• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:06
CEST 23:06
KST 06:06
  • 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 - RO8 Preview5[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10
Community News
Maestros of The Game 2 announcement and schedule !7Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12Code S Season 1 (2026) - RO12 Results12026 GSL Season 1 Qualifiers25
StarCraft 2
General
Code S Season 1 - RO8 Preview Behind the Blue - Team Liquid History Book Weekly Cups (April 27-May 4): Clem takes triple Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Code S Season 1 (2026) - RO12 Results
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) Maestros of The Game 2 announcement and schedule ! GSL Code S Season 1 (2026) RSL Revival: Season 5 - Qualifiers and Main Event
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 524 Death and Taxes The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base
Brood War
General
Quality of life changes in BW that you will like ? BGH Auto Balance -> http://bghmmr.eu/ RepMastered™: replay sharing and analyzer site Tulbo's ASL S21 Ro8 Post-Review Why there arent any 256x256 pro maps?
Tourneys
[ASL21] Ro8 Day 4 Escore Tournament StarCraft Season 2 [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Fighting Spirit mining rates What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Daigo vs Menard Best of 10 Path of Exile OutLive 25 (RTS Game)
Dota 2
The Story of Wings Gaming
League of Legends
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 The Letting Off Steam Thread European Politico-economics QA Mega-thread UK Politics Mega-thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
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
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2130 users

[Patch 3.09: Spirit Guard Udyr Patch] General Discussion -…

Forum Index > LoL General
Post a Reply
Prev 1 287 288 289 290 291 339 Next
mordek
Profile Blog Joined December 2010
United States12705 Posts
July 26 2013 19:39 GMT
#5761
On July 27 2013 04:35 NeoIllusions wrote:
TL LoL Inhouse attempt #314235 has commenced. glhf~

What a tease.
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
July 26 2013 19:40 GMT
#5762
On July 27 2013 04:35 NeoIllusions wrote:
TL LoL Inhouse attempt #314235 has commenced. glhf~


SIGNED (also FIRST)

pls make me suxor less
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-07-26 19:45:02
July 26 2013 19:40 GMT
#5763
On July 27 2013 04:29 Requizen wrote:
Well, a couple things there.

First, I'm not saying that you're ever going to get the same gold on every character on a team. That's impossible. But the gold differential between top/mid/marksman and jungle/support, unless the jungler is getting a lot of kills, is often so large it isn't even funny. I'm talking about closing that gap, not eliminating it. It really, really sucks playing a jungler and having those games where you don't get ganks but spend so much time hanging in lanes trying to gank that you have like an SotAG/boots/parts of Bulwark by the time you Cait is finishing her full build. Exaggeration, but you understand where I'm coming from.

Second, I don't see anything wrong with your scenario you put forth. While I don't mind the current meta in theoretical terms, I'm tired of seeing it EVERY SINGLE GAME. So the idea of a carry jungler with early game lane bullies in all lanes seems pretty fucking interesting, honestly.

The thing is, such an extreme division of gold is more or less the logical conclusion of the way multiplicative scaling works in this game. Your team's overall effectiveness is maximized when you stack the gold income on a smaller number of income points because the effective gain of concentrated gold is higher than dispersed gold, since both damage stats and defensive stats scale multiplicatively. Having a slightly more farmed jungler is not worth the cost of an equally less-farmed laner because of this.

I have literally said this since the end of S2. You don't get the jungler farmed by putting more gold for him to get. You get the jungler farmed by creating reasons for teams to have a farmed jungler. This is an itemization problem, not a map design problem--it involves designing items that are critical enough to a team that having a jungler hit those powerful item timings outweighs the multiplicative benefit of more items on a carry. The only item that has had a suitably strong timing for this is Aegis and look at what Riot is doing with that.

With the way farm allocation in the game works, any deficit in farm on a particular point can be made up by assigning lane farm once lanes have broken down. This is exactly how 1v2 laners get farm despite getting very little during the laning phase--teams actively allocate farm to them to catch up when lanes have broken down. The nature of early game has little relevance to mid-lategame farm allocation, because you can always freely choose who gets to clean pushed lanes. So the fact that junglers aren't getting to farm has nothing to do with how the early game plays, and has more to do with there simply not being incentive to farm the jungler when a pushed lane comes across and someone needs to go clear it.
Moderator
.AK
Profile Joined September 2010
United States561 Posts
July 26 2013 19:44 GMT
#5764
On July 27 2013 04:39 mordek wrote:
Show nested quote +
On July 27 2013 04:35 NeoIllusions wrote:
TL LoL Inhouse attempt #314235 has commenced. glhf~

What a tease.

I feel like this is a joke that went over my head :O. It says I do not have enough permission to enter.
All hail the glorious I sell T.Vs at Best Buy || #1 REQUIZEN FANBOI || IGN: .AK/BEST ANTIMAGE NA || Plat IV ADC Main
Kyrie
Profile Joined June 2013
1594 Posts
July 26 2013 19:46 GMT
#5765
On July 27 2013 04:34 krndandaman wrote:
just got a verbal harassment warning after playing 1 game on my smurf that I don't even play much. anyone know why this is?
I didn't even talk at all during that game, I was completely silent lol except for saying gg at the end. or is it because of something I said like a week ago in a game (last time I played on smurf)? I don't recall anything lol I'm usually quiet in games especially on my smurf.


that just means that you were recently reported 'significantly' more than you usually are. so if you're somebody who is almost never reported or just doesn't play much, being reported in a single game will trigger the warning. it has nothing to do with what your actual ingame behavior was, just whether or not you were reported
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
Last Edited: 2013-07-26 19:47:13
July 26 2013 19:47 GMT
#5766
On July 27 2013 04:44 .AK wrote:
Show nested quote +
On July 27 2013 04:39 mordek wrote:
On July 27 2013 04:35 NeoIllusions wrote:
TL LoL Inhouse attempt #314235 has commenced. glhf~

What a tease.

I feel like this is a joke that went over my head :O. It says I do not have enough permission to enter.


LOL HE PUT IT IN THE STAFF FORUM

NEO SKILLZ GG
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
Requizen
Profile Blog Joined March 2011
United States33802 Posts
July 26 2013 19:47 GMT
#5767
On July 27 2013 04:47 AsmodeusXI wrote:
Show nested quote +
On July 27 2013 04:44 .AK wrote:
On July 27 2013 04:39 mordek wrote:
On July 27 2013 04:35 NeoIllusions wrote:
TL LoL Inhouse attempt #314235 has commenced. glhf~

What a tease.

I feel like this is a joke that went over my head :O. It says I do not have enough permission to enter.


LOL HE PUT IT IN THE STAFF FORUM

NEO SKILLZ GG

Shoulda put in in the TL+ forum
It's your boy Guzma!
AsmodeusXI
Profile Blog Joined July 2007
United States15536 Posts
July 26 2013 19:48 GMT
#5768
On July 27 2013 04:47 Requizen wrote:
Show nested quote +
On July 27 2013 04:47 AsmodeusXI wrote:
On July 27 2013 04:44 .AK wrote:
On July 27 2013 04:39 mordek wrote:
On July 27 2013 04:35 NeoIllusions wrote:
TL LoL Inhouse attempt #314235 has commenced. glhf~

What a tease.

I feel like this is a joke that went over my head :O. It says I do not have enough permission to enter.


LOL HE PUT IT IN THE STAFF FORUM

NEO SKILLZ GG

Shoulda put in in the TL+ forum


Then we'd have to let YOU in.
WriterTL > RL. BNet: Asmodeus#1187 - LoL: DJForeclosure - Steam: asmodeusxi | www.n3rddimension.com
cLutZ
Profile Joined November 2010
United States19574 Posts
July 26 2013 19:48 GMT
#5769
On July 27 2013 04:40 TheYango wrote:
Show nested quote +
On July 27 2013 04:29 Requizen wrote:
Well, a couple things there.

First, I'm not saying that you're ever going to get the same gold on every character on a team. That's impossible. But the gold differential between top/mid/marksman and jungle/support, unless the jungler is getting a lot of kills, is often so large it isn't even funny. I'm talking about closing that gap, not eliminating it. It really, really sucks playing a jungler and having those games where you don't get ganks but spend so much time hanging in lanes trying to gank that you have like an SotAG/boots/parts of Bulwark by the time you Cait is finishing her full build. Exaggeration, but you understand where I'm coming from.

Second, I don't see anything wrong with your scenario you put forth. While I don't mind the current meta in theoretical terms, I'm tired of seeing it EVERY SINGLE GAME. So the idea of a carry jungler with early game lane bullies in all lanes seems pretty fucking interesting, honestly.

The thing is, such an extreme division of gold is more or less the logical conclusion of the way multiplicative scaling works in this game. Your team's overall effectiveness is maximized when you stack the gold income on a smaller number of income points because the effective gain of concentrated gold is higher than dispersed gold, since both damage stats and defensive stats scale multiplicatively. Having a slightly more farmed jungler is not worth the cost of an equally less-farmed laner because of this.

I have literally said this since the end of S2. You don't get the jungler farmed by putting more gold for him to get. You get the jungler farmed by creating reasons for teams to have a farmed jungler. This is an itemization problem, not a map design problem--it involves designing items that are critical enough to a team that having a jungler hit those powerful item timings outweighs the multiplicative benefit of more items on a carry. The only item that has had a suitably strong timing for this is Aegis and look at what Riot is doing with that.

With the way farm allocation in the game works, any deficit in farm on a particular point can be made up by assigning lane farm once lanes have broken down. This is exactly how 1v2 laners get farm despite getting very little during the laning phase--teams actively allocate farm to them to catch up when lanes have broken down. The nature of early game has little relevance to mid-lategame farm allocation, because you can always freely choose who gets to clean pushed lanes. So the fact that junglers aren't getting to farm has nothing to do with how the early game plays, and has more to do with there simply not being incentive to farm the jungler when a pushed lane comes across and someone needs to go clear it.


Except, you cannot separate the two. I bolded that section because it shows the problem. Because the jungler is behind, the optimal choice is often to leave said champion behind. If at midgame he was ahead, then you have the choice. That is what people want, the choice.
Freeeeeeedom
wei2coolman
Profile Joined November 2010
United States60033 Posts
July 26 2013 19:48 GMT
#5770
On July 27 2013 04:48 AsmodeusXI wrote:
Show nested quote +
On July 27 2013 04:47 Requizen wrote:
On July 27 2013 04:47 AsmodeusXI wrote:
On July 27 2013 04:44 .AK wrote:
On July 27 2013 04:39 mordek wrote:
On July 27 2013 04:35 NeoIllusions wrote:
TL LoL Inhouse attempt #314235 has commenced. glhf~

What a tease.

I feel like this is a joke that went over my head :O. It says I do not have enough permission to enter.


LOL HE PUT IT IN THE STAFF FORUM

NEO SKILLZ GG

Shoulda put in in the TL+ forum


Then we'd have to let YOU in.

#shotsfired
#calltheparamedics
#applyiceonburnedarea
liftlift > tsm
mordek
Profile Blog Joined December 2010
United States12705 Posts
July 26 2013 19:50 GMT
#5771
It's available on the sidebar :D
It is vanity to love what passes quickly and not to look ahead where eternal joy abides. Tiberius77 | Mordek #1881 "I took a mint!"
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2013-07-26 19:53:40
July 26 2013 19:51 GMT
#5772
On July 27 2013 04:48 cLutZ wrote:
Except, you cannot separate the two. I bolded that section because it shows the problem. Because the jungler is behind, the optimal choice is often to leave said champion behind. If at midgame he was ahead, then you have the choice. That is what people want, the choice.

And how do you create that choice? A farmed jungler has to come at the expense of taking that farm off a solo laner. Such an option exists already, particularly since in 1v2 lanes, laning phase breaks with the 1v2 laner having approximately similar farm to the jungler.

It's just that people select junglers with ganking power, early game strength, and mediocre farming ability so by and large when you're picking between farming the 1v2 laner and the jungler, you farm the 1v2 laner because his hero does more with farm, even though at the point where laning phase broke they had equivalent farm.
Moderator
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
July 26 2013 19:52 GMT
#5773
Wow, I'm so bad at this.

Right link to inhouse signups

Apologies for the confusion.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
onlywonderboy
Profile Joined August 2012
United States23745 Posts
July 26 2013 19:52 GMT
#5774
On July 27 2013 04:32 UniversalSnip wrote:
Show nested quote +
On July 27 2013 04:23 onlywonderboy wrote:
When I look at LoL I make a lot of parallels to traditional sports and see each role as a fairly distinct position. To me complaining the Jungler can't get as tanky as a Top laner is like complaining the fullback doesn't usually run as many yards as the halfback. Similar roles with different advantages. Top laners get more gold, Junglers get to put pressure around the map.

To be clear, it didn't use to be this way. This is an appeal to tradition, which is sketchy to start with, but it also ignores the fact that the combination of many many jungle changes is what got us here. In season one the jungler was very likely to be a carry and to do just that, carry.

This is just a fundamental disagreement we have about the game. A lot of people like more variety, I'm okay roles being a little more locked in. Don't think we are going to change each other's minds
RIP Ryan Davis / TL or Die / @onlywonderboy
Requizen
Profile Blog Joined March 2011
United States33802 Posts
July 26 2013 19:52 GMT
#5775
On July 27 2013 04:40 TheYango wrote:
Show nested quote +
On July 27 2013 04:29 Requizen wrote:
Well, a couple things there.

First, I'm not saying that you're ever going to get the same gold on every character on a team. That's impossible. But the gold differential between top/mid/marksman and jungle/support, unless the jungler is getting a lot of kills, is often so large it isn't even funny. I'm talking about closing that gap, not eliminating it. It really, really sucks playing a jungler and having those games where you don't get ganks but spend so much time hanging in lanes trying to gank that you have like an SotAG/boots/parts of Bulwark by the time you Cait is finishing her full build. Exaggeration, but you understand where I'm coming from.

Second, I don't see anything wrong with your scenario you put forth. While I don't mind the current meta in theoretical terms, I'm tired of seeing it EVERY SINGLE GAME. So the idea of a carry jungler with early game lane bullies in all lanes seems pretty fucking interesting, honestly.

The thing is, such an extreme division of gold is more or less the logical conclusion of the way multiplicative scaling works in this game. Your team's overall effectiveness is maximized when you stack the gold income on a smaller number of income points because the effective gain of concentrated gold is higher than dispersed gold, since both damage stats and defensive stats scale multiplicatively. Having a slightly more farmed jungler is not worth the cost of an equally less-farmed laner because of this.

I have literally said this since the end of S2. You don't get the jungler farmed by putting more gold for him to get. You get the jungler farmed by creating reasons for teams to have a farmed jungler. This is an itemization problem, not a map design problem--it involves designing items that are critical enough to a team that having a jungler hit those powerful item timings outweighs the multiplicative benefit of more items on a carry. The only item that has had a suitably strong timing for this is Aegis and look at what Riot is doing with that.

With the way farm allocation in the game works, any deficit in farm on a particular point can be made up by assigning lane farm once lanes have broken down. This is exactly how 1v2 laners get farm despite getting very little during the laning phase--teams actively allocate farm to them to catch up when lanes have broken down. The nature of early game has little relevance to mid-lategame farm allocation, because you can always freely choose who gets to clean pushed lanes. So the fact that junglers aren't getting to farm has nothing to do with how the early game plays, and has more to do with there simply not being incentive to farm the jungler when a pushed lane comes across and someone needs to go clear it.

This is the point I was trying to make, that you can get more gold or at least gold value to the Jungler without just adding/moving gold to the jungle monsters. As it is, unless you just babysit a lane or all lanes, I just feel like Junglers almost struggle with uselessness (outside of counter junglers like Nunu and what not).
It's your boy Guzma!
cLutZ
Profile Joined November 2010
United States19574 Posts
July 26 2013 19:52 GMT
#5776
On July 27 2013 04:51 TheYango wrote:
And how do you create that choice? A farmed jungler has to come at the expense of taking that farm off a solo laner. Such an option exists already, particularly since in 1v2 lanes, laning phase breaks with the 1v2 laner having approximately similar farm to the jungler.

It's just that people select junglers with ganking power, early game strength, and mediocre farming ability so by and large when you're picking between farming the 1v2 laner and the jungler, you farm the 1v2 laner because his hero does more with farm, even though at the point where laning phase broke they had equivalent farm.


That is because farming the jungle up to that point is such an inferior choice. A 1v2 laner should be devastatingly behind a jungler who actually tried farming.
Freeeeeeedom
Requizen
Profile Blog Joined March 2011
United States33802 Posts
Last Edited: 2013-07-26 19:53:31
July 26 2013 19:53 GMT
#5777
On July 27 2013 04:48 AsmodeusXI wrote:
Show nested quote +
On July 27 2013 04:47 Requizen wrote:
On July 27 2013 04:47 AsmodeusXI wrote:
On July 27 2013 04:44 .AK wrote:
On July 27 2013 04:39 mordek wrote:
On July 27 2013 04:35 NeoIllusions wrote:
TL LoL Inhouse attempt #314235 has commenced. glhf~

What a tease.

I feel like this is a joke that went over my head :O. It says I do not have enough permission to enter.


LOL HE PUT IT IN THE STAFF FORUM

NEO SKILLZ GG

Shoulda put in in the TL+ forum


Then we'd have to let YOU in.

------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------v
It's your boy Guzma!
TheYango
Profile Joined September 2008
United States47024 Posts
July 26 2013 19:53 GMT
#5778
In competitive play, the choice already exists--it just isn't made due to champ selection and convention. In solo queue, even if the choice existed, you wouldn't get to farm a jungler because no top laner would listen to you if you told him to be poor and carry the Aegis while you got to farm. He'd tell you to go fuck off.
Moderator
Kyrie
Profile Joined June 2013
1594 Posts
July 26 2013 19:55 GMT
#5779
On July 27 2013 04:48 cLutZ wrote:
Show nested quote +
On July 27 2013 04:40 TheYango wrote:
On July 27 2013 04:29 Requizen wrote:
Well, a couple things there.

First, I'm not saying that you're ever going to get the same gold on every character on a team. That's impossible. But the gold differential between top/mid/marksman and jungle/support, unless the jungler is getting a lot of kills, is often so large it isn't even funny. I'm talking about closing that gap, not eliminating it. It really, really sucks playing a jungler and having those games where you don't get ganks but spend so much time hanging in lanes trying to gank that you have like an SotAG/boots/parts of Bulwark by the time you Cait is finishing her full build. Exaggeration, but you understand where I'm coming from.

Second, I don't see anything wrong with your scenario you put forth. While I don't mind the current meta in theoretical terms, I'm tired of seeing it EVERY SINGLE GAME. So the idea of a carry jungler with early game lane bullies in all lanes seems pretty fucking interesting, honestly.

The thing is, such an extreme division of gold is more or less the logical conclusion of the way multiplicative scaling works in this game. Your team's overall effectiveness is maximized when you stack the gold income on a smaller number of income points because the effective gain of concentrated gold is higher than dispersed gold, since both damage stats and defensive stats scale multiplicatively. Having a slightly more farmed jungler is not worth the cost of an equally less-farmed laner because of this.

I have literally said this since the end of S2. You don't get the jungler farmed by putting more gold for him to get. You get the jungler farmed by creating reasons for teams to have a farmed jungler. This is an itemization problem, not a map design problem--it involves designing items that are critical enough to a team that having a jungler hit those powerful item timings outweighs the multiplicative benefit of more items on a carry. The only item that has had a suitably strong timing for this is Aegis and look at what Riot is doing with that.

With the way farm allocation in the game works, any deficit in farm on a particular point can be made up by assigning lane farm once lanes have broken down. This is exactly how 1v2 laners get farm despite getting very little during the laning phase--teams actively allocate farm to them to catch up when lanes have broken down. The nature of early game has little relevance to mid-lategame farm allocation, because you can always freely choose who gets to clean pushed lanes. So the fact that junglers aren't getting to farm has nothing to do with how the early game plays, and has more to do with there simply not being incentive to farm the jungler when a pushed lane comes across and someone needs to go clear it.


Except, you cannot separate the two. I bolded that section because it shows the problem. Because the jungler is behind, the optimal choice is often to leave said champion behind. If at midgame he was ahead, then you have the choice. That is what people want, the choice.


as you are implying, the optimal decision will always be to send a laner to clear waves unless the jungler is able to stay even in gold with laners through the laning phase. the problem is, it's not possible to do this through increasing gold allocated to the jungle without much broader changes because that will just result in more laner farm.

basically, as long as laning gives more gold than jungling, which will always be the case because the jungle role trades steady gold income for the ability to roam the map, 'the choice' of farm allocation will only ever be between laners. insec's former team famously tried to work around this and give insec empty lane farm, but look at the end result - they realized that junglers are optimally played with lower income, and insec changed teams and is now playing top
wei2coolman
Profile Joined November 2010
United States60033 Posts
July 26 2013 19:56 GMT
#5780
On July 27 2013 04:53 TheYango wrote:
In competitive play, the choice already exists--it just isn't made due to champ selection and convention. In solo queue, even if the choice existed, you wouldn't get to farm a jungler because no top laner would listen to you if you told him to be poor and carry the Aegis while you got to farm. He'd tell you to go fuck off.

Or you could be like Saint V; and say "fuck yo shit, i'm lane taxing"
liftlift > tsm
Prev 1 287 288 289 290 291 339 Next
Please log in or register to reply.
Live Events Refresh
BSL
19:00
RO16 Group C
Artosis vs TerrOr
spx vs StRyKeR
ZZZero.O354
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 507
CosmosSc2 64
JuggernautJason42
Ketroc 30
PattyMac 21
StarCraft: Brood War
Calm 3940
ZZZero.O 377
firebathero 134
Dewaltoss 125
Backho 44
NaDa 6
Dota 2
monkeys_forever825
League of Legends
Doublelift2715
JimRising 270
Reynor145
Counter-Strike
Fnx 1982
Heroes of the Storm
Liquid`Hasu366
Other Games
tarik_tv5940
Grubby5076
FrodaN2549
KnowMe255
Hui .186
kaitlyn48
DenverSC23
Organizations
Other Games
gamesdonequick3551
StarCraft 2
angryscii 36
Other Games
BasetradeTV7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 21 non-featured ]
StarCraft 2
• Hupsaiya 68
• printf 52
• davetesta33
• Adnapsc2 16
• sooper7s
• Migwel
• AfreecaTV YouTube
• LaughNgamezSOOP
• intothetv
• IndyKCrew
• Kozan
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21358
• WagamamaTV976
• lizZardDota283
League of Legends
• imaqtpie2081
• TFBlade956
Other Games
• Shiphtur328
• tFFMrPink 17
Upcoming Events
Replay Cast
2h 55m
Sparkling Tuna Cup
12h 55m
RSL Revival
12h 55m
Cure vs Zoun
Clem vs Lambo
WardiTV Invitational
14h 55m
ByuN vs Rogue
Solar vs Ryung
Zoun vs Percival
Cure vs SHIN
BSL
21h 55m
Dewalt vs DragOn
Aether vs Jimin
GSL
1d 10h
Afreeca Starleague
1d 12h
Soma vs Leta
Wardi Open
1d 14h
Monday Night Weeklies
1d 18h
OSC
2 days
[ Show More ]
CranKy Ducklings
2 days
Afreeca Starleague
2 days
Light vs Flash
Replay Cast
3 days
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
RSL Revival
5 days
Korean StarCraft League
6 days
RSL Revival
6 days
BSL
6 days
Liquipedia Results

Completed

Escore Tournament S2: W6
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
Acropolis #4
KK 2v2 League Season 1
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
PGL Astana 2026
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

Upcoming

BSL 22 Non-Korean Championship
YSL S3
Escore Tournament S2: W7
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 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.