• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:28
CEST 07:28
KST 14:28
  • 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
Power Rank - Esports World Cup 202561RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16
Community News
BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams10Weekly Cups (July 14-20): Final Check-up0Esports World Cup 2025 - Brackets Revealed19Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission re-extension5
StarCraft 2
General
#1: Maru - Greatest Players of All Time The GOAT ranking of GOAT rankings Server Blocker Team TLMC #5 - Submission re-extension Greatest Players of All Time: 2025 Update
Tourneys
Esports World Cup 2025 FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Sea Duckling Open (Global, Bronze-Diamond)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Ginuda's JaeDong Interview Series [Update] ShieldBattery: 2025 Redesign BW General Discussion Dewalt's Show Matches in China
Tourneys
[Megathread] Daily Proleagues [BSL20] Non-Korean Championship 4x BSL + 4x China CSL Xiamen International Invitational [CSLPRO] It's CSLAN Season! - Last Chance
Strategy
[G] Mineral Boosting Does 1 second matter in StarCraft? Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread [MMORPG] Tree of Savior (Successor of Ragnarok) Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Stop Killing Games - European Citizens Initiative Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Post Pic of your Favorite Food!
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
[\m/] Heavy Metal Thread Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2025 Football Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Socialism Anyone?
GreenHorizons
Eight Anniversary as a TL…
Mizenhauer
Customize Sidebar...

Website Feedback

Closed Threads



Active: 678 users

[Patch 4.6] Twitch VU General Discussion - Page 4

Forum Index > LoL General
Post a Reply
Prev 1 2 3 4 5 6 144 145 146 Next
Updated TL LoL policy in regards to the use of "lomo"
Parnage
Profile Blog Joined February 2010
United States7414 Posts
April 21 2014 23:50 GMT
#61
On April 22 2014 08:44 LaNague wrote:
what a stupid name for an ability.
the pun is funny for half a second and then its just an annoying name.


Ill play this game again when riot decides to get the cheating under control, but i have little hope.They even start to endorse that curse cheat program when a year ago all automation was forbidden.
Maybe next year around this time we have little "aiming assists", too. Its ok, its bundled with a voice chat.


Calling a buff/dragon/baron timer a cheat is just silly. Any decent player already does it and anyone who doesn't wouldn't know what to do with it if they had it anyway. It's like getting upset that sc2 had a timer put in it so players could potentially prepare for something based on scouting and the time on the clock.

What actual cheating are you referring to and for that matter what official support of curse voice is Riot doing?
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
cLutZ
Profile Joined November 2010
United States19574 Posts
April 21 2014 23:56 GMT
#62
Its kinda garbage to have an automatic timer. Its like a slightly less bs version of a macroing cheat that keeps all your production facilities building 1 unit at a time and all yall gots to do is turn them on/off.
Freeeeeeedom
FinestHour
Profile Joined August 2010
United States18466 Posts
April 21 2014 23:58 GMT
#63
On April 22 2014 08:50 Parnage wrote:
Show nested quote +
On April 22 2014 08:44 LaNague wrote:
what a stupid name for an ability.
the pun is funny for half a second and then its just an annoying name.


Ill play this game again when riot decides to get the cheating under control, but i have little hope.They even start to endorse that curse cheat program when a year ago all automation was forbidden.
Maybe next year around this time we have little "aiming assists", too. Its ok, its bundled with a voice chat.


Calling a buff/dragon/baron timer a cheat is just silly. Any decent player already does it and anyone who doesn't wouldn't know what to do with it if they had it anyway. It's like getting upset that sc2 had a timer put in it so players could potentially prepare for something based on scouting and the time on the clock.

What actual cheating are you referring to and for that matter what official support of curse voice is Riot doing?


those darn drophacks costing me my promos!!!!11!11!!1!!1!!1!
thug life.                                                       MVP/ex-
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
April 22 2014 00:02 GMT
#64
On April 22 2014 08:50 Parnage wrote:
It's like getting upset that sc2 had a timer put in it so players could potentially prepare for something based on scouting and the time on the clock.

Yeah and nobody at all ever bitched about that oh wait
A backwards poet writes inverse.
Parnage
Profile Blog Joined February 2010
United States7414 Posts
April 22 2014 00:05 GMT
#65
On April 22 2014 09:02 Dandel Ion wrote:
Show nested quote +
On April 22 2014 08:50 Parnage wrote:
It's like getting upset that sc2 had a timer put in it so players could potentially prepare for something based on scouting and the time on the clock.

Yeah and nobody at all ever bitched about that oh wait


People bitch about everything. If they started banning curse voice users you'd see people complaining about it. Hell if they changed something in the background on the loading screen you'd see people up in arms(oh wait they did and that happened) What's the point here?
-orb- Fan. Live the Nal_rA dream. || Yordles are cool.
iCanada
Profile Joined August 2010
Canada10660 Posts
Last Edited: 2014-04-22 00:13:48
April 22 2014 00:12 GMT
#66
On April 22 2014 08:56 cLutZ wrote:
Its kinda garbage to have an automatic timer. Its like a slightly less bs version of a macroing cheat that keeps all your production facilities building 1 unit at a time and all yall gots to do is turn them on/off.


Baron and Dragon already time themselves via "player X has slain the Y".

Its not like it even changes anything. All it does it save the jungler 2s of typing while autoing wraiths. My give a shit level there is ridiculously low.
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
April 22 2014 00:18 GMT
#67
On April 22 2014 03:13 TheYango wrote:
Implementing jungle as a place to put a carry should be something that is done with the fact that most "carry" farm in a game comes post-laning phase. Farming a jungle into a core role should involve allocation of lane farm--which the S3/S4 jungle items actually make incredibly problematic because there's no way to make the reverse transition smoothly.

The ideal scenario for a jungle "carry" is where you have a jungler that is a weak laner but is powerful with farm, and, say, a top laner who is a strong laner but transitions into a more defensive/supportive role in lategame fights, and once laning breaks down and you move into the jungler getting lane farm and transitioning into a higher farm priority. However, the way S3/S4 jungle items work, this fundamentally entails a loss in farming efficiency because the top laner can't farm jungle as efficiently, the jungler is wasting the jungling passives on his jungle items, and nobody is getting the free gold.

The problem was never laners taking jungle farm the way Riot envisioned it, it was finding a way to make the farm priority transition between the jungler and a laner after laning phase seamless and worthwhile--and by fixing what they falsely considered the problem, Riot actually ended up making that transition even harder and less worthwhile.

In my opinion, Feral Flare is a little overtuned, but not anywhere near as much as people seem to think. The problem comes from how we think about our junglers, rather than the item being strong.
If the enemy TOP LANE Jax farms 250cs by 20 minutes, we don't complain about how OP he (or Triforce) is, we just accept that "Jax got fed, he could have been shut down, but we didn't do a good enough job of it so now he will carry". Why can't the same be true for junglers?
The answer, I think, is because we've always known our junglers to be "second supports", so the idea of them being able to hard carry is strange to us. In Season 1, junglers like Warwick and Rammus were played, and ganked lanes to get their team mates fed. Season two was a lot of Skarner, Maokai and Cho'Gath who would control vision for their team, and play a tanky cc-bot role. Season 3 was more bruiser-ish junglers (Jarvan, Xin Zhao, Lee Sin) who would spend all of their gold on wards and aura items, get next to no farm (if playing what was eventually considered "optimal"), and just try to get their team doing well.
Since the beginning of competitive League of Legends, our junglers have been "those guys who give me blue buff and come to my lane to get me fed", and now that they're actually able to carry, everyone's up in arms about it.
If you let the enemy Jungler farm for 20 minutes, you deserve to lose the game, in the same way you would if you let a top lane Nasus do that. You gank, you counterjungle, you shut him down. Is it a bit harder to shut down a jungler than a laner? Maybe, or maybe we're just not used to having to do so yet.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
FinestHour
Profile Joined August 2010
United States18466 Posts
April 22 2014 00:25 GMT
#68
ur not supposed to copy paste from reddit onto tl this is supposed to be a superior website with better ideas and reasoning
thug life.                                                       MVP/ex-
Amui
Profile Blog Joined August 2010
Canada10567 Posts
April 22 2014 00:26 GMT
#69
IIRC late S1 was also the last time where you could hard farm the jungle on champs like noct and come out with wriggles warmogs atmas. Having 2.5 seasons of mostly support junglers, especially since such a large subset of the population didn't ever know it existed, let alone experienced it has ingrained the idea that junglers are the roaming support, not another farmed position.
Porouscloud - NA LoL
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
April 22 2014 00:27 GMT
#70
On April 22 2014 08:56 cLutZ wrote:
Its kinda garbage to have an automatic timer. Its like a slightly less bs version of a macroing cheat that keeps all your production facilities building 1 unit at a time and all yall gots to do is turn them on/off.


This is the worst comparison ever. Timing buffs, which you can do yourself in like a second, vs a program that gives you perfect macro? What?
http://na.op.gg/summoner/userName=FLABREZU
Ketara
Profile Blog Joined August 2010
United States15065 Posts
April 22 2014 00:27 GMT
#71
On April 22 2014 09:18 xes wrote:
Show nested quote +
On April 22 2014 03:13 TheYango wrote:
Implementing jungle as a place to put a carry should be something that is done with the fact that most "carry" farm in a game comes post-laning phase. Farming a jungle into a core role should involve allocation of lane farm--which the S3/S4 jungle items actually make incredibly problematic because there's no way to make the reverse transition smoothly.

The ideal scenario for a jungle "carry" is where you have a jungler that is a weak laner but is powerful with farm, and, say, a top laner who is a strong laner but transitions into a more defensive/supportive role in lategame fights, and once laning breaks down and you move into the jungler getting lane farm and transitioning into a higher farm priority. However, the way S3/S4 jungle items work, this fundamentally entails a loss in farming efficiency because the top laner can't farm jungle as efficiently, the jungler is wasting the jungling passives on his jungle items, and nobody is getting the free gold.

The problem was never laners taking jungle farm the way Riot envisioned it, it was finding a way to make the farm priority transition between the jungler and a laner after laning phase seamless and worthwhile--and by fixing what they falsely considered the problem, Riot actually ended up making that transition even harder and less worthwhile.

In my opinion, Feral Flare is a little overtuned, but not anywhere near as much as people seem to think. The problem comes from how we think about our junglers, rather than the item being strong.
If the enemy TOP LANE Jax farms 250cs by 20 minutes, we don't complain about how OP he (or Triforce) is, we just accept that "Jax got fed, he could have been shut down, but we didn't do a good enough job of it so now he will carry". Why can't the same be true for junglers?
The answer, I think, is because we've always known our junglers to be "second supports", so the idea of them being able to hard carry is strange to us. In Season 1, junglers like Warwick and Rammus were played, and ganked lanes to get their team mates fed. Season two was a lot of Skarner, Maokai and Cho'Gath who would control vision for their team, and play a tanky cc-bot role. Season 3 was more bruiser-ish junglers (Jarvan, Xin Zhao, Lee Sin) who would spend all of their gold on wards and aura items, get next to no farm (if playing what was eventually considered "optimal"), and just try to get their team doing well.
Since the beginning of competitive League of Legends, our junglers have been "those guys who give me blue buff and come to my lane to get me fed", and now that they're actually able to carry, everyone's up in arms about it.
If you let the enemy Jungler farm for 20 minutes, you deserve to lose the game, in the same way you would if you let a top lane Nasus do that. You gank, you counterjungle, you shut him down. Is it a bit harder to shut down a jungler than a laner? Maybe, or maybe we're just not used to having to do so yet.


There is a lot of truth to this. Before if I was in mid and I saw particles coming from the enemy wraith camp, all I'd think is "okay if he ganks me it's going to come from that side of the screen", now I'm starting to think "holy fuck I'd better try to steal that big wraith".

Realistically though, the problem is that it doesn't take 20 minutes of farming for these hard carry junglers to suddenly emerge and carry. It only takes 10-15 minutes, and it's faster than Jax can do it from the top lane, to use your example. That's why I think FF is good in concept and after a nerf or two will be fine and healthy.
http://www.liquidlegends.net/forum/lol-general/502075-patch-61-league-of-legends-general-discussion?page=25#498
Alaric
Profile Joined November 2009
France45622 Posts
April 22 2014 00:28 GMT
#72
'cept it's way harder to shut down a jungler than a laner. Even a passive, farm fest style laner has to interact with his opponent (well, sure, at some point Ziggs/Anivia/Lux say "fuck you" and don't anymore, but at least the first 5 levels I guess), while if currently Udyr decides to just flash farm his jungle, there's not much you can do because he's a very strong duelist early on and you can't get your team to pick strong enough early laners to invade him, nor can you get your allies to help in buying wards and setting up vision control to screw with his farming, ambush him, etc.

A ganking jungler like Alistar or Pantheon pre-s4? Yeah, sure, you could shut him down by stalking him and denying him ganks, you slow down your own farm so in a way you help him do his job but you know at some point he'll be useless compared to you.
A farming jungler? Unless he's weak as heck it's not going to be easy to shut him down, not to say "close to impossible" for the average soloQ team.

Also s3 bruisers got more than a little farm, it's just they had to work harder for it than gp5 s2 jungle. They clearly operated as position 4 champions though.
Cant take LMS hipsters serious.
Uldridge
Profile Blog Joined January 2011
Belgium4764 Posts
April 22 2014 00:30 GMT
#73
Okay so Twitch visual update is fine (not needed, but fine), but the new names are just so fucking cringeworthy... expunge actually has a nice ring to it, now it's just some typical, sighworthy name.
Taxes are for Terrans
derc
Profile Joined November 2011
France126 Posts
April 22 2014 00:33 GMT
#74
Well, only games that i am losing since 3/4 days are those where i'm heavyly counter jungled AND where all lanes are losing (even without being ganked). I usually try to make a counter gank between lvl 3 and 5, then i farm to 7, then i try to help the most that i can either top or mid+bot while farming up.
Then i reach lvl 11-12, and if my team isnt 15 kill behind, game is won.

Easy way : shyvana (hello 1v3-4 faceroll)
Medium way : mr yi (actually it's not that easy if you have no tank and your team isnt winning, but you can still manage to work it out) / udyr (if they lack of CC/dash/knoc out)

With those champ i usually reach 40 stacks of FF before 35-40 min, which close the game after one or two teamfights.
Hardest thing being : convince your teamates to farm near their tower early.

(from a gold lvl pov)
GolemMadness
Profile Blog Joined September 2010
Canada11044 Posts
April 22 2014 00:42 GMT
#75
I don't see a lot of talk about Rumble. I think he's going to be strong as fuck after this patch. I wish he was a champion I actually wanted to play.
http://na.op.gg/summoner/userName=FLABREZU
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-04-22 00:55:13
April 22 2014 00:46 GMT
#76
On April 22 2014 09:26 Amui wrote:
IIRC late S1 was also the last time where you could hard farm the jungle on champs like noct and come out with wriggles warmogs atmas. Having 2.5 seasons of mostly support junglers, especially since such a large subset of the population didn't ever know it existed, let alone experienced it has ingrained the idea that junglers are the roaming support, not another farmed position.

None of that came out of pure jungle farm, it was largely through farm allocation from solo lanes.

On April 22 2014 09:27 Ketara wrote:
There is a lot of truth to this. Before if I was in mid and I saw particles coming from the enemy wraith camp, all I'd think is "okay if he ganks me it's going to come from that side of the screen", now I'm starting to think "holy fuck I'd better try to steal that big wraith".

Realistically though, the problem is that it doesn't take 20 minutes of farming for these hard carry junglers to suddenly emerge and carry. It only takes 10-15 minutes, and it's faster than Jax can do it from the top lane, to use your example. That's why I think FF is good in concept and after a nerf or two will be fine and healthy.

I just don't see why the concept of a jungler that takes a higher position farm priority can't just use the existing resource distribution scheme. Why does a jungler need free gold to be farmed into carry status? Why can't this be accomplished through alternative resource allocation? It's just adding a whole lot of nothing with that complexity because it's a state achievable within the existing rules of the game.

I could care less about people calling Feral Flare OP, I just see the S4 free gold mechanics as fundamentally counter to what I would consider good game design--they essentially exist to alter gold distribution in a way achievable by altering incentives within the existing system and do so by adding more complexity to the game.

TBH I have the same quip with trinkets. What actual gain is made from making trinkets exceptional by making them free and slot-less? None. If you balanced them as normal items that gave stats, you could make them such that people would buy them anyway. Making them free and slot-less only serves to add complexity to the game without adding depth that wasn't otherwise achievable.
Moderator
Dusty
Profile Blog Joined December 2010
United States3359 Posts
April 22 2014 01:01 GMT
#77
Curse voice is unfair as hell but only because of the fact that not everyone can have it.

Realistically, the Voice and teammates ult CD display should be in the game, but it isnt for some reason. The baron/dragon timers simply take existing information and displays it for the user easily (slightly unfair but I don't think it's a big advantage, but it certainly is one and is definitely a problem.

I've personally never gone into a soloq game where teammates are on voice and joined them.. because honestly who wants to get into a voice chat with a bunch of people you meet in soloq?
Zess
Profile Joined July 2012
Adun Toridas!9144 Posts
April 22 2014 01:04 GMT
#78
On April 22 2014 09:46 TheYango wrote:
Show nested quote +
On April 22 2014 09:26 Amui wrote:
IIRC late S1 was also the last time where you could hard farm the jungle on champs like noct and come out with wriggles warmogs atmas. Having 2.5 seasons of mostly support junglers, especially since such a large subset of the population didn't ever know it existed, let alone experienced it has ingrained the idea that junglers are the roaming support, not another farmed position.

None of that came out of pure jungle farm, it was largely through farm allocation from solo lanes.

Show nested quote +
On April 22 2014 09:27 Ketara wrote:
There is a lot of truth to this. Before if I was in mid and I saw particles coming from the enemy wraith camp, all I'd think is "okay if he ganks me it's going to come from that side of the screen", now I'm starting to think "holy fuck I'd better try to steal that big wraith".

Realistically though, the problem is that it doesn't take 20 minutes of farming for these hard carry junglers to suddenly emerge and carry. It only takes 10-15 minutes, and it's faster than Jax can do it from the top lane, to use your example. That's why I think FF is good in concept and after a nerf or two will be fine and healthy.

I just don't see why the concept of a jungler that takes a higher position farm priority can't just use the existing resource distribution scheme. Why does a jungler need free gold to be farmed into carry status? Why can't this be accomplished through alternative resource allocation? It's just adding a whole lot of nothing with that complexity because it's a state achievable within the existing rules of the game.

I could care less about people calling Feral Flare OP, I just see the S4 free gold mechanics as fundamentally counter to what I would consider good game design--they essentially exist to alter gold distribution in a way achievable by altering incentives within the existing system and do so by adding more complexity to the game.

TBH I have the same quip with trinkets. What actual gain is made from making trinkets exceptional by making them free and slot-less? None. If you balanced them as normal items that gave stats, you could make them such that people would buy them anyway. Making them free and slot-less only serves to add complexity to the game without adding depth that wasn't otherwise achievable.


To use Brawl control scheme input analogies, its easier in the short run to balance combos on a superficial level by just deleting them from the game, or give characters access to an easy button to do everything so you don't have to think about it, rather than stick to good design principles and alter how interactions happen on a fundamental basis.
Administrator@TL_Zess
| (• ◡•)|八 (❍ᴥ❍ʋ)
TheYango
Profile Joined September 2008
United States47024 Posts
April 22 2014 01:06 GMT
#79
Oh I know that, doesn't mean I have to like it.
Moderator
chalice
Profile Joined September 2010
United States1945 Posts
April 22 2014 01:13 GMT
#80
i kind of like kassadin's shield being given strong scaling and base numbers, because it only lasts 1.5 seconds how effective it is will probably be determined mostly by player skill differences.
Prev 1 2 3 4 5 6 144 145 146 Next
Please log in or register to reply.
Live Events Refresh
Next event in 4h 32m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft683
Nina 236
Fuzer 56
StarCraft: Brood War
Sea 3774
Noble 50
League of Legends
JimRising 719
Counter-Strike
Stewie2K1333
Heroes of the Storm
Khaldor97
Other Games
summit1g7392
shahzam1040
C9.Mang0216
ViBE197
Organizations
Other Games
gamesdonequick1042
BasetradeTV55
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Berry_CruncH221
• practicex 40
• Adnapsc2 8
• intothetv
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota250
League of Legends
• Doublelift5299
• Lourlo1345
Other Games
• Scarra1250
Upcoming Events
CranKy Ducklings
4h 32m
BSL20 Non-Korean Champi…
8h 32m
CSO Cup
10h 32m
BSL20 Non-Korean Champi…
12h 32m
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
FEL
1d 3h
BSL20 Non-Korean Champi…
1d 8h
BSL20 Non-Korean Champi…
1d 12h
Bonyth vs Zhanhun
Dewalt vs Mihu
Hawk vs Sziky
Sziky vs QiaoGege
Mihu vs Hawk
Zhanhun vs Dewalt
Fengzi vs Bonyth
Sparkling Tuna Cup
3 days
Online Event
3 days
uThermal 2v2 Circuit
4 days
[ Show More ]
The PondCast
5 days
Replay Cast
5 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

CSL Xiamen Invitational
Esports World Cup 2025
Murky Cup #2

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
BSL Team Wars
CSLPRO Last Chance 2025
CC Div. A S7
Underdog Cup #2
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

ASL Season 20: Qualifier #1
ASL Season 20: Qualifier #2
ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
HCC Europe
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
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 © 2025 TLnet. All Rights Reserved.