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[Discussion] Dominion - Page 2

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Aurdon
Profile Blog Joined April 2010
United States2007 Posts
Last Edited: 2011-08-04 17:36:20
August 04 2011 17:35 GMT
#21
Why even get excited for this? Riot hasn't released it and has a horrible history of announcing new features and never releasing them. Sure they say it will be playable at Gamescon and PAX, but we also saw observer mode at a competition and have yet to have any indication that it will ever be 'ready' for the general public.

Hey riot, release something or keep quiet.. Quit promising and then 'polishing' it.

Learn to hype less. I'll care when something other than champs and skins get released.
oberon
Profile Joined May 2009
United States1320 Posts
August 04 2011 17:37 GMT
#22
Nothing like making it harder to balance champions (more maps to go across) while adding more work for balancers (have to spend time on different items/summoners instead of looking at champs who desperately need remakes). Chance the balance is even *playable* in version 1? Just about zero. Just off the top of my head -- mobility is key, fights start early, and there are always walls around? How do you stop Poppy?

In the mean time, the rabid community still has no replay/spectator, and the casual community still has complete crap for PvE to learn on.

Did anyone ever think to themselves "if I posted in the forums asking if people wanted us to spend time on this, would anyone say yes?" Because the number of downvotes on that thread might constitute new research in trans-finite mathematics.

Initial reaction: fear, doubt, and a blow to the gut (after all the pointless hype).
emucxg
Profile Blog Joined May 2007
Finland4559 Posts
August 04 2011 17:46 GMT
#23
10 bucks riot made big hype of this dominion thing because of dota2 on gamescom...
Niton
Profile Blog Joined March 2009
United States2395 Posts
August 04 2011 17:52 GMT
#24
I'm excited for it, I just wish they didn't make a big deal out of something not coming out NOW when they were talking about it being big. I have a lot of faith in the project, though.

Brackhar really knows what he's doing, so I'm excited to see a large project by him come to a head. He was (I believe) head designer on the advanced tutorial project, and he's also the designer of Anivia, Cassiopeia, Janna, Nidalee and Taric.
tree.hugger: Coming off of [(T)fantasy v. (T)Really] into [(T)Barracks v. (T)MVP] is like coming out of Manhattan into New Jersey. You just have to speed up and ignore it.
broz0rs
Profile Joined July 2008
United States2294 Posts
August 04 2011 17:52 GMT
#25
well, RIOT had to find make a significant announcement on the heels of the DOTA 2 $1mil tournament news, right??
Vlanitak
Profile Joined November 2009
Norway3045 Posts
August 04 2011 17:54 GMT
#26
HA! I am going to Gamescom! time to test this!

let's see, questions:
1. Is this map going to have a ladder system for both solo and premades? or similar to 3v3 only for premades?

2. Towers?

3. You say there are alot of walls and things to shot everywhere, could we get a map/picture of the map?

4. How long are you expecting the queue's at gamescom to be in regards to testing this? and will it be allowed to take pictures and/or film it?

5. How is mundo on this map?

6. Why is Madred's razor gone? will Madred's Bloodrazor be there? are there anything else we should know about the items?

7. in size how large is the map considering semi-globals? (tf, panth etc)

I think those are the ones I have atm, probably find some more
washed
Orpheos
Profile Joined April 2010
United States1663 Posts
August 04 2011 17:56 GMT
#27
On August 05 2011 02:29 Frolossus wrote:
uninterested unless you can play the standard mode on the map instead of this capture point crap


i dont understand. if you want to play more standard, just play on summoners rift...

i mean how many people who complain about having a new/different map actually play on TT? i was never excited about a new map because i know people will mess around on it for abit and then move back to s rift. having a significantly different game makes it so that this might actually be interesting and get played.
-Zoda-
Profile Blog Joined April 2011
France3578 Posts
August 04 2011 17:57 GMT
#28
On August 04 2011 23:56 Riku wrote:
-New UI similar to FPS UIs

What !?
♪ 最初はi つなぐdo それ つまりlife 常に移動 ♪ - IGN: Uhryks
rwrzr
Profile Joined February 2010
United States1980 Posts
Last Edited: 2011-08-04 17:59:50
August 04 2011 17:59 GMT
#29
RAWRZR'S COOL ITEM OPENINGS (Given 1375g)

1) 2 ditems + boots + 2hp pots = 1370g (+5g Extra)

2) Philo + boots 1 + 3 wards = 1375g

3) Philo + boots 1 + 2 wards + 2 hp pots = 1370g (+5g Extra)

4) Brutalizer + 1 hp pot = 1372g (+3g Extra)

5) Revolver + 5 pots = 1375g or

CONCLUSIONS!!!!!

Vladamir will be fun on this map. (See Revolver + Level 3 Starting)

Mana Regen/18 Runes will be amazing (or pointless since you can open philo)

Caitlyn will be good/decent (See Build #1 + Level 3)

Veigar and Nasus going to have a hard time.

EDIT: MORE THEORY CRAFT INCOMING AFTER THE BREAK!
FADC
Simple
Profile Blog Joined February 2009
United States801 Posts
August 04 2011 18:09 GMT
#30
On August 05 2011 02:19 AtlaS wrote:
I was afraid this was going to happen again. I'm getting sick and tired of all of these announcements. Don't get me wrong, Dominion sounds like a great idea, but in the end it's just another announcement. They announce these great ideas but then months go by and nothing happens. Spectator mode, shiny graphics patch, magma chamber, replays? All of these announcements were great but we still don't have them. It's incredibly frustrating to play a game where relatively simple things take nearly a year to develop.

Riot, you've got a great game and a big fan base. But these announcements are starting to feel like slaps to the face. You've gotta start closing announcements before you open up new ones. Don't keep teasing us like this.

well theyre gonna have it available for play at PAX, which is at the end of this month. and they say theyre gonna release it (soon) after. so you wont have to be bitterly disappointed for at least a month or two.
DrKlingmann
Profile Joined December 2010
Poland356 Posts
August 04 2011 18:12 GMT
#31
There will be no dorans there. Just more expensive replacements.
Map is circular with 2 lanes and big jungle in the middle.
There are (almost) no bushes. And no neutral mobs.
Buffs are in the middle ala DOTA style.
Right now there is global 15% armor penetration, 5% magic penetration and 5 gold per second.
Games are super fast.
There will be other masteries for this map. No wonder with new summoner spells.
--- EUNE Jarpen ---
Aurdon
Profile Blog Joined April 2010
United States2007 Posts
August 04 2011 18:12 GMT
#32
On August 05 2011 03:09 Simple wrote:
Show nested quote +
On August 05 2011 02:19 AtlaS wrote:
I was afraid this was going to happen again. I'm getting sick and tired of all of these announcements. Don't get me wrong, Dominion sounds like a great idea, but in the end it's just another announcement. They announce these great ideas but then months go by and nothing happens. Spectator mode, shiny graphics patch, magma chamber, replays? All of these announcements were great but we still don't have them. It's incredibly frustrating to play a game where relatively simple things take nearly a year to develop.

Riot, you've got a great game and a big fan base. But these announcements are starting to feel like slaps to the face. You've gotta start closing announcements before you open up new ones. Don't keep teasing us like this.

well theyre gonna have it available for play at PAX, which is at the end of this month. and they say theyre gonna release it (soon) after. so you wont have to be bitterly disappointed for at least a month or two.


This is the exact same release method they used for observer mode. Showed it at the Season One championship and still have yet to release it to general use. Making it playable for a closed environment like a convention is not having it ready for general use.

gtrsrs
Profile Joined June 2010
United States9109 Posts
August 04 2011 18:24 GMT
#33
thanks for your answers Daniel. looking forward to some fresh gameplay!
i play ... hearthstone =\^.^/= Winterfox
Brees
Profile Joined January 2010
Marshall Islands3404 Posts
August 04 2011 18:29 GMT
#34
sounds really dumb even though im just speculating.

Seems like you can't afford to group up unless the check points are all really close together. Looks like you want as many assassins as possible, or people good at 1v1ing
Brees on in
Attakijing
Profile Joined June 2011
United States693 Posts
August 04 2011 18:52 GMT
#35
Damn this is really crazy, looks like it could be either fantastic or broken easily. I noticed riot took out teleport. That's just such a huge deal by itself and completely changes how I would have to think about positioning on the map.
"The personal score was really created to de-emphasize the importance of a bloodthirst, or racking up a Kills/Deaths/Assists score," says Hough. "We've all played the game with the guy who's more interested in kills than winning the game. And so the goal of the personal scoring system is to reward you for contributions, including killing players, that benefit the overall team objective." Players will get personal points for doing things like picking up health, defending objectives, or even grabbing buffs,
This is an interesting idea and should help people understand the different objectives in Dominion as well as Summoner's Rift. The fact that people essentially ignore baron and dragon at lower level games should show just how blind people can be to things as powerful as baron buff when they have been focusing on kills and deaths until that point.
and presumably there's an IP reward of some kind for top scores at the end of the match.
This is a VERY bad idea imo. If you want to read why here is a giant wall of text: (mostly meant for Zenon)
+ Show Spoiler +
It says within the description that you are using this system to discourage selfish behavior but I guarantee you that people will find endless loopholes in which they get more points but end up accidentally hurting the team. LoL's system of ELO and secret ELO for normal games is perfectly balanced and you see the best players have the highest ELO because it is related to which games you win. I know this will not effect ELO but it will materialize personal glory ingame as tangible rewards, and at the current moment it is (because of cognitive dissonance) considered a guilty pleasure to revel in your high killcount. Programming in rewards for personal glory justifies selfish behavior in a game that, up until this point, was undeniably either about winning or losing. Some of the things you mentioned, like 'picking up health' (i'm assuming a FPS-style health pack) is very easily turned problematic as soon as two people are near a health pack as it spawns and one 'deserves' it over the other because they have lower health. Or someone sees it spawn and abandons an objective or teamfight to grab it because fuck it, we're going to win anyway. People have already done things like this by refusing to surrender because they think it will give them extra IP. I was searching for related topics and found this, which should show you how much just one random guy who has played for a "couple of months" cares about getting the maximum IP out of his games.

I know this is a long and whiny post but most games companies are very scared to admit they made a balancing mistake, especially if they spent a ton of time creating it. I also know you guys have the integrity to admit to these mistakes and remove items like locket. So i'm hopeful, but here's some suggestions anyway, because it will be easier to convince you to change balance radically before you release the product so you don't look foolish, and so that Dominion will not look like a mistake when it gets released. First of all I think you should make it so that every objective is team-wide, so any health pack you pick up heals the entire team in the manner of a health pot or a elixer or whatever. More importantly, instead of trying to reward undervalued behavior with these rewards ("heroic deaths") you should focus entirely on how exploitable these personal objectives are to avoid selfishness, and try to find ways to make them undeniably good ideas for your team so that it is never a bad time to accomplish them if you want them to always give bonus IP. If collecting these objectives takes as long as a teamfight it must be more beneficial to the team than that player being in the teamfight to be undeniably worth some bonus IP; the only equivalent I can think of in Summoner's Rift is Baron, because even if your whole team dies while you get baron, at least you prevented the other team from getting it. I really would avoid the "heroic death" mechanic because it will be very easily gamed; the other team could stunlock you until your team finishes capturing the point so you don't get the bonus, or inexperienced players could suicide when they see their team is capturing 3 points at once, or a bunch of other opportunities that I haven't even thought of yet. Like i said earlier, LoL has the world's most balanced ranking system because at the end of the day the only thing that matters is whether you win or lose, and because of that you are encouraged to help your team in ways that are impossible to measure and reward. It's important that you understand and protect this principle and not take it for granted, because it is very delicate and much more important than rewarding 'heroic deaths.' I guess my question is, "are you aware of this, and realize how careful you have to be?"

Side note: One of the unintended consequences may be much closer games because as soon as one team begins to win, they will begin to do things not conducive to winning to try to increase their score (in addition to the actually helpful things they would do normally). If the losing team focuses on productive goals they will do better. So in that sense it is nice for balancing in general. However it will be incredibly frustrating for people that are carrying their games hard to see their teams will to win dissipate into selfish scavenging as soon as they think their victory is guaranteed. It is already difficult enough to herd your team into the best decisions, especially at low level, and giving them a bounty of potential IP will make it impossible for lower level players to pay attention to someone giving them experienced advice they are unaware of (e.g. "stop picking up health packs, just kill baron and charge their nexus")
Despite this concern I am really looking forward to this new map.
Chocolate
Profile Blog Joined December 2010
United States2350 Posts
August 04 2011 19:15 GMT
#36
On August 05 2011 03:52 Attakijing wrote:
Damn this is really crazy, looks like it could be either fantastic or broken easily. I noticed riot took out teleport. That's just such a huge deal by itself and completely changes how I would have to think about positioning on the map.
Show nested quote +
"The personal score was really created to de-emphasize the importance of a bloodthirst, or racking up a Kills/Deaths/Assists score," says Hough. "We've all played the game with the guy who's more interested in kills than winning the game. And so the goal of the personal scoring system is to reward you for contributions, including killing players, that benefit the overall team objective." Players will get personal points for doing things like picking up health, defending objectives, or even grabbing buffs,
This is an interesting idea and should help people understand the different objectives in Dominion as well as Summoner's Rift. The fact that people essentially ignore baron and dragon at lower level games should show just how blind people can be to things as powerful as baron buff when they have been focusing on kills and deaths until that point.
Show nested quote +
and presumably there's an IP reward of some kind for top scores at the end of the match.
This is a VERY bad idea imo. If you want to read why here is a giant wall of text: (mostly meant for Zenon)
+ Show Spoiler +
It says within the description that you are using this system to discourage selfish behavior but I guarantee you that people will find endless loopholes in which they get more points but end up accidentally hurting the team. LoL's system of ELO and secret ELO for normal games is perfectly balanced and you see the best players have the highest ELO because it is related to which games you win. I know this will not effect ELO but it will materialize personal glory ingame as tangible rewards, and at the current moment it is (because of cognitive dissonance) considered a guilty pleasure to revel in your high killcount. Programming in rewards for personal glory justifies selfish behavior in a game that, up until this point, was undeniably either about winning or losing. Some of the things you mentioned, like 'picking up health' (i'm assuming a FPS-style health pack) is very easily turned problematic as soon as two people are near a health pack as it spawns and one 'deserves' it over the other because they have lower health. Or someone sees it spawn and abandons an objective or teamfight to grab it because fuck it, we're going to win anyway. People have already done things like this by refusing to surrender because they think it will give them extra IP. I was searching for related topics and found this, which should show you how much just one random guy who has played for a "couple of months" cares about getting the maximum IP out of his games.

I know this is a long and whiny post but most games companies are very scared to admit they made a balancing mistake, especially if they spent a ton of time creating it. I also know you guys have the integrity to admit to these mistakes and remove items like locket. So i'm hopeful, but here's some suggestions anyway, because it will be easier to convince you to change balance radically before you release the product so you don't look foolish, and so that Dominion will not look like a mistake when it gets released. First of all I think you should make it so that every objective is team-wide, so any health pack you pick up heals the entire team in the manner of a health pot or a elixer or whatever. More importantly, instead of trying to reward undervalued behavior with these rewards ("heroic deaths") you should focus entirely on how exploitable these personal objectives are to avoid selfishness, and try to find ways to make them undeniably good ideas for your team so that it is never a bad time to accomplish them if you want them to always give bonus IP. If collecting these objectives takes as long as a teamfight it must be more beneficial to the team than that player being in the teamfight to be undeniably worth some bonus IP; the only equivalent I can think of in Summoner's Rift is Baron, because even if your whole team dies while you get baron, at least you prevented the other team from getting it. I really would avoid the "heroic death" mechanic because it will be very easily gamed; the other team could stunlock you until your team finishes capturing the point so you don't get the bonus, or inexperienced players could suicide when they see their team is capturing 3 points at once, or a bunch of other opportunities that I haven't even thought of yet. Like i said earlier, LoL has the world's most balanced ranking system because at the end of the day the only thing that matters is whether you win or lose, and because of that you are encouraged to help your team in ways that are impossible to measure and reward. It's important that you understand and protect this principle and not take it for granted, because it is very delicate and much more important than rewarding 'heroic deaths.' I guess my question is, "are you aware of this, and realize how careful you have to be?"

Side note: One of the unintended consequences may be much closer games because as soon as one team begins to win, they will begin to do things not conducive to winning to try to increase their score (in addition to the actually helpful things they would do normally). If the losing team focuses on productive goals they will do better. So in that sense it is nice for balancing in general. However it will be incredibly frustrating for people that are carrying their games hard to see their teams will to win dissipate into selfish scavenging as soon as they think their victory is guaranteed. It is already difficult enough to herd your team into the best decisions, especially at low level, and giving them a bounty of potential IP will make it impossible for lower level players to pay attention to someone giving them experienced advice they are unaware of (e.g. "stop picking up health packs, just kill baron and charge their nexus")
Despite this concern I am really looking forward to this new map.

Agree with this guy, there shouldn't be rewards for anything besides winning.
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
August 04 2011 19:26 GMT
#37
On August 05 2011 00:13 DanielZKlein wrote:
Have you got questions? Of COURSE you have questions! If you have them, ask me!

Hey Daniel, thanks for taking the time to answer some community questions

I have a few questions that sum up most of my concerns about this map:

- How can you keep 1v1 and 2v2 champs who fall off significantly in 5v5 situations (e.g. LeBlanc, Jax, Taric, TF, Akali, Pantheon before he sucked) balanced on both SR and Dominion, which should see fewer 5v5 teamfights and more small-scale combat? What about champions who are at their best in 5v5 scenarios but are weak in 1v1 and 2v2 fights? (Kog'Maw, Miss Fortune)

- How will champions who are dreadful at harassment and laning and need to stick to the jungle early on in SR, deal with the change of pace of early level harassment and teamfighting? (Rammus, Amumu)

- What will happen, if anything, to Nasus and Veigar's mechanics of growing stronger (Siphoning Strike for Nasus and bonus AP for Veigar) by last hitting minions with a specific skill?

I am concerned about these points because I don't see how different item choices could deal with these issues of champions and abilities being balanced around specific map parameters (those of Summoner's Rift), and then being exported to a different map where some champions and abilities should become noticeably stronger, whereas others sound like they would be comparatively weaker.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
Slayer91
Profile Joined February 2006
Ireland23335 Posts
Last Edited: 2011-08-04 20:19:24
August 04 2011 20:06 GMT
#38
1: Ranged carries won't be so weak so much as immobile champions with bad base stats that rely on things like poking or range etc, (e.g ashe, caitlyn, kog maw, corki. Not vayne, trist).

2: APs will probably be pretty strong especially like vladimir and gragas but less so anivia or karthus.

3: Tanks will probably be pretty terrible, haha.

4: Nasus/veigar totally unviable but it doesn't matter it's only 2 champions out of many that will be weak.

I can see it playing like Arathai basin: Take the closest control point, then expand to 2 others and try to control those.
Runners will function as people who will ninja camp undefended points.
Everyone will be starting boots 1.

Expected dominators:
Akali
Lee sin
Jax
Xin zhao
Irelia.
Udyr
New pirate.
Casters: Annie, Ryze, Casseopia. and more
Just predictions
.
TT champs that farm like bosses such as Singed and Mordekaiser won't be too strong, not sure on mundo.
Caller
Profile Blog Joined September 2007
Poland8075 Posts
August 04 2011 20:21 GMT
#39
speed garen shall return

es like scout in tf2 except speed garen is demacia
Watch me fail at Paradox: http://www.teamliquid.net/forum/viewmessage.php?topic_id=397564
Attakijing
Profile Joined June 2011
United States693 Posts
August 04 2011 20:27 GMT
#40
On August 05 2011 04:26 Zato-1 wrote:- What will happen, if anything, to Nasus and Veigar's mechanics of growing stronger (Siphoning Strike for Nasus and bonus AP for Veigar) by last hitting minions with a specific skill?
Unfortunately I heard they are eventually remaking veigar and nasus, 2 of my favorite champs, because of these skills :'(
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