• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:39
CEST 23:39
KST 06:39
  • 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: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
StarCraft open world shooter announced at BlizzCon35Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?158Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30!
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 KSL Week #92 IntoTheTV X SOOP SC2 League : Weekly & Monthly 2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
Official StarCraft website teases new content ahead of BlizzCon? Broodwar Prediction Market BGH Auto Balance -> http://bghmmr.eu/ Practice Partners (Official) [D] Brainstorming a balance patch for Brood war
Tourneys
[ASL22] Ro16 Group A [ASL22] Ro16 Group B Escore Tournament - Season 3 Small VOD Thread 2.0
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Diablo IV Nintendo Switch Thread EVE Corporation [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
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 UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Diablo Animated Series on Netflix Movie Discussion!
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
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 7589 users

[Patch 4.10] Nidalee/Skarner Rework General Discussion - P…

Forum Index > LoL General
Post a Reply
Prev 1 67 68 69 70 71 104 Next
yamato77
Profile Blog Joined October 2010
11589 Posts
June 25 2014 18:20 GMT
#1361
Zileas, as you add champions, you must have more bans, right?
We don't really agree with this -- we feel the minimum bans are related to the number of S tier champions, which can come from new releases, but honestly, is something we are getting better at managing with time. It's very conceivable we could have 50% more champions but have half the S tier champions.

ROFL.
Writer@WriterYamato
iCanada
Profile Joined August 2010
Canada10660 Posts
June 25 2014 18:24 GMT
#1362
I don't think it would reduce the champ pool, but it would certainly emphasize the importance of power picks like thresh/lucian/leesin that are good in any comp.

That said, if the other team picks like Nasus before the second banning phase (which has to happen to atleast one team) you could safely pick like a Kogmaw because you can ban out jungles that are good at diving knowing that their top Lanett already can't. You don't have to ban all the threats in that scenario, just the ones left up.

Ads more depth and viability to lots of champs.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-06-25 18:27:50
June 25 2014 18:25 GMT
#1363
On June 26 2014 03:13 Goumindong wrote:
Show nested quote +
On June 26 2014 01:41 zer0das wrote:
I guess it depends on what audience you're targeting. I think a lot of people here would gladly sacrifice 3-4 more minutes for having something more strategic. The League audience as a whole? Eh... probably less likely. I think people would probably get acclimated with it and enjoy it once they realized it allows for much more specialized picks and team comps, even if there was some initial resistance.

I doubt Riot would want to take the risk though, which is a shame.

There isn't really much of a reason to believe that four or five bans would make the pick phase more strategic. At the very least interwoven bans make strategies which have interlocking components more difficult to pull off. This is because as soon as one piece of the component is shown all viable compliments can be banned out by the enemy team.

Team compositions which survive will have to be "more generic" because more specific compositions can be removed in the middle of the pick phase. Only compositions which have many possible picks in each position would be reasonably viable.

Edit: that is, an interwoven ban system is more likely to reduce the reasonable champion pool than increase it.

This is the same argument Zileas used, but it's not a convincing one because most fragile teamcomps tend to be so not because they require certain individual irreplaceable champions (this case is actually pretty rare where there are more than 2 champions that absolutely MUST be picked for a teamcomp to function), but because the picks they rely on themselves are not stable and can be counterpicked/disrupted by certain picks from the enemy team. As such the additional reactionary bans help these teamcomps more than hurt because the addition of protective mid-draft bans against counterpicks tends to help more than they hurt.

By and large niche comps don't function by having 3+ single irreplaceable champions that, if banned, totally fuck the teamcomp. It's generally more likely that there are only 1-2 lynchpin champs that can be picked together in a single pick phase anyway, and the 3 supporting picks are more flexible.
Moderator
Goumindong
Profile Joined February 2013
United States3529 Posts
June 25 2014 18:29 GMT
#1364
On June 26 2014 03:16 PrinceXizor wrote:
Show nested quote +
On June 26 2014 03:13 Goumindong wrote:
On June 26 2014 01:41 zer0das wrote:
I guess it depends on what audience you're targeting. I think a lot of people here would gladly sacrifice 3-4 more minutes for having something more strategic. The League audience as a whole? Eh... probably less likely. I think people would probably get acclimated with it and enjoy it once they realized it allows for much more specialized picks and team comps, even if there was some initial resistance.

I doubt Riot would want to take the risk though, which is a shame.

There isn't really much of a reason to believe that four or five bans would make the pick phase more strategic. At the very least interwoven bans make strategies which have interlocking components more difficult to pull off. This is because as soon as one piece of the component is shown all viable compliments can be banned out by the enemy team.

Team compositions which survive will have to be "more generic" because more specific compositions can be removed in the middle of the pick phase. Only compositions which have many possible picks in each position would be reasonably viable.

this hasn't been shown to be true in dota, why would it suddenly become fact in league.


How do you know it isn't true in DotA? Is there a before/after on interwoven bans in the competitive scene? Or are you just making some ridiculous claim that "DotA has more meta variation" or "DotA has more team compositions" which a) don't mean anything and b) are probably wrong anyway?

More seriously, DotA has significantly different mechanics and champion interactions. This should be enough to dissuade you from making foolish comparisons to how its ban phase plays out relative to League.

More importantly this is a necessary consequence of teams not being stupid. Imagine for a second you want to build a 5 man push comp (as has been seen before) but to do this you need Heimerdinger and a couple of other specific picks. Because you need them both, and because picking Heimerdinger will set the other off immediately that they need to grab AoE you have to pick Heimerdinger last. Because you have to pick Heimerdinger last you're giving the other team a large window to realize what is up, and ban Heimerdinger.

Similar things work for Orianna, who almost needs ball delivery systems. If you see a BDS picked you ban Orianna. If you see Orianna picked you ban the remaining BDS. Congratulations you've simply made it so that its much less likely to see Orianna picked. This doesn't expand the relevant champions and compositions but reduces it to compositions and champions whose interactions cannot be banned out in the middle of pick phase.
turdburgler
Profile Blog Joined January 2011
England6749 Posts
Last Edited: 2014-06-25 18:33:21
June 25 2014 18:31 GMT
#1365
On June 26 2014 03:20 yamato77 wrote:
Show nested quote +
Zileas, as you add champions, you must have more bans, right?
We don't really agree with this -- we feel the minimum bans are related to the number of S tier champions, which can come from new releases, but honestly, is something we are getting better at managing with time. It's very conceivable we could have 50% more champions but have half the S tier champions.

ROFL.



i think what zileas didnt 'expect' is that its not about 's tier champs' its about s tier synergy. it doesnt really matter how many 'op' champs there are, now that there are arguably 10+ both sides are going to get them, thats one conversation.

but now we have this situation where champs like malphite and nami who are arguably poor on their own can combo well with a champ like yasuo, and devistate easily.

so you have this situation where theres breakpoints, <6 top tier picks and you can just ban them all out. 6 - ~10 top tier champs and both sides just pick them up (like in the mundo/shyv/renek/ era of top) and everyone is bored but relatively happy. once you get 150 champs in the game, which tends to lead to 20,30 or even 40 strong picks it stops being about getting hold of strong champions, because thats no issue (as it seems to be now). but now that we have so many champs in the game you get much more situations where amazing champ synergy because unstoppable. if the other team picks a yasuo, suddenly you want to ban out 20 champs with long range knock ups.

so now it rolls back around to being "we need to stop them getting x AND y, instead of just x or y. and so it feels like you need more bans to deal with it. zileas might be right, that they are better at balancing the game now, but even if thats the case theres a whole new can of worms to deal with as more and more unique champs get released. in the end im not even sure if this means that we need more bans, or if zileas is even wrong in what he said. i just think its worth mentioning that the reasons people feel the need for more bans has actually changed in the 2 years since those comments were made.

Goumindong
Profile Joined February 2013
United States3529 Posts
June 25 2014 18:32 GMT
#1366
On June 26 2014 03:25 TheYango wrote:
Show nested quote +
On June 26 2014 03:13 Goumindong wrote:
On June 26 2014 01:41 zer0das wrote:
I guess it depends on what audience you're targeting. I think a lot of people here would gladly sacrifice 3-4 more minutes for having something more strategic. The League audience as a whole? Eh... probably less likely. I think people would probably get acclimated with it and enjoy it once they realized it allows for much more specialized picks and team comps, even if there was some initial resistance.

I doubt Riot would want to take the risk though, which is a shame.

There isn't really much of a reason to believe that four or five bans would make the pick phase more strategic. At the very least interwoven bans make strategies which have interlocking components more difficult to pull off. This is because as soon as one piece of the component is shown all viable compliments can be banned out by the enemy team.

Team compositions which survive will have to be "more generic" because more specific compositions can be removed in the middle of the pick phase. Only compositions which have many possible picks in each position would be reasonably viable.

Edit: that is, an interwoven ban system is more likely to reduce the reasonable champion pool than increase it.

This is the same argument Zileas used, but it's not a convincing one because most fragile teamcomps tend to be so not because they require certain individual irreplaceable champions (this case is actually pretty rare where there are more than 2 champions that absolutely MUST be picked for a teamcomp to function), but because the picks they rely on themselves are not stable and can be counterpicked/disrupted by certain picks from the enemy team. As such the additional reactionary bans help these teamcomps more than hurt because the addition of protective mid-draft bans against counterpicks tends to help more than they hurt.

By and large niche comps don't function by having 3+ single irreplaceable champions that, if banned, totally fuck the teamcomp. It's generally more likely that there are only 1-2 lynchpin champs that can be picked together in a single pick phase anyway, and the 3 supporting picks are more flexible.


Sure, but it cannot be said that interwoven bans go the other direction and open things up. The only reasonable way that interwoven bans can operate is to close off champions due to the potentiality of banning out their complements.
TheYango
Profile Joined September 2008
United States47024 Posts
June 25 2014 18:36 GMT
#1367
On June 26 2014 03:32 Goumindong wrote:
Sure, but it cannot be said that interwoven bans go the other direction and open things up. The only reasonable way that interwoven bans can operate is to close off champions due to the potentiality of banning out their complements.

No, it can, because there are a lot of champions that become unpickable implicitly due to the fact that they CAN be counterpicked.

Any such champion gains more ground with interwoven bans due to the ability to use 2nd pick->2 protective bans to reduce that pressure on such a champion.
Moderator
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 25 2014 18:40 GMT
#1368
On June 26 2014 03:29 Goumindong wrote:
Show nested quote +
On June 26 2014 03:16 PrinceXizor wrote:
On June 26 2014 03:13 Goumindong wrote:
On June 26 2014 01:41 zer0das wrote:
I guess it depends on what audience you're targeting. I think a lot of people here would gladly sacrifice 3-4 more minutes for having something more strategic. The League audience as a whole? Eh... probably less likely. I think people would probably get acclimated with it and enjoy it once they realized it allows for much more specialized picks and team comps, even if there was some initial resistance.

I doubt Riot would want to take the risk though, which is a shame.

There isn't really much of a reason to believe that four or five bans would make the pick phase more strategic. At the very least interwoven bans make strategies which have interlocking components more difficult to pull off. This is because as soon as one piece of the component is shown all viable compliments can be banned out by the enemy team.

Team compositions which survive will have to be "more generic" because more specific compositions can be removed in the middle of the pick phase. Only compositions which have many possible picks in each position would be reasonably viable.

this hasn't been shown to be true in dota, why would it suddenly become fact in league.


How do you know it isn't true in DotA? Is there a before/after on interwoven bans in the competitive scene? Or are you just making some ridiculous claim that "DotA has more meta variation" or "DotA has more team compositions" which a) don't mean anything and b) are probably wrong anyway?

More seriously, DotA has significantly different mechanics and champion interactions. This should be enough to dissuade you from making foolish comparisons to how its ban phase plays out relative to League.

More importantly this is a necessary consequence of teams not being stupid. Imagine for a second you want to build a 5 man push comp (as has been seen before) but to do this you need Heimerdinger and a couple of other specific picks. Because you need them both, and because picking Heimerdinger will set the other off immediately that they need to grab AoE you have to pick Heimerdinger last. Because you have to pick Heimerdinger last you're giving the other team a large window to realize what is up, and ban Heimerdinger.

Similar things work for Orianna, who almost needs ball delivery systems. If you see a BDS picked you ban Orianna. If you see Orianna picked you ban the remaining BDS. Congratulations you've simply made it so that its much less likely to see Orianna picked. This doesn't expand the relevant champions and compositions but reduces it to compositions and champions whose interactions cannot be banned out in the middle of pick phase.

so... you ban just simply thresh alistar shen diana shaco rengar jarvan zac everytime you see orianna.

its a fact that diversity increased the last time dota changed ban pick order, and instead of you defending your position you just attack an established fact and prior evidence. you haven't proven anything, you just keep stating things without any backup. apart from incorrect examples.
TheYango
Profile Joined September 2008
United States47024 Posts
Last Edited: 2014-06-25 18:46:06
June 25 2014 18:41 GMT
#1369
On June 26 2014 03:29 Goumindong wrote:
Similar things work for Orianna, who almost needs ball delivery systems. If you see a BDS picked you ban Orianna. If you see Orianna picked you ban the remaining BDS. Congratulations you've simply made it so that its much less likely to see Orianna picked. This doesn't expand the relevant champions and compositions but reduces it to compositions and champions whose interactions cannot be banned out in the middle of pick phase.

Picking a dive-capable hero that can carry the ball doesn't instantly make Orianna a must-ban champion (there are a lot of cases where these champions are stable without Orianna and banning Orianna in these situations carries inherent risk if the enemy team didn't plan on using Orianna to begin with and you wasted a ban on something they didn't want).

As such you're going to get situations where sometimes Orianna will get banned when something like Shyvana is picked early, and sometimes she won't. When she isn't sometimes she'll get picked. The number of possible variations here increases because picking a dive-capable champion cannot possibly result in an Orianna ban 100% of the time (or even most of the time). If she was that strong, she would already be a must-pick champion to begin with--which would mean the second-phase ban wouldn't even come into play.

The only case where what you said can hold is if the interaction is so fragile that the components HAVE to be picked together because they are so bad individually that they cannot function without one another. Furthermore, that interaction has to involve 3+ champions because if it only requires 2, a 2-champ pick phase still allows the 2 fragile picks to be made together.

The case where 3+ champions together result in a relevantly powerful interaction but are poor enough individually that they have to be picked together AND this interaction already isn't too unstable to be unplayable in the current drafting format is exceedingly rare. Far more so than the number of picks that become enabled by the existence of protective bans against counterpicks.
Moderator
wei2coolman
Profile Joined November 2010
United States60033 Posts
June 25 2014 18:42 GMT
#1370
http://clgaming.net/news/595-clg-seeks-new-director-of-finance-and-operations

Anyone else think that the pay is shit considering the qualifications they're looking for?
liftlift > tsm
JeosAdn
Profile Joined September 2011
Costa Rica432 Posts
Last Edited: 2014-06-25 19:21:39
June 25 2014 18:45 GMT
#1371
Something clever about riot's buff timers implementation that I don't think has been mentioned here:

the problem with timers is not that it takes skill to add 7 to the clock, the skill resides in remembering to check the timer. Curse's timers, being always on screen, actively reminded people that a buff was coming up, reducing skill.

Riot's timers, being in the scoreboard, require a conscious decision on the part of the player to check for them. This conserves the skill while reducing the busy work. (maybe someone will argue that reducing typing removes mechanical skill lol)

The only flaw is that someone may be reminded of a buff timer incidentally when checking the scoreboard for another thing, which could be fixed by having the timers display on their own hotkey
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2014-06-25 18:49:40
June 25 2014 18:47 GMT
#1372
On June 26 2014 03:41 TheYango wrote:
Show nested quote +
On June 26 2014 03:29 Goumindong wrote:
Similar things work for Orianna, who almost needs ball delivery systems. If you see a BDS picked you ban Orianna. If you see Orianna picked you ban the remaining BDS. Congratulations you've simply made it so that its much less likely to see Orianna picked. This doesn't expand the relevant champions and compositions but reduces it to compositions and champions whose interactions cannot be banned out in the middle of pick phase.

Picking a dive-capable hero that can carry the ball doesn't instantly make Orianna a must-ban champion (there are a lot of cases where these champions are stable without Orianna and banning Orianna in these situations carries inherent risk if the enemy team didn't plan on using Orianna to begin with and you wasted a ban on something they didn't want).

As such you're going to get situations where sometimes Orianna will get banned when something like Shyvana is picked early, and sometimes she won't. When she isn't sometimes she'll get picked. The number of possible variations here increases because picking a dive-capable champion cannot possibly result in an Orianna ban 100% of the time (or even most of the time). If she was that strong, she would already be a must-pick champion to begin with--which would mean the second-phase ban wouldn't even come into play.

not even to mention just the sheer number of dive-capable champions that exist.

and if you try to ban out the other half of the equation: the AOE burst damage follow-up you have to ban MF and twitch at minimum, but that leaves varus for the CC combo, Yasuo and graves or wu kong for further damage. hell if you want to run double ap with it you open up vel koz or any aoe burst mage.
VayneAuthority
Profile Joined October 2012
United States8983 Posts
June 25 2014 18:47 GMT
#1373
On June 26 2014 03:42 wei2coolman wrote:
http://clgaming.net/news/595-clg-seeks-new-director-of-finance-and-operations

Anyone else think that the pay is shit considering the qualifications they're looking for?


yea it's bad. only way its worth it is if you dont mind the free shitty housing that comes with it...but anyone with those qualifications is going to be some one older and won't want to do that. Job market is so bad though im sure some one will pick it up
I come in for the scraps
ghrur
Profile Blog Joined May 2009
United States3786 Posts
June 25 2014 18:47 GMT
#1374
On June 26 2014 03:42 wei2coolman wrote:
http://clgaming.net/news/595-clg-seeks-new-director-of-finance-and-operations

Anyone else think that the pay is shit considering the qualifications they're looking for?


Yes. That amount of compensation seems like death in California. It'd probably work better if they just hired summer interns or something to do the excel work for them.
darkness overpowering
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 25 2014 18:50 GMT
#1375
It be worth it if: you had 2 years of internship in college and just graduated. and thats about it.
Goumindong
Profile Joined February 2013
United States3529 Posts
Last Edited: 2014-06-25 18:53:59
June 25 2014 18:51 GMT
#1376
On June 26 2014 03:42 wei2coolman wrote:
http://clgaming.net/news/595-clg-seeks-new-director-of-finance-and-operations

Anyone else think that the pay is shit considering the qualifications they're looking for?


2 Years work experience and a Bachelors for 40-50k(lets be less than generous and suggest that the value of the rent is only 500 dollars/month)? Not too bad. Edit: I mean so long as you don't already have a job. Their qualification list isn't high though the responsiblities they're asking seem a bit high considering what they want the other two doing.
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
June 25 2014 18:51 GMT
#1377
but you get to work with ESPORTS, the ultimate reward
Bronze player stuck in platinum
Fusilero
Profile Blog Joined July 2011
United Kingdom50293 Posts
June 25 2014 18:54 GMT
#1378
On June 26 2014 03:51 Nos- wrote:
but you get to work with ESPORTS, the ultimate reward

Banking on the ESPORTS PASSION is a questionable at best method of recruitment.
Glorious SEA doto
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
June 25 2014 18:56 GMT
#1379
On June 26 2014 03:51 Goumindong wrote:
Show nested quote +
On June 26 2014 03:42 wei2coolman wrote:
http://clgaming.net/news/595-clg-seeks-new-director-of-finance-and-operations

Anyone else think that the pay is shit considering the qualifications they're looking for?


2 Years work experience and a Bachelors for 40-50k(lets be less than generous and suggest that the value of the rent is only 500 dollars/month)? Not too bad.

40k annually for doing the entirety of CLGs actual functional backend. all of the finances all of communication with legal teams and store personel. and then being expected to help with promo stuff and managing the team in addition to that. is a lot of work. that's not much. people with that much responsibility are executives in other companies.
Nos-
Profile Blog Joined February 2011
Canada12016 Posts
June 25 2014 18:57 GMT
#1380
On June 26 2014 03:54 Fusilero wrote:
Show nested quote +
On June 26 2014 03:51 Nos- wrote:
but you get to work with ESPORTS, the ultimate reward

Banking on the ESPORTS PASSION is a questionable at best method of recruitment.

I never said it was a good proposal
Bronze player stuck in platinum
Prev 1 67 68 69 70 71 104 Next
Please log in or register to reply.
Live Events Refresh
OSC
20:30
Masters Cup #151
davetesta17
Liquipedia
AI Arena Tournament
17:00
Swiss - Round 1
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 607
Tasteless 465
SpeCial 91
ViBE73
CosmosSc2 56
Nina 54
StarCraft: Brood War
Britney 15328
Artosis 576
NaDa 18
Dota 2
monkeys_forever210
canceldota63
LuMiX1
League of Legends
Doublelift6043
JimRising 467
Counter-Strike
fl0m5241
Coldzera 1338
Super Smash Bros
hungrybox184
C9.Mang0178
Chillindude13
Heroes of the Storm
Liquid`Hasu1496
Trikslyr107
Other Games
summit1g8734
Grubby6555
B2W.Neo908
XaKoH 175
Dewaltoss44
Organizations
Heroes of the Storm
Heroes of the Storm4878
Other Games
EGCTV1119
StarCraft 2
StarCraft1090
StarCraft: Brood War
Afreeca ASL 518
Other Games
BasetradeTV241
angryscii23
[ Show 13 non-featured ]
StarCraft 2
• Hupsaiya 105
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• FirePhoenix10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21357
Other Games
• imaqtpie1061
• Shiphtur130
Upcoming Events
Sparkling Tuna Cup
12h 21m
WardiTV Invitational
13h 21m
ByuN vs Percival
Cure vs Classic
Shopify Rebellion Sundays
17h 21m
Spirit vs Mixu
Clem vs TBD
RSL Revival
18h 21m
Serral vs Rogue
BlizzCon
20h 51m
IdrA vs MC
Replay Cast
1d 2h
Afreeca Starleague
1d 12h
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
1d 13h
Monday Night Weeklies
1d 18h
Afreeca Starleague
2 days
Snow vs Shinee
Shine vs EffOrt
[ Show More ]
GSL
2 days
PiGosaur Cup
3 days
The PondCast
3 days
Kung Fu Cup
3 days
Replay Cast
4 days
KCM Race Survival
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
IntoTheTV X SOOP
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Acropolis #5 - TRS
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
RSL Revival: Season 6
Calamity Invitational
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

Blizzard Classic Cup 2026
Acropolis #5 - GSA
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
Blizzard Classic Cup 2026
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
Logitech G Play Connect 2026
SL StarSeries Fall 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.