• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:00
CEST 03:00
KST 10:00
  • 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
[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon100Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
SC4ALL II: StarCraft 2 Player Announcement 8/8 Balance hotfix patch 5.0.16b (July 16) The Death of Cheese: From a Professional Cheeser Yamato Cup Series StarCraft open world shooter announced at BlizzCon
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Syncronization issues and can't find games Bot on ladder Working 1v1, 2v2, 3v3 Ladder BGH Auto Balance -> http://bghmmr.eu/ an AI researcher's take on the ladder bot
Tourneys
[BSL23] SM: Ret vs TerrOr -> DragOn vs StRyKeR [ASL22] Ro16 Group D [Megathread] Daily Proleagues [ASL22] Ro16 Group C
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Nintendo Switch Thread Warcraft III: The Frozen Throne Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9665 users

[Patch 1.0.0.151: End of S2] General Discussion - Page 81

Forum Index > LoL General
Post a Reply
Prev 1 79 80 81 82 83 280 Next
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 18:41 GMT
#1601
On November 17 2012 03:34 Slayer91 wrote:
Why anyone would prefer to talk about iG over Xin Zhao is beyond me.
xin is a fucking beast

Xin is already pretty good and underappreciated, the items are just going to be very effective on him and make him better.
It's your boy Guzma!
Seuss
Profile Blog Joined May 2010
United States10536 Posts
Last Edited: 2012-11-16 18:43:16
November 16 2012 18:42 GMT
#1602
Good and slightly confusing news, Statikk responded to my post in the PBE forums: http://na.leagueoflegends.com/board/showthread.php?p=31492445#31492445

We had to slightly lower the gold on the first clear due to the increase of ambient GP10 we put on the map. It seems like we left that undocumented.

I'll get back to you guys with the exact numbers, but once you factor that into the calculations early jungle gold should be very similar. We're not looking to buff the jungler early game in any way, shape, or form. If it's a nerf, then let's fix that.


It sounds like the passive gp10 you start with has increased, but it's not perfectly clear from Statikk's post. At the very least I've managed to draw attention to the potential issue.
"I am not able to carry all this people alone, for they are too heavy for me." -Moses (Numbers 11:14)
onlywonderboy
Profile Joined August 2012
United States23745 Posts
November 16 2012 18:45 GMT
#1603
On November 17 2012 03:42 Seuss wrote:
Good and slightly confusing news, Statikk responded to my post in the PBE forums: http://na.leagueoflegends.com/board/showthread.php?p=31492445#31492445

Show nested quote +
We had to slightly lower the gold on the first clear due to the increase of ambient GP10 we put on the map. It seems like we left that undocumented.

I'll get back to you guys with the exact numbers, but once you factor that into the calculations early jungle gold should be very similar. We're not looking to buff the jungler early game in any way, shape, or form. If it's a nerf, then let's fix that.


It sounds like the passive gp10 you start with has increased, but it's not perfectly clear from Statikk's post. At the very least I've managed to draw attention to the potential issue.

Seems like a pretty big change that they just forgot to mention. Glad they took interest in your post though since the math checked out.
RIP Ryan Davis / TL or Die / @onlywonderboy
cLutZ
Profile Joined November 2010
United States19574 Posts
November 16 2012 18:50 GMT
#1604
On November 17 2012 03:45 onlywonderboy wrote:
Show nested quote +
On November 17 2012 03:42 Seuss wrote:
Good and slightly confusing news, Statikk responded to my post in the PBE forums: http://na.leagueoflegends.com/board/showthread.php?p=31492445#31492445

We had to slightly lower the gold on the first clear due to the increase of ambient GP10 we put on the map. It seems like we left that undocumented.

I'll get back to you guys with the exact numbers, but once you factor that into the calculations early jungle gold should be very similar. We're not looking to buff the jungler early game in any way, shape, or form. If it's a nerf, then let's fix that.


It sounds like the passive gp10 you start with has increased, but it's not perfectly clear from Statikk's post. At the very least I've managed to draw attention to the potential issue.

Seems like a pretty big change that they just forgot to mention. Glad they took interest in your post though since the math checked out.


Look at this:


Hmm, I don't think you guys understand what I'm saying.

On Summoner's Rift (and on any map for that matter of fact), there is an ambient gold flow that all champions get once the game begins spawning minions (1:30). This amount is independent of the GP10 items which further increase this value.

This base value has been increased on the map in order to help out champions who don't get to kill tons of creeps. In order to keep overall gold flow relatively the same for the other champions, we simultaneously also slightly reduced the base value of both lane minions and jungle monsters to compensate.

From what I hear, we may have not gotten the ambient gold increase onto the PBE build last night. I'll be looking into that.


This makes camping lanes MORE EFFECTIVE, not less.
Freeeeeeedom
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 18:50 GMT
#1605
That still makes it a nerf, no? If everyone is getting more gp10, and the lane farm isn't decreasing in value, but the jungle mobs are, doesn't that relatively nerf the jungler's early game compared to laners? Or is there a variable I'm missing?
It's your boy Guzma!
MooMooMugi
Profile Blog Joined January 2011
United States10531 Posts
November 16 2012 18:51 GMT
#1606
RIP Lulu, hello Nami!
|LoL & SC2 IGN both my username| Just livin' the baylife| Hearthstone ID: MooMooMugi#1544| Dank Memer since 2011
zodde
Profile Joined October 2010
Sweden1908 Posts
November 16 2012 18:53 GMT
#1607
On November 17 2012 03:50 Requizen wrote:
That still makes it a nerf, no? If everyone is getting more gp10, and the lane farm isn't decreasing in value, but the jungle mobs are, doesn't that relatively nerf the jungler's early game compared to laners? Or is there a variable I'm missing?


This one: "we simultaneously also slightly reduced the base value of both lane minions and jungle monsters to compensate."
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
Last Edited: 2012-11-16 18:54:45
November 16 2012 18:53 GMT
#1608
On November 17 2012 03:50 Requizen wrote:
That still makes it a nerf, no? If everyone is getting more gp10, and the lane farm isn't decreasing in value, but the jungle mobs are, doesn't that relatively nerf the jungler's early game compared to laners? Or is there a variable I'm missing?



we simultaneously also slightly reduced the base value of both lane minions and jungle monsters to compensate.


Also: I really don't like the change.

It means you can't get as much of an advantage on your opponents. There's no way to out-passive gold generate your opponent or zone them from their passive gold generation.

All it does is close the gap between good and bad players -_-
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
onlywonderboy
Profile Joined August 2012
United States23745 Posts
Last Edited: 2012-11-16 18:53:55
November 16 2012 18:53 GMT
#1609
On November 17 2012 03:50 Requizen wrote:
That still makes it a nerf, no? If everyone is getting more gp10, and the lane farm isn't decreasing in value, but the jungle mobs are, doesn't that relatively nerf the jungler's early game compared to laners? Or is there a variable I'm missing?

It says in the quote they have lowered the base value of both minions and jungle monsters.

Edit: Double Ninja'd
RIP Ryan Davis / TL or Die / @onlywonderboy
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 18:55 GMT
#1610
On November 17 2012 03:50 cLutZ wrote:
Show nested quote +
On November 17 2012 03:45 onlywonderboy wrote:
On November 17 2012 03:42 Seuss wrote:
Good and slightly confusing news, Statikk responded to my post in the PBE forums: http://na.leagueoflegends.com/board/showthread.php?p=31492445#31492445

We had to slightly lower the gold on the first clear due to the increase of ambient GP10 we put on the map. It seems like we left that undocumented.

I'll get back to you guys with the exact numbers, but once you factor that into the calculations early jungle gold should be very similar. We're not looking to buff the jungler early game in any way, shape, or form. If it's a nerf, then let's fix that.


It sounds like the passive gp10 you start with has increased, but it's not perfectly clear from Statikk's post. At the very least I've managed to draw attention to the potential issue.

Seems like a pretty big change that they just forgot to mention. Glad they took interest in your post though since the math checked out.


Look at this:

Show nested quote +

Hmm, I don't think you guys understand what I'm saying.

On Summoner's Rift (and on any map for that matter of fact), there is an ambient gold flow that all champions get once the game begins spawning minions (1:30). This amount is independent of the GP10 items which further increase this value.

This base value has been increased on the map in order to help out champions who don't get to kill tons of creeps. In order to keep overall gold flow relatively the same for the other champions, we simultaneously also slightly reduced the base value of both lane minions and jungle monsters to compensate.

From what I hear, we may have not gotten the ambient gold increase onto the PBE build last night. I'll be looking into that.


This makes camping lanes MORE EFFECTIVE, not less.

Oh, I missed that.

However, saying camping is more effective may not be true. With the removal of HoG, and the difficulty of the jungle encouraging Hunter's Machete items (Wriggle's, Spirit Stone) over Philo, you won't make nearly as much standing in a bush as you would before with 2 gp10s. To keep up, you actually need to kill things, and I honestly don't think Philo will still be core on many Junglers anymore.
It's your boy Guzma!
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
November 16 2012 18:59 GMT
#1611
I really really don't like this change at all.

It makes roaming less penalized. It makes losing lane less penalized. I can't think of a single positive other that

"This is how supports get more gold"

It just seems like a stupid decision IMO
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
TheYango
Profile Joined September 2008
United States47024 Posts
November 16 2012 19:02 GMT
#1612
On November 17 2012 00:21 Slayer91 wrote:
also lol@yango saying "saintvicious farming jungle works better in solo queue because of the selfish nature of it"
wtf bro? You ever jungled in solo queue in the last year? How many times you think your lanes are all going to feed and flame you if you play a farming style. Try to "carry" with extra 300 gold when every lane loses. Saintvicious has always had a shitty solo queue rating and oddone hit rank one with jungle nunu. Ganking is WAY stronger in solo queue because people ward less and play more agressively. Saintvicious farming style worked way better in arranged play when he could do work in the midgame.

As far as I remember, Saint was on the 1st page of solo queue rankings for the majority of the latter half of S1, while TOO wasn't.
Moderator
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
November 16 2012 19:04 GMT
#1613
On November 17 2012 04:02 TheYango wrote:
Show nested quote +
On November 17 2012 00:21 Slayer91 wrote:
also lol@yango saying "saintvicious farming jungle works better in solo queue because of the selfish nature of it"
wtf bro? You ever jungled in solo queue in the last year? How many times you think your lanes are all going to feed and flame you if you play a farming style. Try to "carry" with extra 300 gold when every lane loses. Saintvicious has always had a shitty solo queue rating and oddone hit rank one with jungle nunu. Ganking is WAY stronger in solo queue because people ward less and play more agressively. Saintvicious farming style worked way better in arranged play when he could do work in the midgame.

As far as I remember, Saint was on the 1st page of solo queue rankings for the majority of the latter half of S1, while TOO wasn't.


Afaik Saint's never been #1 while TOO has.
Hey! How you doin'?
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 19:04 GMT
#1614
On November 17 2012 03:59 VirgilSC2 wrote:
I really really don't like this change at all.

It makes roaming less penalized. It makes losing lane less penalized. I can't think of a single positive other that

"This is how supports get more gold"

It just seems like a stupid decision IMO

I like it, personally. Items are fun, especially a lot of the new ones. Enabling people to buy items is a good thing. Even if it closes the distance, it's personally no fun being so far behind all you have is a cloth armor and boots (or whatever). The people ahead are still going to have more stuff, so there shouldn't be that much of an issue.

And I want to see more roaming from non-junglers. You see mids do it (tops not as often, but they do I guess), but I'd be really happy if we saw more supports or specific ADs (like Graves or Varus, who have decent gank support) roam.
It's your boy Guzma!
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2012-11-16 19:05:42
November 16 2012 19:04 GMT
#1615
It doesn't do any of that since it gives everyone the same amount. It basically just makes the game reach mid/late etc. quicker. It doesn't penalize roaming less or losing lane less since the relative gold amounts will still be the same. I don't see how it makes camping lanes more effective either since you still losing out on money.

On November 17 2012 04:04 Zdrastochye wrote:
Show nested quote +
On November 17 2012 04:02 TheYango wrote:
On November 17 2012 00:21 Slayer91 wrote:
also lol@yango saying "saintvicious farming jungle works better in solo queue because of the selfish nature of it"
wtf bro? You ever jungled in solo queue in the last year? How many times you think your lanes are all going to feed and flame you if you play a farming style. Try to "carry" with extra 300 gold when every lane loses. Saintvicious has always had a shitty solo queue rating and oddone hit rank one with jungle nunu. Ganking is WAY stronger in solo queue because people ward less and play more agressively. Saintvicious farming style worked way better in arranged play when he could do work in the midgame.

As far as I remember, Saint was on the 1st page of solo queue rankings for the majority of the latter half of S1, while TOO wasn't.


Afaik Saint's never been #1 while TOO has.


He said 1st page not #1.
Zdrastochye
Profile Blog Joined November 2010
Ivory Coast6262 Posts
November 16 2012 19:06 GMT
#1616
On November 17 2012 04:04 Numy wrote:
It doesn't do any of that since it gives everyone the same amount. It basically just makes the game reach mid/late etc. quicker. It doesn't penalize roaming less or losing lane less since the relative gold amounts will still be the same. I don't see how it makes camping lanes more effective either since you still losing out on money.

Show nested quote +
On November 17 2012 04:04 Zdrastochye wrote:
On November 17 2012 04:02 TheYango wrote:
On November 17 2012 00:21 Slayer91 wrote:
also lol@yango saying "saintvicious farming jungle works better in solo queue because of the selfish nature of it"
wtf bro? You ever jungled in solo queue in the last year? How many times you think your lanes are all going to feed and flame you if you play a farming style. Try to "carry" with extra 300 gold when every lane loses. Saintvicious has always had a shitty solo queue rating and oddone hit rank one with jungle nunu. Ganking is WAY stronger in solo queue because people ward less and play more agressively. Saintvicious farming style worked way better in arranged play when he could do work in the midgame.

As far as I remember, Saint was on the 1st page of solo queue rankings for the majority of the latter half of S1, while TOO wasn't.


Afaik Saint's never been #1 while TOO has.


He said 1st page not #1.


Right but he's making an argument as to why Saint > TOO. I'm countering that argument.
Hey! How you doin'?
Requizen
Profile Blog Joined March 2011
United States33802 Posts
November 16 2012 19:07 GMT
#1617
On November 17 2012 04:04 Numy wrote:
It doesn't do any of that since it gives everyone the same amount. It basically just makes the game reach mid/late etc. quicker. It doesn't penalize roaming less or losing lane less since the relative gold amounts will still be the same. I don't see how it makes camping lanes more effective either since you still losing out on money.

...it does. It makes zero-gp10 item camping stronger than it is currently, since you get more gold sitting in the brush than you do now. Of course, right now most camping from jungles is done with 1-2 gp10 items, so it probably averages out to about the same. It really is just more for support than anything.

It also helps 1v2 lanes, since losing a handful of farm under tower is less penalizing.
It's your boy Guzma!
cLutZ
Profile Joined November 2010
United States19574 Posts
November 16 2012 19:08 GMT
#1618
On November 17 2012 03:55 Requizen wrote:
Show nested quote +
On November 17 2012 03:50 cLutZ wrote:
On November 17 2012 03:45 onlywonderboy wrote:
On November 17 2012 03:42 Seuss wrote:
Good and slightly confusing news, Statikk responded to my post in the PBE forums: http://na.leagueoflegends.com/board/showthread.php?p=31492445#31492445

We had to slightly lower the gold on the first clear due to the increase of ambient GP10 we put on the map. It seems like we left that undocumented.

I'll get back to you guys with the exact numbers, but once you factor that into the calculations early jungle gold should be very similar. We're not looking to buff the jungler early game in any way, shape, or form. If it's a nerf, then let's fix that.


It sounds like the passive gp10 you start with has increased, but it's not perfectly clear from Statikk's post. At the very least I've managed to draw attention to the potential issue.

Seems like a pretty big change that they just forgot to mention. Glad they took interest in your post though since the math checked out.


Look at this:


Hmm, I don't think you guys understand what I'm saying.

On Summoner's Rift (and on any map for that matter of fact), there is an ambient gold flow that all champions get once the game begins spawning minions (1:30). This amount is independent of the GP10 items which further increase this value.

This base value has been increased on the map in order to help out champions who don't get to kill tons of creeps. In order to keep overall gold flow relatively the same for the other champions, we simultaneously also slightly reduced the base value of both lane minions and jungle monsters to compensate.

From what I hear, we may have not gotten the ambient gold increase onto the PBE build last night. I'll be looking into that.


This makes camping lanes MORE EFFECTIVE, not less.

Oh, I missed that.

However, saying camping is more effective may not be true. With the removal of HoG, and the difficulty of the jungle encouraging Hunter's Machete items (Wriggle's, Spirit Stone) over Philo, you won't make nearly as much standing in a bush as you would before with 2 gp10s. To keep up, you actually need to kill things, and I honestly don't think Philo will still be core on many Junglers anymore.


I still say, "All hail king Maokai." Unless he simply cannot farm at all in the new jungle.

IMO the jungle changes really change nothing in the way Riot says they were going to (making Jungle a 4th lane, stopping early game jungle ganks from having huge impact). Instead, the impact just changes who can jungle (maybe we see more WW and other champs with terrible early game ganks, thus reducing earlygame ganking), and makes laners less able to tax the jungle (overall reduction in team gold, because most mids take wraiths while the jungler is away).
Freeeeeeedom
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2012-11-16 19:12:04
November 16 2012 19:08 GMT
#1619
On November 17 2012 04:07 Requizen wrote:
Show nested quote +
On November 17 2012 04:04 Numy wrote:
It doesn't do any of that since it gives everyone the same amount. It basically just makes the game reach mid/late etc. quicker. It doesn't penalize roaming less or losing lane less since the relative gold amounts will still be the same. I don't see how it makes camping lanes more effective either since you still losing out on money.

...it does. It makes zero-gp10 item camping stronger than it is currently, since you get more gold sitting in the brush than you do now. Of course, right now most camping from jungles is done with 1-2 gp10 items, so it probably averages out to about the same. It really is just more for support than anything.

It also helps 1v2 lanes, since losing a handful of farm under tower is less penalizing.


You have to look at it relative to other people in the game. Camping issue was that the enemy jungler would just get ahead and thus be more effective later on if you failed. The same still applies so the effectiveness of camping doesn't change just because you get slightly more gold. The enemy still gets that more gold and if he can be effective while not camping you are still losing out.

As for the 1v2 it's still relative. If you are losing farm under tower while the other guy isn't you are still losing. Ambient gold just shifts the phases earlier because there's more gold in the map.
VirgilSC2
Profile Blog Joined June 2011
United States6151 Posts
November 16 2012 19:11 GMT
#1620
On November 17 2012 04:04 Numy wrote:
It doesn't do any of that since it gives everyone the same amount. It basically just makes the game reach mid/late etc. quicker. It doesn't penalize roaming less or losing lane less since the relative gold amounts will still be the same. I don't see how it makes camping lanes more effective either since you still losing out on money.


...what?

Imagine if I handed you $10 every hour.

Now imagine if on top of that, for every box of something you moved, you got an extra $2 and you're competing against someone else, also getting handed $10 every hour, and paid the same rate.

Now, Imagine if I started handing you $13 every hour, and $1.50 per box moved.

Your opponent now stays closer to you in money earned, regardless of how many more boxes you moved.

That's what Riot is doing.

Clearly all Obamas fault.
Clarity Gaming #1 Fan | Avid MTG Grinder | @VirgilSC2
Prev 1 79 80 81 82 83 280 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSTL: Playoffs Round 1
CranKy Ducklings135
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 185
EnDerr 4
RuFF_SC2 3
StarCraft: Brood War
sSak 70
910 48
Dota 2
PGG 116
League of Legends
Doublelift7104
Other Games
summit1g11467
FrodaN2295
JimRising 335
KnowMe177
Livibee176
Trikslyr145
ViBE85
SteadfastSC31
CosmosSc2 25
Organizations
Other Games
gamesdonequick2235
[ Show 12 non-featured ]
StarCraft 2
• Hupsaiya 98
• mYiSmile173
• EnkiAlexander 39
• davetesta13
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
GSL
10h 1m
Shopify Rebellion Sundays
14h 1m
Spirit vs Mixu
BSL
18h 1m
Ret vs TerrOr
DragOn vs StRyKeR
Replay Cast
23h 1m
Afreeca Starleague
1d 9h
Shine vs Rush
WardiTV Weekly
1d 10h
Monday Night Weeklies
1d 15h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Light vs EffOrt
PiGosaur Cup
2 days
[ Show More ]
Kung Fu Cup
3 days
The PondCast
4 days
Replay Cast
4 days
Korean StarCraft League
6 days
CranKy Ducklings
6 days
Liquipedia Results

Completed

K-JUNGMAN
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
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.