob would completely destroy the system. You could farm the starting area as highlevel char until you have lvl 80. If it only works with mobs, it would be okay i guess, cause the give so little xp anyway. But if it is true for events as well, then i know how they leveled so fast to 80.

Can you expalin that a bit more?


basically what he means is the levels dont scale up that much, eg if you are lvl 5, killing a lvl 5 mob + doing a lvl 5 group event gave you lets say 8% exp to lvl 6, doing the same thing at lvl 70 killing a lvl 70 mob and doing a lvl 70 group event would give you 8% exp as well. where as in most other games at lvl 70 doing those task would give you for example like 2% exp.


Yes, it's definitely not perfectly linear.

After i completed the Asura starting area, i was level 16 or 17.
I now almost completed the Sylvari starting Zone (missing 3 hearts) and i'm level 20.
3-4 levels might be related to crafting and such though.
Zhou
Profile Joined February 2009
United States832 Posts
August 27 2012 15:47 GMT
#4764
On August 28 2012 00:34 ZasZ. wrote:
Show nested quote +
On August 28 2012 00:12 Perscienter wrote:
The down-scaling takes some atmosphere away. The possibility to teleport items to your storage house, too.

Yes, I'm a nitpicker.


No way, depositing collectibles is the best thing they've done for inventory management in this game. I love the fact that there are 101 different raw cooking ingredients that I can play around with, but it is impossible to manage an inventory with a system like that. The collection tab fixes this for the most part, and means your inventory doesn't fill up with all the carrots/onions/wood/ore that you find out in the world. IMO, anything that makes it easier to explore without wasting money on town visits, and anything that makes it easier to navigate this very robust crafting system is a good thing.

Down-scaling is also the lesser of two evils, the greater evil being that 1) in other MMO's if you have outleveled your friends or vice versa, you can't play together, and 2) once you "outlevel" a zone, there is little to no incentive for you to do anything in that zone. I'll be exploring all of the starting zones on my Engineer, even though he will be well beyond level 15 by the time I finish, just because I want to see everything. I have no idea if it will be a good rate of experience (probably not) but I don't really care, as long as I'm getting some.

The "atmosphere" is established by the excellent art, decent story (from what I've seen), and very immersive world they've created for us. Adding some amenities like level-scaling and depositing collectibles just makes it that much easier to get sucked in, IMO.


I did this on my engineer and ive finished half of the Sylvari area and still good experience. Level 23 at the moment. The game reqards you in many ways but levelling like a standard MMO isnt one of them. New gear is nice and traits but thats what you expect. The game definitely revolves around entire experiences rather than rushing to max level. Which may turn off some amount of people. I myself love it. I dont need to worry abou doing thing at my own pace slower than my friends. And i can just completely focus on my crafts!
Razith
Profile Joined February 2011
Canada431 Posts
Last Edited: 2012-08-27 15:58:32
August 27 2012 15:55 GMT
#4765
I literally don't know anything about Guild Wars 1 or 2, but the amount of interest in this game has grabbed my attention. Would any TL'ers be willing to link some short reads describing the game, mostly the MMO and PvP aspect of it?

Personally I love(d) MMO's; Vanilla WoW was the best for me as I loved the immersion and PvP. However the generic MMO of today has me bored out of my mind (got to level 40 in SW:TOR before I couldn't grind levels anymore). For me, its all about immersion and PvP, and a shit-easy / fun leveling system.

Edit: While not short, I found a thorough description that should probably help:

http://www.mmo-champion.com/threads/1058358-Guild-Wars-2-Mass-info-for-the-uninitiated.-READ-ME

However any additional readings / personally comments would be appreciated. Best of luck to the TL guild and everyone who bought this game.
Candadar
Profile Blog Joined July 2011
2049 Posts
August 27 2012 16:07 GMT
#4766
God DAMN that Reddit post wasn't lying about the game opening up past level 20. Level 22 now and holy hell this is so much better than the first 20. Massive zone-wide chain events errywhere, much more focus on DE's, and hearts are getting far more interesting than "kill X"
Perscienter
Profile Joined June 2010
957 Posts
August 27 2012 16:16 GMT
#4767
On August 28 2012 00:34 ZasZ. wrote:
Show nested quote +
On August 28 2012 00:12 Perscienter wrote:
The down-scaling takes some atmosphere away. The possibility to teleport items to your storage house, too.

Yes, I'm a nitpicker.


No way, depositing collectibles is the best thing they've done for inventory management in this game. I love the fact that there are 101 different raw cooking ingredients that I can play around with, but it is impossible to manage an inventory with a system like that. The collection tab fixes this for the most part, and means your inventory doesn't fill up with all the carrots/onions/wood/ore that you find out in the world. IMO, anything that makes it easier to explore without wasting money on town visits, and anything that makes it easier to navigate this very robust crafting system is a good thing.

Down-scaling is also the lesser of two evils, the greater evil being that 1) in other MMO's if you have outleveled your friends or vice versa, you can't play together, and 2) once you "outlevel" a zone, there is little to no incentive for you to do anything in that zone. I'll be exploring all of the starting zones on my Engineer, even though he will be well beyond level 15 by the time I finish, just because I want to see everything. I have no idea if it will be a good rate of experience (probably not) but I don't really care, as long as I'm getting some.

The "atmosphere" is established by the excellent art, decent story (from what I've seen), and very immersive world they've created for us. Adding some amenities like level-scaling and depositing collectibles just makes it that much easier to get sucked in, IMO.

The atmosphere is established and very easily lost. I miss collision, too. I enter a village and most NPCs talk the same lines. Quests are repeated and repeated. Events are repeated and repeated.

Of course, if you come from Mc Donald's, Burger King will just taste awesome. But it's still fast-food.

Somehow GW2 has an aura of fast-food to me.
Candadar
Profile Blog Joined July 2011
2049 Posts
August 27 2012 16:23 GMT
#4768
On August 28 2012 01:16 Perscienter wrote:
Show nested quote +
On August 28 2012 00:34 ZasZ. wrote:
On August 28 2012 00:12 Perscienter wrote:
The down-scaling takes some atmosphere away. The possibility to teleport items to your storage house, too.

Yes, I'm a nitpicker.


No way, depositing collectibles is the best thing they've done for inventory management in this game. I love the fact that there are 101 different raw cooking ingredients that I can play around with, but it is impossible to manage an inventory with a system like that. The collection tab fixes this for the most part, and means your inventory doesn't fill up with all the carrots/onions/wood/ore that you find out in the world. IMO, anything that makes it easier to explore without wasting money on town visits, and anything that makes it easier to navigate this very robust crafting system is a good thing.

Down-scaling is also the lesser of two evils, the greater evil being that 1) in other MMO's if you have outleveled your friends or vice versa, you can't play together, and 2) once you "outlevel" a zone, there is little to no incentive for you to do anything in that zone. I'll be exploring all of the starting zones on my Engineer, even though he will be well beyond level 15 by the time I finish, just because I want to see everything. I have no idea if it will be a good rate of experience (probably not) but I don't really care, as long as I'm getting some.

The "atmosphere" is established by the excellent art, decent story (from what I've seen), and very immersive world they've created for us. Adding some amenities like level-scaling and depositing collectibles just makes it that much easier to get sucked in, IMO.

The atmosphere is established and very easily lost. I miss collision, too. I enter a village and most NPCs talk the same lines. Quests are repeated and repeated. Events are repeated and repeated.

Of course, if you come from Mc Donald's, Burger King will just taste awesome. But it's still fast-food.

Somehow GW2 has an aura of fast-food to me.


See I dont get this. I've repeated maybe 3 events, and that was because I WANTED to go back and repeat them and proactively waited around until they started again. I explore, I use professions, I do hearts and I do events and I've NEVER found myself doing an event more than once unless I actually went back to intentionally do it again. It's all flowing nice for me.
ZasZ.
Profile Joined May 2010
United States2911 Posts
August 27 2012 16:26 GMT
#4769
On August 28 2012 00:55 Razith wrote:
I literally don't know anything about Guild Wars 1 or 2, but the amount of interest in this game has grabbed my attention. Would any TL'ers be willing to link some short reads describing the game, mostly the MMO and PvP aspect of it?

Personally I love(d) MMO's; Vanilla WoW was the best for me as I loved the immersion and PvP. However the generic MMO of today has me bored out of my mind (got to level 40 in SW:TOR before I couldn't grind levels anymore). For me, its all about immersion and PvP, and a shit-easy / fun leveling system.

Edit: While not short, I found a thorough description that should probably help:

http://www.mmo-champion.com/threads/1058358-Guild-Wars-2-Mass-info-for-the-uninitiated.-READ-ME

However any additional readings / personally comments would be appreciated. Best of luck to the TL guild and everyone who bought this game.


No additional reading required. That article was what I used to get accustomed to the game systems pre-launch, and it pretty much covers everything that can be covered without physically stepping into the game.

Obviously to each his own, but GW2 is the first time they've managed to create that vanilla-WoW feeling I also had back in November of 2004. I also had to quit SWTOR before level 50 because it just couldn't hold my interest.

1) The immersion is second to none. Most areas you wander into will have some sort of active event going on, with a varying number of players participating in it. The art is fantastic, and you are richly rewarded for exploring, doing jumping puzzles, finding all the points of interest, etc. Even the standard "questing" mechanic, while still there technically, is done a little bit differently in the form of hearts. If you do beneficial "stuff" in the area of the heart (kill mobs, deactivate turrets, rescue allies, etc...) you will eventually fill out the heart and unlock a rep vendor with 3-4 unique items that can be bought with karma.

2) PvP I am less experienced with, but what I can say of the sPvP is it is fun, and this is before people have built up the knowledge-base to be skilled at PvP. I.E. I have no fucking clue what other classes are doing to me or what the animations mean (yet), but still feel like I can be successful if I play well. It will only get more competitive as people begin to spot the types of weapons other players use, and be able to tell what kind of abilities they have access to. I have no experience with WvWvW, so I can't speak to that.

3) Obviously whether or not the leveling system is "shit easy and fun" is personal preference, but it should be pointed out that you are given equal experience for participating in pretty much any aspect of the game, including crafting and exploration. Worth adding to that is that there is little point to "rushing" to max level because of the way level scaling works in many areas of the game (I think endgame dungeons and 100% effectiveness WvWvW is the only reason to be max-level). As a result, I've found myself less focused on what the optimal rate of experience I can achieve is, as opposed to what I have the most fun doing. I spent an hour last night doing a particularly hard jumping puzzle that had a mini-boss at the end with pretty good rewards, even though I didn't get very much experience for that.

Deleted User 101379
Profile Blog Joined August 2010
4849 Posts
August 27 2012 16:36 GMT
#4770
God, Morgan's Spiral is such a joke compared to the zone behind it (Dreamdark Enclave). I got the second chest but then i die every time i try the next jumping puzzle. I just want to know whats at the end of it
crate
Profile Blog Joined May 2009
United States2474 Posts
August 27 2012 16:48 GMT
#4771
Probably the biggest thing I have to complain about right now is that most events are pretty boring if there are a ton of people involved. They're great for up to about ten people or so, but past that you usually run into one of two problems:

Either the event is a lot of normal enemies and they just die to the enormous AoE clusterfuck of skills from people in the event without doing anything
or
it's some sort of boss and there's so many skills being used that you can't do any sort of intelligent fighting, you just spam abilities and eventually it will die (since you can't see what the boss is doing, and you're kind of lucky if you can even see what you are doing).

Some events get around this; the swamp boss in Queensdale is pretty good with a lot of people since the boss himself is only vulnerable when he's not really doing anything and the adds he summons are spread out over a large enough area. And events where you collect stuff and such don't have this problem, though they aren't terribly exciting anyway. But most events are pretty bad when you have tons of people participating in my experience.

On the other hand I really like the idea of dynamic events and if you're in a group of five or so people they are awesome.

I guess my second complaint is that the camera is really awful for some of the jumping puzzles in the game because they tend to feature a lot of small spaces. I was almost feeling motion-sick after getting up to the Troll Garden in Lion's Arch at one point because it was so cramped and I had to turn the camera a lot.

(Other complaints are that the guild tab seems to be having problems sometimes, since my Engineer this morning couldn't see the guild workshop being worked on, and the trading post being down, but I am assuming those problems will be fixed at some point.)

Overall I'm having a lot of fun with the game. My limited sPvP experience has been great, though I'm not really satisfied with the build I'm trying out on my Mesmer so maybe I will try some other things (been trying staff plus sceptre/torch or sceptre/pistol). My guardian and engineer have been fun so far also (haven't tried spvp there yet), not sure what I want to do with my last two slots, maybe Elementalist and Warrior.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
Vaelone
Profile Blog Joined February 2011
Finland4400 Posts
Last Edited: 2012-08-27 16:55:47
August 27 2012 16:54 GMT
#4772
Personally I'm doing 100% exploration on every zone I enter before moving on, love the world. I actually bought the game for PvP but spent maybe 10% of my time PvPing so far.

Didn't really like WvW so far, too much running around and one teams overwhelming force crushing the others.

And making a viable SPvP character felt kind a overwhelming after only few hours of gameplay and a million different spell/item combinations you could choose from. I still did okay in the few matches I did but having Guardian imitating typical Warrior stats didn't feel like the way to go for me, not to mention that elite skills giving you new ability bar caused some what the hell am I doing moments. Next time I'm going way defensive build.

My biggest issue with the game is that copper ores should have been included in the 15-25 zone at least in large amounts....

Also how do you reset traits for SPvP character anyway? I probably missed some obvious way.

Can't wait to get off from work and play again.
crate
Profile Blog Joined May 2009
United States2474 Posts
August 27 2012 16:56 GMT
#4773
On August 28 2012 01:54 Vaelone wrote:
Also how do you reset traits for SPvP character anyway? I probably missed some obvious way.

There's a reset traits button at the top of the page where you assigned them in the first place.

Something not-immediately-obvious for sPvP: you can re-rune your equipment and there is a vendor who sells amulets. These make quite a big difference, so if you know what your build is trying to do make sure you look through your options. If you don't really know what you are doing though then you can ignore these until you figure out what kind of build you want.
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
NeMeSiS3
Profile Blog Joined February 2012
Canada2972 Posts
August 27 2012 17:17 GMT
#4774
How good is this?
FoTG fighting!
Firebolt145
Profile Blog Joined May 2010
Lalalaland34491 Posts
August 27 2012 17:22 GMT
#4775
On August 28 2012 02:17 NeMeSiS3 wrote:
How good is this?

Subjective obviously, but 'amazing' imo
Moderator
GGTeMpLaR
Profile Blog Joined June 2009
United States7226 Posts
August 27 2012 17:23 GMT
#4776
On August 28 2012 02:17 NeMeSiS3 wrote:
How good is this?


Very?

Definitely worth the 60$ for me.
Engore
Profile Blog Joined February 2011
United States1916 Posts
August 27 2012 17:32 GMT
#4777
Ugh. I want to buy. But god.. new wow expo soon. Thats like 100 bucks in 2 months : /

sdfoasjdfl i think i'll end up getting this tonight after class..
EG | Liquid | Dignitas | FXO | SlayerS | TSL | iS | Fan of pretty much all players ^_^ | SeleCT <3 forever! Axslav <3
noD
Profile Blog Joined August 2010
2230 Posts
August 27 2012 17:36 GMT
#4778
Some VERY noob questions :
-How do I know which weapon/armor is sellable and which one is salvageable ?
-How do you effective make gold ?
-Is crafting worth it ?

Im enjoying the game but Im playing it like a single player game not a mmo
crate
Profile Blog Joined May 2009
United States2474 Posts
August 27 2012 17:45 GMT
#4779
On August 28 2012 02:36 noD wrote:
Some VERY noob questions :
-How do I know which weapon/armor is sellable and which one is salvageable ?
-How do you effective make gold ?
-Is crafting worth it ?

Im enjoying the game but Im playing it like a single player game not a mmo

1) As far as I know all armor/weapons are salvageable except for the stuff you get right when you create your character.

2) I don't think anyone knows right now? Events and hearts get you both coin and karma. Probably once the trading post is operational we will know more.

3) It gives you something else to do, it gives you a bit of xp, and generally when you're first able to make stuff it's better than what you'd find on your own. On the other hand leveling up the weapon/armor creating from 0->75 seems really painful, and in general crafting seems to be a drain on coin instead of a source of it (at least without the trading post being up). I've been having fun with cooking, though I'm not sure if it is actually profitable. You get small benefits that are basically constantly active with cooking though (and I've been mailing some of my spare food to guild members because I have too much and can't put it on the trading post).

Crafting 8-slot containers is definitely worthwhile but that's something you can do immediately. Past that I'm not really sure but I'm going to keep crafting anyway.

If you want to craft you should buy gathering tools right away and make sure to gather all the wood/ore/ingredients you run across (you can skip ingredients if you don't want to cook, I guess).
We did. You did. Yes we can. No. || http://crawl.akrasiac.org/scoring/players/crate.html || twitch.tv/crate3333
ZasZ.
Profile Joined May 2010
United States2911 Posts
August 27 2012 17:47 GMT
#4780
On August 28 2012 02:36 noD wrote:
Some VERY noob questions :
-How do I know which weapon/armor is sellable and which one is salvageable ?
-How do you effective make gold ?
-Is crafting worth it ?

Im enjoying the game but Im playing it like a single player game not a mmo


All weapons/armor aside from what you start with is salvageable. If an item is grey, it is junk and can be vendored using the "Sell Junk" button when you are selling shit. If it is not a weapon/armor, but says "Salvage Item" in the tool-tip, you can salvage it to break it down into mats.

So far, the easiest way I've found to make gold (since the AH isn't up yet) is to shoot for 100% completion on maps. The hearts give decent $$$ for completing them, and you get a hefty monetary reward for 100% completion of a zone. Also don't craft or salvage anything if you want to make the most money you can.

I think crafting is worth it, but it's almost 100% because I enjoy how the crafting system works in this game. I've crafted a couple of useful pistols I can use, and some food that gives tangible bonuses for 15m/30m/1h at a time, but for how much time/money I've put into it, it's not objectively worth it IMO. But I love the discovery process and am confident once I've built up a good library of recipes and stockpiles of ingredients, that it will pay off.
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