• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:55
CET 10:55
KST 18:55
  • 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
Team Liquid Map Contest #22 - Presented by Monster Energy5ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13
Community News
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool31Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains18
StarCraft 2
General
Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Potential Updates Coming to the SC2 CN Server Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (August 25-31): Clem's Last Straw? Weekly Cups (March 9-15): herO, Clem, ByuN win
Tourneys
World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea JaeDong's form before ASL BSL Season 22
Tourneys
[Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours Small VOD Thread 2.0 IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread Mexico's Drug War
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4544 users

LotV Community Feedback Update - June 19 - Page 6

Forum Index > Legacy of the Void
170 CommentsPost a Reply
Prev 1 4 5 6 7 8 9 Next All
fevax
Profile Joined February 2010
Turkey143 Posts
Last Edited: 2015-06-20 16:17:22
June 20 2015 16:09 GMT
#101
On June 20 2015 19:59 weikor wrote:
Ok, so ive been trying to think of how further to increase the incentive to expand more. In my opinion its very hard to make a larger amount of expansions mainly because of the supply that workers use.

What about something along these lines :

Every nexus, command center and hatchery gave "worker only supply" as in every Nexus gives you 10 Probe supply orbitals 7, and hatcheries 5. This would cap your supply at 250 - 200 + (50 bonus)

If they increase the incentive to make inbase nexus, this should be equal to command centers. Hatcheries are also the production facilities and can be made at a rate of 2/base if really needed.


I think dividing worker and army supply in some way is a very good idea. Not necessariliy by main structures but an upgrade to overlord/supply depot/pylon that increases worker supply could also work. Extra worker supply would make the late game have much more fights, back and forth action by providing players with higher income and higher army supply.

Right now I always get the feeling that I could expand more but the supply limit does not let me do this so I feel like I can't capitalize on my advantage economically. I've been seeing this as an issue since first wol beta, the supply limit always felt too small. I dont know why but I never got that feeling when playing starcraft 1, reaching full supply was a much more bigger deal and more rare so I didnt feel limited by it.
ohmylanta1003
Profile Joined February 2015
United States128 Posts
June 20 2015 16:23 GMT
#102
On June 20 2015 23:45 Dingodile wrote:
Show nested quote +
On June 20 2015 23:32 jotmang-nojem wrote:
Yeah, the tragedy is that DK knew loldrops were too powerful back in HoTS beta, hence the photon overcharge, there's noway protoss can defend without it.

Main reason for photon overcharge isn't loldrops but prevent heavy one base pvp.


Lol. How's that working out for them?
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2015-06-20 16:59:11
June 20 2015 16:58 GMT
#103
That's the important part to understand here: It's a buff to Immortal drops, but it doesn't make them unkillable/extremely overpowered/broken.

I thought i was clear here in saying that IF ITS A PROBLEM, just put a delay on the warpprism.
You missed that part or something?

So no, iam not arguing that immortals might be to good with a 0 damage point, thats AN EASY SOLUTION as i said before.

...
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
June 20 2015 17:08 GMT
#104
Thank you for this post.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
ShambhalaWar
Profile Joined August 2013
United States930 Posts
June 20 2015 19:02 GMT
#105
On June 21 2015 02:08 DinoMight wrote:
Thank you for this post.


Second this.
ShambhalaWar
Profile Joined August 2013
United States930 Posts
June 20 2015 19:04 GMT
#106
On June 20 2015 13:02 ZeromuS wrote:
Now I just need to convince them to apply no worker pairing alongside a LotV approach


YES! PLEASE MY MAN!

Really appreciate all the work you and staff have put into eco testing, it's really an amazing accomplishment what you've presented so far. You and John and everyone else PROPS.
LloydRays
Profile Joined October 2010
United States306 Posts
June 20 2015 20:06 GMT
#107
I think raising the supply cap may be a novel way of decreasing all the negative aspects of army battles and micro. +1 to worker supply based on number of nexus/cc/hatch
AmicusVenti
Profile Joined July 2013
United States61 Posts
June 20 2015 21:05 GMT
#108
On June 20 2015 13:02 ZeromuS wrote:
Now I just need to convince them to apply no worker pairing alongside a LotV approach


Why bother? I don't think the models would play too well together.

The Legacy of the Void model is the result of a vision where games have a quicker start, and approach a mid/late game stage very quickly.

The DH model is designed to make it possible to spread workers out over a large number of bases in order to, for example, give an expanding wasteful player a chance against a slow cost-efficient player. The goal in mind is basically a rather BW-like result (yes, I know you've tried to distance DH from a BW model, but the similarities are still there.)

I think both models could be good, but I think trying to introduce the DH model into the LotV model wouldn't do much. The results of the LotV model are just so powerful I think they would drown out the DH model's effects.
Penev
Profile Joined October 2012
28522 Posts
June 20 2015 22:30 GMT
#109
On June 21 2015 06:05 AmicusVenti wrote:
Show nested quote +
On June 20 2015 13:02 ZeromuS wrote:
Now I just need to convince them to apply no worker pairing alongside a LotV approach


Why bother? I don't think the models would play too well together.

The Legacy of the Void model is the result of a vision where games have a quicker start, and approach a mid/late game stage very quickly.

The DH model is designed to make it possible to spread workers out over a large number of bases in order to, for example, give an expanding wasteful player a chance against a slow cost-efficient player. The goal in mind is basically a rather BW-like result (yes, I know you've tried to distance DH from a BW model, but the similarities are still there.)

I think both models could be good, but I think trying to introduce the DH model into the LotV model wouldn't do much. The results of the LotV model are just so powerful I think they would drown out the DH model's effects.

Well, I'm hoping they're going to tune down the current LotV model. The more they do that the more the removal of worker pairing can show its effects.

Even though they still don't seem to understand the quickness of this response gives me hope at least.
I Protoss winner, could it be?
ShambhalaWar
Profile Joined August 2013
United States930 Posts
June 20 2015 23:23 GMT
#110
On June 21 2015 06:05 AmicusVenti wrote:
Show nested quote +
On June 20 2015 13:02 ZeromuS wrote:
Now I just need to convince them to apply no worker pairing alongside a LotV approach


Why bother? I don't think the models would play too well together.

The Legacy of the Void model is the result of a vision where games have a quicker start, and approach a mid/late game stage very quickly.

The DH model is designed to make it possible to spread workers out over a large number of bases in order to, for example, give an expanding wasteful player a chance against a slow cost-efficient player. The goal in mind is basically a rather BW-like result (yes, I know you've tried to distance DH from a BW model, but the similarities are still there.)

I think both models could be good, but I think trying to introduce the DH model into the LotV model wouldn't do much. The results of the LotV model are just so powerful I think they would drown out the DH model's effects.


I beg to differ, if I understand DH correctly, a one base player benefits from the effects of it. And any expansion you took at any time in the game would benefit you a mineral reward over what you would get from the standard model. Also you would break a three base cap, which still occurs in LOTV. The more of LOTV I play, I find games are going longer, even though the action starts faster, and then I end up in the same situations.

For example, yesterday a protoss just turtles till he reaches tons of carriers and then pushes. DH provides a very legitimate alternative sitting on three to four bases. Fortunately zerg armies are much stronger in LOTV, so I don't feel like the late game is devoid of options.

I think I am not understanding your argument against DH, the only point I see is that the effects of LOTV would drown out DH. I disagree with that, from what I understand DH has an affect throughout the entirety of the game.

Can you please explain your point of view more that I may understand it better? I still want to hear the counter points to DH.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
June 21 2015 00:24 GMT
#111
Sticking with this half patch nonsense ensures I will never play this game past the campaign. I hate the LotV economy so damn much. Between that and the shit state of Protoss...

God damnit, Blizzard, why do you hurt my heart so?
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Charoisaur
Profile Joined August 2014
Germany16061 Posts
Last Edited: 2015-06-21 01:04:56
June 21 2015 01:04 GMT
#112
On June 21 2015 09:24 KrazyTrumpet wrote:
Sticking with this half patch nonsense ensures I will never play this game past the campaign. I hate the LotV economy so damn much. Between that and the shit state of Protoss...

God damnit, Blizzard, why do you hurt my heart so?


Agreed. The lotv economy is horrible. It blows my mind DK still wants to implement it although so many people hate it.
The 12 worker start is even worse because it removes any cheeses and makes the early game very repetive.
Hopefully lotv will fail so hard that tournaments will go back to hots.
Many of the coolest moments in sc2 happen due to worker harassment
AmicusVenti
Profile Joined July 2013
United States61 Posts
June 21 2015 01:04 GMT
#113
On June 21 2015 08:23 ShambhalaWar wrote:
Show nested quote +
On June 21 2015 06:05 AmicusVenti wrote:
On June 20 2015 13:02 ZeromuS wrote:
Now I just need to convince them to apply no worker pairing alongside a LotV approach


Why bother? I don't think the models would play too well together.

The Legacy of the Void model is the result of a vision where games have a quicker start, and approach a mid/late game stage very quickly.

The DH model is designed to make it possible to spread workers out over a large number of bases in order to, for example, give an expanding wasteful player a chance against a slow cost-efficient player. The goal in mind is basically a rather BW-like result (yes, I know you've tried to distance DH from a BW model, but the similarities are still there.)

I think both models could be good, but I think trying to introduce the DH model into the LotV model wouldn't do much. The results of the LotV model are just so powerful I think they would drown out the DH model's effects.


I beg to differ, if I understand DH correctly, a one base player benefits from the effects of it. And any expansion you took at any time in the game would benefit you a mineral reward over what you would get from the standard model. Also you would break a three base cap, which still occurs in LOTV. The more of LOTV I play, I find games are going longer, even though the action starts faster, and then I end up in the same situations.

For example, yesterday a protoss just turtles till he reaches tons of carriers and then pushes. DH provides a very legitimate alternative sitting on three to four bases. Fortunately zerg armies are much stronger in LOTV, so I don't feel like the late game is devoid of options.

I think I am not understanding your argument against DH, the only point I see is that the effects of LOTV would drown out DH. I disagree with that, from what I understand DH has an affect throughout the entirety of the game.

Can you please explain your point of view more that I may understand it better? I still want to hear the counter points to DH.


You bring up some good points.

For one thing, it sounds like our experience playing and watching the beta is quite different, which is fascinating to me. I haven't run into very many turtling players and was under the impression that it was not feasible on LotV.

If that's true, then it seems like adding DH would be somewhat pointless, as it's primarily there to make the turtling vs wasteful dynamic work properly.

If turtling is a feasible option in the LotV model, for example, the carrier situation you mention, then I suppose our situation isn't terribly different.

I think it's worth noting that the turtling player now only has about 75% of the resources to work with per base now, which is a pretty serious blow.

You also say that the LotV model doesn't break the three base cap. This is technically true, though as each base's half patch mines out it basically becomes half a base, so it seems like it's sometimes necessary to mine fully from 4-5 bases. It is also beneficial for players to pre-empt the patches mining out and take bases sooner than they need to.

The LotV model definitely doesn't give the 2 vs 6 base dynamic that you see in BW, but it seems to me that it gives another interesting alternative that forces a lot of fun action.

I'll keep thinking about how turtling should function in LotV. That's an interesting question.
CptMarvel
Profile Joined May 2014
France236 Posts
Last Edited: 2015-06-21 02:01:30
June 21 2015 01:59 GMT
#114
While the LotV model is interesting in that it tends to "force" action it's inherently bad because it limits options and multidimensional play.
The BW economic model (and DH is the closest we have to that model) is incredible, best I've seen in an RTS, there's no shame in going "back" to it.

One has to accept that a lot of the stuff that exists in BW is, quite amazingly, impossible to improve.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45367 Posts
June 21 2015 02:31 GMT
#115
It's nice that Blizzard is consistently transparent with the community, even if we don't agree with all of their decisions for the game. Thanks, Blizz
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
ShambhalaWar
Profile Joined August 2013
United States930 Posts
June 21 2015 03:19 GMT
#116
On June 21 2015 10:04 AmicusVenti wrote:
Show nested quote +
On June 21 2015 08:23 ShambhalaWar wrote:
On June 21 2015 06:05 AmicusVenti wrote:
On June 20 2015 13:02 ZeromuS wrote:
Now I just need to convince them to apply no worker pairing alongside a LotV approach


Why bother? I don't think the models would play too well together.

The Legacy of the Void model is the result of a vision where games have a quicker start, and approach a mid/late game stage very quickly.

The DH model is designed to make it possible to spread workers out over a large number of bases in order to, for example, give an expanding wasteful player a chance against a slow cost-efficient player. The goal in mind is basically a rather BW-like result (yes, I know you've tried to distance DH from a BW model, but the similarities are still there.)

I think both models could be good, but I think trying to introduce the DH model into the LotV model wouldn't do much. The results of the LotV model are just so powerful I think they would drown out the DH model's effects.


I beg to differ, if I understand DH correctly, a one base player benefits from the effects of it. And any expansion you took at any time in the game would benefit you a mineral reward over what you would get from the standard model. Also you would break a three base cap, which still occurs in LOTV. The more of LOTV I play, I find games are going longer, even though the action starts faster, and then I end up in the same situations.

For example, yesterday a protoss just turtles till he reaches tons of carriers and then pushes. DH provides a very legitimate alternative sitting on three to four bases. Fortunately zerg armies are much stronger in LOTV, so I don't feel like the late game is devoid of options.

I think I am not understanding your argument against DH, the only point I see is that the effects of LOTV would drown out DH. I disagree with that, from what I understand DH has an affect throughout the entirety of the game.

Can you please explain your point of view more that I may understand it better? I still want to hear the counter points to DH.


You bring up some good points.

For one thing, it sounds like our experience playing and watching the beta is quite different, which is fascinating to me. I haven't run into very many turtling players and was under the impression that it was not feasible on LotV.

If that's true, then it seems like adding DH would be somewhat pointless, as it's primarily there to make the turtling vs wasteful dynamic work properly.

If turtling is a feasible option in the LotV model, for example, the carrier situation you mention, then I suppose our situation isn't terribly different.

I think it's worth noting that the turtling player now only has about 75% of the resources to work with per base now, which is a pretty serious blow.

You also say that the LotV model doesn't break the three base cap. This is technically true, though as each base's half patch mines out it basically becomes half a base, so it seems like it's sometimes necessary to mine fully from 4-5 bases. It is also beneficial for players to pre-empt the patches mining out and take bases sooner than they need to.

The LotV model definitely doesn't give the 2 vs 6 base dynamic that you see in BW, but it seems to me that it gives another interesting alternative that forces a lot of fun action.

I'll keep thinking about how turtling should function in LotV. That's an interesting question.


You make good points as well, about the bases at 75% of current strength and that people are forced to expand through mining out.

I had my first experience with this yesterday in LOTV. It is an interesting feeling to have in a game, and might I add a disappointing one. Aside from preempting a "mine out" from this model I have 0% incentive to take another base over 3, which feels bad to me. If the goal is to get more people to expand I would think reward is a MUCH stronger incentive then punishment (if you don't expand you will mine out a base and be on a weaker economy).

The latter leaves you in a position to only expand when needed, because why on earth would you expand past 3 bases if you gain nothing from it? You would just end up hurting you total army amount and value.

Expanding from this position (past the 3 base cap) only hurts economically until the exact moment I mine out and need to shift my workers to the fresh base. If you have timed that right, then you just continue to gain the benefit of the 3 base economy you had previously and nothing greater. There is really no incentive to do anything past that, and what happens if the other player is able to deny my base over and over, then I essentially just die faster on a 2 base economy (which I actually don't mind because I think game length can get long and bloated).

As players begin to master the game and learn to hold all ins better, the game goes longer, and it will just begin to center around denying and killing that fourth base. Welcome to the world of zerg in hots, at least in zvt it was about denying the fourth, and zvz it was all about denying the third, pvz had timing pushes in wol but only to avoid the end result of BL investor before it happened... As time goes on the focus will be forced toward denying this fourth, and then players will have to shift focus to developing strategies for holding it (or worse Blizzard comes in and starts nerfing or turning bases in cannons, cough cough protoss which makes the base a fortress). Look at each iteration of starcraft 2, wol, hots, lots of variety at the start, then as time goes by and people master the holds many things become less viable and game length develops.

People start to say, "What is the end game for me, I need to make it to the ideal army to maximize my chance to win, anything else is just a gamble."

Broodlord infestor, any protoss death ball, terran mech with ravens. People have shown that this is the preferred strategy overtime, to make it to the ideal army first before their opponent and then kill them or mine them out. And if they can then they have maximized their chance to win. Anything other than that is considered a "cheese" or "all in." While cheese do work, they will always be considered the equivalent of an intelligent and estimated gamble.

While I like the current LOTV model better than HOTS, it doesn't do anything to change this dynamic, which I think leads to the stale sort of gameplay everyone is complaining about. I get better, I learn to hold all ins, I expand only when I have to because I gain no advantage from doing it at any point in the game before i start mining out, I get to the 100% ideal army and attack. This is the sc2 and LOTV progression with the current economy model, I am almost 100% certain. I feel like fucking Nostradamus with this lol.

What if while you were on your 3 bases trying to approach this ideal army your opponent took 3 more bases onto of his 3 for the a total of 6 and actually gained a mineral advantage from that? While you are growing your army he would be forced to leave the safety of his base with what he has or some small force and try to deny some of these bases or risk you reaching the ideal army faster than him. Or he could harass. Or he could take more bases of his own. Or he could feel somewhat secure that he has an army advantage at that exact moment of expansion (because the other player spent their minerals on 3 extra bases) and go straight for a winning blow by attacking his main.

The only thing I can see coming from DH is a more diverse set of options I still have yet to hear one compelling argument against. Again, please someone make a case against it?

Maybe you could explain what you mean by a fast wasteful player vs. a slow cost efficient player in the context of DH? To me this doesn't seem like the reason DH was created.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17362 Posts
Last Edited: 2015-06-21 05:10:39
June 21 2015 05:06 GMT
#117
On June 20 2015 23:15 Whitewing wrote:
Note the careful wording: they don't want to encourage more expanding, necessarily. They want to encourage FASTER expanding.

Everything seems like it's aimed at making games develop faster and play out sooner.

This is the opposite of what I'd like, as it really hurts a lot of the strategic depth and has some pretty unfortunate side effects on tech and tech based strategies and play, but it is what it is.

Any econ system proposed to replace the current LOTV model (which I despise personally) is going to have to address the fact that they want to encourage people to expand very quickly.

*sigh*


to me .. they are steering game play towards a very C&C style type of game.

you can't really ramp up to a "monster economy" in C&C at the 8 minute mark without some really amazing micro defending your base in minutes 4, 5, and 6 as you prepare to do you "monster economy" build...sure you can be an expansion-God in C&C but u damn better have the defending skills very early in the game or u will get rolled.

as far as wanting faster games... this seems to be a company wide thing...
i suspect Browder and the Heroes of the Storm guys
and their "focus groups" have shown that the average PC gamer has 9.31231 minutes ( or some other specific small #) to get in a game.

so all their titles are being steered in that direction... Hearthstone, Heroes of the Storm, and Starcraft... probably Overwatch as well.

i wouldn't be surprised to find out that Blizz is pushing all 4 of these games to have the same average game time.
don't look for Blizz to ever reveal what that # is though.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
Lexender
Profile Joined September 2013
Mexico2656 Posts
June 21 2015 05:08 GMT
#118
I wonder why they say the majority of people didn't want battles that last longer, in the poll that only had 45%, the other ones had less because it was divided by the ways to make battle last longer, but if you watch the absolute numbers, only 45% didn't wanted battles to last longer and 55% (hence the majority) DID wanted battles to last longer (at least within the poll).
Foxxan
Profile Joined October 2004
Sweden3427 Posts
June 21 2015 06:02 GMT
#119
@shamba
But you are forced to have more than 3base mining at some point since some minerals on each base will draw out.
Thats how i understand it.
ShambhalaWar
Profile Joined August 2013
United States930 Posts
June 21 2015 07:38 GMT
#120
On June 21 2015 15:02 Foxxan wrote:
@shamba
But you are forced to have more than 3base mining at some point since some minerals on each base will draw out.
Thats how i understand it.


Unless different mineral patches are mining out at different times, they should all be mining out at once right? Even if they mine out in a stagger way, you still really only ever have 3 bases mining. Even if that is the case would that offer any kind of mineral benefit?

If all but two patches in my main mine out (they won't last much longer anyway) and then I move the majority of my workers to a fourth base, in the LOTV economy I would just be getting the same mineral income I had before when all my workers were still on my main, right?

I feel like I am failing to see your point here. If my minerals mine out in my main and I transfer to a fourth, that is still just 3 base eco with 8 gas. Same as in HOTS.
Prev 1 4 5 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 5m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Tasteless 155
ProTech129
Rex 3
StarCraft: Brood War
Sea 18644
Calm 5525
Hyuk 3097
Jaedong 1028
Hm[arnc] 688
Larva 433
Mong 339
BeSt 316
Horang2 225
actioN 224
[ Show more ]
EffOrt 105
Soma 78
Pusan 71
Rush 57
Yoon 55
Aegong 45
sorry 45
ZerO 31
NotJumperer 26
zelot 24
ToSsGirL 23
Free 22
GoRush 22
Mind 21
Barracks 18
Noble 18
Bale 14
910 12
Terrorterran 12
Light 0
eros_byul 0
Dota 2
XaKoH 1065
XcaliburYe209
Counter-Strike
Stewie2K1209
zeus417
Heroes of the Storm
MindelVK14
Other Games
singsing1560
Fuzer 187
Sick169
ZerO(Twitch)8
Organizations
Other Games
gamesdonequick609
Dota 2
PGL Dota 2 - Main Stream75
Other Games
BasetradeTV49
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH260
• 3DClanTV 10
• CranKy Ducklings SOOP4
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• HappyZerGling153
Upcoming Events
RSL Revival
5m
herO vs MaxPax
Rogue vs TriGGeR
Tasteless155
CranKy Ducklings15
BSL
10h 5m
Replay Cast
14h 5m
Replay Cast
23h 5m
Afreeca Starleague
1d
Sharp vs Scan
Rain vs Mong
Wardi Open
1d 2h
Monday Night Weeklies
1d 7h
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Soulkey vs Ample
JyJ vs sSak
Replay Cast
2 days
[ Show More ]
Afreeca Starleague
3 days
hero vs YSC
Larva vs Shine
Kung Fu Cup
3 days
Replay Cast
3 days
KCM Race Survival
3 days
The PondCast
4 days
WardiTV Team League
4 days
Replay Cast
4 days
WardiTV Team League
5 days
RSL Revival
6 days
Cure vs Zoun
WardiTV Team League
6 days
BSL
6 days
Liquipedia Results

Completed

Jeongseon Sooper Cup
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
CSL 2026 SPRING (S20)
CSL Season 20: Qualifier 1
Acropolis #4
IPSL Spring 2026
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.