• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:53
CET 00:53
KST 08:53
  • 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
RSL Season 3 - RO16 Groups A & B Preview1TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation10Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
RSL Season 3 - RO16 Groups A & B Preview [TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time?
Tourneys
RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2) Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions BW General Discussion Terran 1:35 12 Gas Optimization
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers PvZ map balance How to stay on top of macro?
Other Games
General Games
Clair Obscur - Expedition 33 Should offensive tower rushing be viable in RTS games? Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1652 users

LotV Balance Update Now Live (April 15) - Page 11

Forum Index > Legacy of the Void
338 CommentsPost a Reply
Prev 1 9 10 11 12 13 17 Next All
Squallify
Profile Joined April 2015
1 Post
April 15 2015 14:22 GMT
#201
I don't understand why don't they just make warpgate units warp-in slower and recieve more damage when warping in the further away they are warped in from their own bases?

This way protoss can defend their expansions.
Ragnarork
Profile Blog Joined June 2011
France9034 Posts
April 15 2015 14:27 GMT
#202
I'm really annoyed by this stance that Blizzard currently have, where they try to force units to fit roles/to be used like they would like to...

I mean, the ideal thing should be to give the players interestings units with interesting features and discover what the players can do with them, instead of trying to encourage specific playstyle. "We'd like to see more immortal drop". Why? It may happen if there's a use to it, if it's efficient, or it may not, but why modifying the unit so that it encourages a specific playstyle.. ?
LiquipediaWanderer
[PkF] Wire
Profile Joined March 2013
France24235 Posts
April 15 2015 14:35 GMT
#203
On April 15 2015 23:27 Ragnarork wrote:
I'm really annoyed by this stance that Blizzard currently have, where they try to force units to fit roles/to be used like they would like to...

I mean, the ideal thing should be to give the players interestings units with interesting features and discover what the players can do with them, instead of trying to encourage specific playstyle. "We'd like to see more immortal drop". Why? It may happen if there's a use to it, if it's efficient, or it may not, but why modifying the unit so that it encourages a specific playstyle.. ?

Yeah. Give us an interesting set of units and let's see what comes out of that, not a set of strats you'd like to see "because they're cool yeah lasers and action everywhere !!!!".
Big J
Profile Joined March 2011
Austria16289 Posts
April 15 2015 14:42 GMT
#204
On April 15 2015 23:11 The_Red_Viper wrote:
Show nested quote +
On April 15 2015 20:40 Big J wrote:
On April 15 2015 20:32 The_Red_Viper wrote:
On April 15 2015 20:24 y0su wrote:
On April 15 2015 19:28 Teoita wrote:
Wrong thread, but no, double mining doesn't make turtling any easier because your opponent can much more easily outexpand and outproduce you.


Which is the whole point. If you could have double the income on 4 base vs 2 (with similar worker counts) you could constantly max out and trade until their bases are dry and it's 6 base vs 0.

*not actually double the income, but considerably more*

Which only really works if the unit interactions allow for it. A real deathball in sc2 usually trades so efficiently that it wouldn't really matter imo.
They first would need to change the way how 200 vs 200 fights work in sc2 if you ask me.


Yup, if they would make such a mining change the balance would have to change of course. You can't give a zerg player more money than his opponent while giving him the same costefficiency or free unit value generators.

But that actually sounds rather good for the game, instead of the deathball vs deathball build up.

I am not even only talking balance, i think this is a total design "choice" of sc2.
Let's say you allow for turtling with this economy model and give the mobile race the option to have a higher income.
That will only help if his more mobile units can actually trade somewhat okish with the deahtball of the turtling player.
In the end we already had games which are close to that: When a zerg players drones to around 100 workers and gets a massive bank. It oftentimes didn't really change anything though, the deathball still won cause 200vs200 fights in sc2 are just broken to beginn with (clumping, not enough tools to engage a passive player, etc)

I don't think blizzard will invest enough time into changing all of this, they rather have a efficiency vs efficiency gameplay where the more active player wins in the end. And i can't even say that this is too bad tbh.


I fear they won't and don't want to.
I guess they have every right for that because it is their game and their design. But since the LotV announcement I'm not so sure that I will be part of this community after the expansion anymore.
HallofPain4444
Profile Joined April 2015
Japan71 Posts
Last Edited: 2015-04-15 14:55:40
April 15 2015 14:54 GMT
#205
On April 15 2015 22:43 TheDwf wrote:
Show nested quote +
On April 15 2015 21:03 JCoto wrote:
I think that David Kim hates Protoss. So much.

Alas no, he probably deeply loves the race. And that is Protoss' greatest tragedy.


That's some EPIC sarcasm, I double that.
My daily life : sleep, eat, masterbate, repeat
The_Red_Viper
Profile Blog Joined August 2013
19533 Posts
April 15 2015 15:01 GMT
#206
On April 15 2015 23:42 Big J wrote:
Show nested quote +
On April 15 2015 23:11 The_Red_Viper wrote:
On April 15 2015 20:40 Big J wrote:
On April 15 2015 20:32 The_Red_Viper wrote:
On April 15 2015 20:24 y0su wrote:
On April 15 2015 19:28 Teoita wrote:
Wrong thread, but no, double mining doesn't make turtling any easier because your opponent can much more easily outexpand and outproduce you.


Which is the whole point. If you could have double the income on 4 base vs 2 (with similar worker counts) you could constantly max out and trade until their bases are dry and it's 6 base vs 0.

*not actually double the income, but considerably more*

Which only really works if the unit interactions allow for it. A real deathball in sc2 usually trades so efficiently that it wouldn't really matter imo.
They first would need to change the way how 200 vs 200 fights work in sc2 if you ask me.


Yup, if they would make such a mining change the balance would have to change of course. You can't give a zerg player more money than his opponent while giving him the same costefficiency or free unit value generators.

But that actually sounds rather good for the game, instead of the deathball vs deathball build up.

I am not even only talking balance, i think this is a total design "choice" of sc2.
Let's say you allow for turtling with this economy model and give the mobile race the option to have a higher income.
That will only help if his more mobile units can actually trade somewhat okish with the deahtball of the turtling player.
In the end we already had games which are close to that: When a zerg players drones to around 100 workers and gets a massive bank. It oftentimes didn't really change anything though, the deathball still won cause 200vs200 fights in sc2 are just broken to beginn with (clumping, not enough tools to engage a passive player, etc)

I don't think blizzard will invest enough time into changing all of this, they rather have a efficiency vs efficiency gameplay where the more active player wins in the end. And i can't even say that this is too bad tbh.


I fear they won't and don't want to.
I guess they have every right for that because it is their game and their design. But since the LotV announcement I'm not so sure that I will be part of this community after the expansion anymore.

So you are saying that you are only part of the sc2 community cause you thought LOTV would be the savior of sc2?
I actually think no matter what, it will be enjoyable in the end, there will be stuff i disagree with (just like right now), but that's just how it is. I would love if they at least tried another economy system (let's be real, the LOTV economy is a map change), but i think even with that change the end result will be enjoyable to watch (and play)
IU | Sohyang || There is no God and we are his prophets | For if ‘Thou mayest’—it is also true that ‘Thou mayest not.” | Ignorance is the parent of fear |
NonY
Profile Blog Joined June 2007
8751 Posts
April 15 2015 15:25 GMT
#207
I was hoping for another radical change to the economy. I was hoping that they had several possible directions the economy could go and they'd have the beta testers try them all. Maybe that's still true and they need more time to look at the current one.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
BronzeKnee
Profile Joined March 2011
United States5217 Posts
April 15 2015 15:28 GMT
#208
On April 15 2015 23:11 The_Red_Viper wrote:
Show nested quote +
On April 15 2015 20:40 Big J wrote:
On April 15 2015 20:32 The_Red_Viper wrote:
On April 15 2015 20:24 y0su wrote:
On April 15 2015 19:28 Teoita wrote:
Wrong thread, but no, double mining doesn't make turtling any easier because your opponent can much more easily outexpand and outproduce you.


Which is the whole point. If you could have double the income on 4 base vs 2 (with similar worker counts) you could constantly max out and trade until their bases are dry and it's 6 base vs 0.

*not actually double the income, but considerably more*

Which only really works if the unit interactions allow for it. A real deathball in sc2 usually trades so efficiently that it wouldn't really matter imo.
They first would need to change the way how 200 vs 200 fights work in sc2 if you ask me.


Yup, if they would make such a mining change the balance would have to change of course. You can't give a zerg player more money than his opponent while giving him the same costefficiency or free unit value generators.

But that actually sounds rather good for the game, instead of the deathball vs deathball build up.

I am not even only talking balance, i think this is a total design "choice" of sc2.
Let's say you allow for turtling with this economy model and give the mobile race the option to have a higher income.
That will only help if his more mobile units can actually trade somewhat okish with the deahtball of the turtling player.
In the end we already had games which are close to that: When a zerg players drones to around 100 workers and gets a massive bank. It oftentimes didn't really change anything though, the deathball still won cause 200vs200 fights in sc2 are just broken to beginn with (clumping, not enough tools to engage a passive player, etc)

I don't think blizzard will invest enough time into changing all of this, they rather have a efficiency vs efficiency gameplay where the more active player wins in the end. And i can't even say that this is too bad tbh.


Why can't we have both? Why can't we have efficiency vs efficiency gameplay as well gameplay where one player is clearly playing a defensive positional game? Variety is good. And it isn't race specific.

Ideally, Terran could go for Bio and be less strong in a straight up fight and less efficient, but more mobile, and therefore be able to expand and harass more. Zerg would be similar with Ling/Muta or Protoss with Gateway/Stargate compositions. But Terran Mech, Zerg Roach/Hydra/Ravager (Swarmhosts in HOTS), and Protoss Robotics Facility death balls would be the slow moving armies that are really efficient and strong in straight up fights, but lack mobility. Due to a lack of mobility the latter compositions would naturally expand slower and play more defensively.

We could have both.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-04-15 15:31:27
April 15 2015 15:30 GMT
#209
On April 16 2015 00:01 The_Red_Viper wrote:
Show nested quote +
On April 15 2015 23:42 Big J wrote:
On April 15 2015 23:11 The_Red_Viper wrote:
On April 15 2015 20:40 Big J wrote:
On April 15 2015 20:32 The_Red_Viper wrote:
On April 15 2015 20:24 y0su wrote:
On April 15 2015 19:28 Teoita wrote:
Wrong thread, but no, double mining doesn't make turtling any easier because your opponent can much more easily outexpand and outproduce you.


Which is the whole point. If you could have double the income on 4 base vs 2 (with similar worker counts) you could constantly max out and trade until their bases are dry and it's 6 base vs 0.

*not actually double the income, but considerably more*

Which only really works if the unit interactions allow for it. A real deathball in sc2 usually trades so efficiently that it wouldn't really matter imo.
They first would need to change the way how 200 vs 200 fights work in sc2 if you ask me.


Yup, if they would make such a mining change the balance would have to change of course. You can't give a zerg player more money than his opponent while giving him the same costefficiency or free unit value generators.

But that actually sounds rather good for the game, instead of the deathball vs deathball build up.

I am not even only talking balance, i think this is a total design "choice" of sc2.
Let's say you allow for turtling with this economy model and give the mobile race the option to have a higher income.
That will only help if his more mobile units can actually trade somewhat okish with the deahtball of the turtling player.
In the end we already had games which are close to that: When a zerg players drones to around 100 workers and gets a massive bank. It oftentimes didn't really change anything though, the deathball still won cause 200vs200 fights in sc2 are just broken to beginn with (clumping, not enough tools to engage a passive player, etc)

I don't think blizzard will invest enough time into changing all of this, they rather have a efficiency vs efficiency gameplay where the more active player wins in the end. And i can't even say that this is too bad tbh.


I fear they won't and don't want to.
I guess they have every right for that because it is their game and their design. But since the LotV announcement I'm not so sure that I will be part of this community after the expansion anymore.

So you are saying that you are only part of the sc2 community cause you thought LOTV would be the savior of sc2?
I actually think no matter what, it will be enjoyable in the end, there will be stuff i disagree with (just like right now), but that's just how it is. I would love if they at least tried another economy system (let's be real, the LOTV economy is a map change), but i think even with that change the end result will be enjoyable to watch (and play)

Nonono, that's not what I'm saying. I'm greatly enjoying SC2 as it is now, even though they should have fixed ZvZ in 2013.
I'm saying I'm not sure I will enjoy LotV, because it destroys the game I have grown to like, but doesn't rebuild it in the way I would like it to change. In many parts rather the opposite.
Flying tanks, Swarm Hosts that don't siege but run around. Increasing hardcounter relations on units such as ultralisks while the unit remains garbage if my opponent just sits behind a wall. Introducing more units instead of fixing the ones we have. Keeping Protoss design bullshit, even though they nerf a lot of things, they eventually will have to find balance for protoss. And they eventually will want to see their units being used. And if they keep the forcefield, and they want to see the sentry being used, you know what that means... yeah, forcefields will exist. Or their unit design will be crappy.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
April 15 2015 15:56 GMT
#210
Blizzard please increase the supply cap to 250. Without all these 3/4 supply units and huge maps, how is 200 supply sfficient?
[url]http://i.imgur.com/lw2yN.jpg[/url]
royalroadweed
Profile Joined April 2013
United States8301 Posts
April 15 2015 16:12 GMT
#211
On April 16 2015 00:56 Loccstana wrote:
Blizzard please increase the supply cap to 250. Without all these 3/4 supply units and huge maps, how is 200 supply sfficient?

Can we even afford 250 supply of units with the new economy?
"Nerfing Toss can just make them stronger"
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
Last Edited: 2015-04-15 16:13:06
April 15 2015 16:12 GMT
#212
I remember Zeromus(I think) had the idea of being able to warpin in a fairly large area around your Nexus with no extra damage or extra warping time, felt like it was a great idea, and the offensive warpin with pylons/warp prism could be weakened
ROOTFayth
Profile Joined January 2004
Canada3351 Posts
April 15 2015 16:13 GMT
#213
On April 16 2015 00:56 Loccstana wrote:
Blizzard please increase the supply cap to 250. Without all these 3/4 supply units and huge maps, how is 200 supply sfficient?

dude I almost never get to 200 with the new economy, so please
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
April 15 2015 17:20 GMT
#214
They admit that the Tempest doesn't seem to have a role. What with Protoss having the greatest variety of units, abilities and openers, unit compositions, why don't they just remove the unit already? Tempest is basically an unwanted unit from the start of HoTS, kept for some unknown reason. Perhaps the guy who designed it died and they just want to keep it in to honour him or something.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2015-04-15 17:40:54
April 15 2015 17:35 GMT
#215
On April 16 2015 02:20 Dangermousecatdog wrote:
They admit that the Tempest doesn't seem to have a role. What with Protoss having the greatest variety of units, abilities and openers, unit compositions, why don't they just remove the unit already? Tempest is basically an unwanted unit from the start of HoTS.


I've been railing against the Tempest since... it's introduction back before (yes, I bolded and italicized that, nearly underlined it too) the HOTS Beta was released.

At the time, it filled an unneeded role (anti-mutalisk hard counter, when Mutalisks had been solved by Blink/Storm) but then was changed to do exactly the same role as the Carrier... long range capital ship. Why didn't they just fix the Carrier? Now the Carrier is fixed, we see how this unit has no role again. The Carrier does everything it can do, but better.

Blizzard creates more problems than it solves when it just leaves things unfixed. You want to create a new Stargate unit? Great, but first fix the ones we got that no one ever uses, which would be the equivalent of giving us a new unit. Otherwise you might just pull a Browder and create a unit for a role that has already been filled.

And now we are left in this mess. This highlights the problem with the design team. They are clueless. They have no long term planning about what they want SC2 to become or how they can meaningfully add to it, and their unit ideas often are the result of some temporary swing in the meta (read Tempest).
StarscreamG1
Profile Joined February 2011
Portugal1653 Posts
April 15 2015 17:51 GMT
#216
That tempest stupid spell buff -_-
cheekymonkey
Profile Joined January 2014
France1387 Posts
April 15 2015 18:12 GMT
#217
Its funny how most people are positive towards each change, but negative overall.
cheekymonkey
Profile Joined January 2014
France1387 Posts
April 15 2015 18:16 GMT
#218
On April 15 2015 23:27 Ragnarork wrote:
I'm really annoyed by this stance that Blizzard currently have, where they try to force units to fit roles/to be used like they would like to...

I mean, the ideal thing should be to give the players interestings units with interesting features and discover what the players can do with them, instead of trying to encourage specific playstyle. "We'd like to see more immortal drop". Why? It may happen if there's a use to it, if it's efficient, or it may not, but why modifying the unit so that it encourages a specific playstyle.. ?


This is a really odd stance on the issue. There's good reason to want immortal drops, as it's 1) interesting to watch 2) highly variable outcome and 3) extremely dependent on skill. Blizzard has very good reasons to want these things to be viable.
tshi
Profile Joined September 2012
United States2495 Posts
April 15 2015 18:38 GMT
#219
What I would like to know is, where are the bunker changes?
scrub - inexperienced player with relatively little skill and excessive arrogance
Tenks
Profile Joined April 2010
United States3104 Posts
April 15 2015 19:18 GMT
#220
On April 16 2015 00:25 NonY wrote:
I was hoping for another radical change to the economy. I was hoping that they had several possible directions the economy could go and they'd have the beta testers try them all. Maybe that's still true and they need more time to look at the current one.



The problem is the game is so wildly imbalanced at the moment it is hard to really tell what the eco changes are affecting
Wat
Prev 1 9 10 11 12 13 17 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 7m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft350
ProTech131
JuggernautJason112
StarCraft: Brood War
Shuttle 549
Artosis 522
NaDa 23
Sexy 13
Dota 2
PGG 160
monkeys_forever109
Counter-Strike
Foxcn239
Super Smash Bros
AZ_Axe84
Other Games
summit1g8919
gofns6147
Grubby4810
shahzam492
ViBE109
C9.Mang099
Livibee63
fpsfer 1
Organizations
Other Games
gamesdonequick27
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 83
• RyuSc2 48
• davetesta40
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• IndyKCrew
StarCraft: Brood War
• HerbMon 19
• Michael_bg 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21363
League of Legends
• imaqtpie2927
• TFBlade1079
Other Games
• WagamamaTV386
• Scarra159
Upcoming Events
PiGosaur Cup
1h 7m
RSL Revival
10h 7m
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
12h 7m
GuMiho vs MaNa
herO vs ShoWTimE
Classic vs TBD
WardiTV Korean Royale
12h 7m
CranKy Ducklings
1d 10h
RSL Revival
1d 10h
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
1d 12h
Cure vs Reynor
IPSL
1d 17h
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
1d 20h
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
2 days
[ Show More ]
RSL Revival
2 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
2 days
WardiTV Korean Royale
2 days
BSL 21
2 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
2 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
2 days
Wardi Open
3 days
Monday Night Weeklies
3 days
WardiTV Korean Royale
4 days
The PondCast
5 days
Replay Cast
5 days
RSL Revival
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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.