• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:26
CEST 21:26
KST 04:26
  • 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
Serral wins EWC 202540Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up5LiuLi Cup - August 2025 Tournaments3[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced55
StarCraft 2
General
Clem Interview: "PvT is a bit insane right now" Serral wins EWC 2025 Would you prefer the game to be balanced around top-tier pro level or average pro level? Weekly Cups (Jul 28-Aug 3): herO doubles up How to leave Master league - bug fix?
Tourneys
WardiTV Mondays $5,000 WardiTV Summer Championship 2025 Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup - August 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
How do you go up to people? How do the new Battle.net ranks translate? Nobody gona talk about this year crazy qualifiers? Help, I can't log into staredit.net BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2 Cosmonarchy Pro Showmatches [ASL20] Online Qualifiers Day 1
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
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
Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread US Politics Mega-thread 9/11 Anniversary Possible Al Qaeda Attack on 9/11
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement 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
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 567 users

Community Feedback Update - July 22 - Page 6

Forum Index > Legacy of the Void
255 CommentsPost a Reply
Prev 1 4 5 6 7 8 13 Next All
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
July 23 2015 06:50 GMT
#101
Ehm, am I blind or they did not address the hero syndrome of MSC/MS? And that MSC is pure band aid solution like FF is? Me so sad
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Fall.182
Profile Joined September 2010
United States126 Posts
July 23 2015 06:51 GMT
#102
So Protoss has a definite weakness in their ability to defend multiple bases from multi-pronged harass. This was made even worse through the new economy model Blizzard implemented in Lotv, which forces players to expand to more bases overall at a faster rate.

By nerfing Pylons in any of the ways mentions by Blizzard:

- Sure it might offset some "offensive warp-in" capabilities of Protoss and therefore reduce early game harass and all ins(a game mechanic that takes away a certain strategy from a game such as an all-in is a flawed game design just like how the new economy model is flawed in that it forces expansions).
- It will pretty much secure Zerg a greedy opening vs P unless the P decides to cannon rush every PvZ as an opener.
- It'll make defending expansions even harder for Protoss, because pylons at hidden expansions or bases far away will not have warp-in capabilities unless upgraded to this new pylon or having a warpgate in its proximity. And yes mentioned by David Kim, this upgrade to the new pylon will cost 100 minerals and take a considerable amount of time to upgrade.
- Mind you pylons are not that hard to snipe off even if each of these upgraded pylons are built at every base.



TedCruz2016
Profile Joined November 2014
Hong Kong271 Posts
July 23 2015 06:57 GMT
#103
On July 23 2015 15:51 Fall.182 wrote:
So Protoss has a definite weakness in their ability to defend multiple bases from multi-pronged harass. This was made even worse through the new economy model Blizzard implemented in Lotv, which forces players to expand to more bases overall at a faster rate.




How about giving Mothership's cloaking field to nexus as a spell that cost energy as a protective measure? That would make it far more useful than it is now.
Make DC listen!
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
Last Edited: 2015-07-23 06:59:25
July 23 2015 06:59 GMT
#104
On July 23 2015 15:57 TedCruz2016 wrote:
Show nested quote +
On July 23 2015 15:51 Fall.182 wrote:
So Protoss has a definite weakness in their ability to defend multiple bases from multi-pronged harass. This was made even worse through the new economy model Blizzard implemented in Lotv, which forces players to expand to more bases overall at a faster rate.




How about giving Mothership's cloaking field to nexus as a spell that cost energy as a protective measure? That would make it far more useful than it is now.

THis is a very bad solution. This is a band aid solution that doesn't solve anything. So Terran will save a scan and Zerg will build an overseer(which is usually present to scout anyway).

This is the same band aid solution as MSC in HotS or force field/vortex balance in WoL.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Dracover
Profile Joined October 2010
Australia177 Posts
July 23 2015 07:01 GMT
#105
I want to start by acknowledging the good work in giving these feedback section. It does show Blizzard is trying stuff.

However I think they are looking at it all wrong. The reason they think there's nothing wrong, is because they are looking at everything in isolation. "Warp gates don't cause a need for weak units", "forcefields can be microed out of" etc. It's the whole package, which is why the race needs a redesign. That doesn't mean the redesign shouldn't keep some existing features that are good, it means you are willing to start from scratch in your thinking.

e.g. If you were to remove forcefields and warp gates, would terran have been so scared of the 7 gate blink build or zerg of 2 base all ins? If you can't warp in then your reinforcements must walk across the map and all timings are a whole cycle behind. And for zerg just like how they do against terran, will cut off reinforcing armies. Without forcefield they can surround.

Without forcefields stopping scv repairing bunkers or whole chunks of army fighting, is an allin scary at all? Medivac pickup is cute and only works in open terrain. How does it help when your already fighting at your natural and they FF your ramp? Even in open field it's fairly common for stalkers to simply sniper the medivac with the units which is worse than having the units doing some last minute damage anyway.

If you look at it more holistically yes you can buff all toss units by x% and it would still be balanced.
Don't stop
ArcticBlue
Profile Joined July 2015
2 Posts
July 23 2015 07:17 GMT
#106
On July 23 2015 15:26 DarkLordOlli wrote:
So what I get from this is, again - they're nerfing everything protoss because the design isn't liked by some people... and giving nothing back.

The argument that pure gateway units form armies is only really true in PvZ - and that's only when forcefields in MASS support your army and you're able to constantly pressure or defend, keeping the zerg away from higher tech and rapid expanding. Against T and P, gateway units are trash past the early game. It's all about higher tech and using your gateway units as shields for it, as well as using them for harassment.

With the pylon changes, no matter which one goes through, you'd immediately take away all counterattack potential protoss has. Do you really want terran/zerg to be able to suicide their armies into protoss economy and be perfectly fine because a protoss counterattack can't be reinforced? If anything that's far more detrimental to an RTS than anything protoss currently has.

I'm all for changes to protoss, but they need to make sense and these don't in my opinion. Not at all.


I'm with you. To me, these changes don't make sense. Even though I'm still open to changes to Protoss, the changes made should address the current issues. What they suggest is like, instead of adding bricks to fill any vacant spaces that already exist on a newly built wall, they want to create some new openings for whatever reasons.
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
Last Edited: 2015-07-23 07:21:58
July 23 2015 07:21 GMT
#107
everything I expected but hoped would not be, idk about this, doesn't really reinforce my faith in lotv.
"Not you."
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
July 23 2015 07:23 GMT
#108
On July 23 2015 16:17 ArcticBlue wrote:
Show nested quote +
On July 23 2015 15:26 DarkLordOlli wrote:
So what I get from this is, again - they're nerfing everything protoss because the design isn't liked by some people... and giving nothing back.

The argument that pure gateway units form armies is only really true in PvZ - and that's only when forcefields in MASS support your army and you're able to constantly pressure or defend, keeping the zerg away from higher tech and rapid expanding. Against T and P, gateway units are trash past the early game. It's all about higher tech and using your gateway units as shields for it, as well as using them for harassment.

With the pylon changes, no matter which one goes through, you'd immediately take away all counterattack potential protoss has. Do you really want terran/zerg to be able to suicide their armies into protoss economy and be perfectly fine because a protoss counterattack can't be reinforced? If anything that's far more detrimental to an RTS than anything protoss currently has.

I'm all for changes to protoss, but they need to make sense and these don't in my opinion. Not at all.


I'm with you. To me, these changes don't make sense. Even though I'm still open to changes to Protoss, the changes made should address the current issues. What they suggest is like, instead of adding bricks to fill any vacant spaces that already exist on a newly built wall, they want to create some new openings for whatever reasons.

Well, I would like to see them to tear down the wall and rebuild it. Doing so needs to remove certain skills/units and rework some mechanics(eg WG). Then the Protoss will be unplayable, but finally they would be able to balance early game, then mid game, then late game and after all the Protoss would be redesigned and balanced. But that needs to screw Protoss and screw them so hard, that they will be removed for a period of time from ladder. The question is if they aim for the right wall, because I don't think so.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Hider
Profile Blog Joined May 2010
Denmark9384 Posts
Last Edited: 2015-07-23 07:44:38
July 23 2015 07:31 GMT
#109
My thoughts

Zealot vs Adepts

DK suggests to make the Zealot a DPS-unit and the Adepts a tanky unit. I don't see how that properly can work as the Adept is midranged and the Zealot melee ranged. It would make much more sense to opt for the reverse role, and I am baffled why DK isn't discussing that in his update.

Forcefields

This was very much in line with what I expected. David Kim thinks Forcefields are pretty cool but just needs a bit more counterplay. Based on reading his comments over the last couple of years, I am convinced he thinks proper ability design is mainy related to two factors:

1. Does it take skill to use the ability?
2. Is there counterplay?

However, the above two factors doesn't take into account two other essential elements:
1. Does it feel satisfcatory/fun to use?
2. How does it impact the dynamic of the game.

In the case of Forcefields, I don't think its a very fun ability to use, and I think it has very poor implications for how the game dynamic works. The issue is that the protoss army composition has a much more difficult time moving out on the map as they beocme very reliant on narrow passages. Thus they will end up playing very passively unless they go for a big all in.

The proper solution is imo to just remove Forcefield and create a Sentry that is fun to use but isn't neccasary for the protoss composition. Rather it should be a unit that can allow the race to play a style it otherwise wouldn't be capable of, but opting to not to use it at all should be 100% viable as well.

Warpgates

I guess both suggestions have their merit, though it obviously is also very important to note that just changing how the Warpgate works doesn't fix protoss as a race. You need a lot more changes and his reluctance to changing Forcefield, Immortal and Colossus are part of the problems too.

Disruptor

This was the obvious solution from the get-go and I don't really understand why it wasn't implemented from the get-go.
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2015-07-23 07:36:40
July 23 2015 07:32 GMT
#110
Yay, more feedback and finally Protoss gets some help!

... or does it?

I'm not saying everything here is bad, but I don't think Protoss gets better overall with these changes, neither design nor balance wise. Disruptor change is good, but that's the smallest issue.

Forcefields: Please make counterplay to forcields possible in every situation, not just if you have burrow movement roaches or ravagers. So my solution that I've seen from others before: Give Forcefields hitpoints!

Also make the sentry useful beyond forcefields, a shield heal would be an option hear. Sentries being a dead weight after they made forcefields sucks, and I think they might just be too slow for LotV. Speed buff? (Of course you have to enable the counter play to Forcefields by giving them hitpoints first).

Gateways/Warpgate: I'm all for nerfing offensive warpgate, but give Protoss something in return. Namely, make the normal Gateway better! Making a warpgate should be a choice, and not the default option. You achieve this by making it possible for Protoss to max out faster with Gateways than with Warpgates.

Balancing your Gateway/Warpgate count could be a new interesting aspect of playing Protoss. Maybe you'd want to have 10 normal gateways to buld your main army as fast as possible, while having 4 warpgates for defensive warpins and warpprism harassment.

Protoss also has a hard time to keep up economy wise in LotV, maybe a 300 mineral nexus that builds 10 seconds faster could be tested? Might be OP, but hey let's test it.


Still very thankfull for all the updates! I just hope Protoss will feel good at the end of this process, whether it's playing it or against it.
Maru and Serral are probably top 5.
BisuDagger
Profile Blog Joined October 2009
Bisutopia19239 Posts
July 23 2015 07:37 GMT
#111
It’s very common to see small groups of Zealots harass and deal high or even game ending damage. Compare this to other races core units - How often do we see Zerglings doing this? Not as much.

On a strictly pro level, does anyone in the thread agree with this?

Zergling runbys and base sniping is extremely common. Meanwhile, unless it's late game warp prism drops you never see the same level of harassment. Zealots don't deal nearly as much high damage or game ending damage.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2015-07-23 07:50:37
July 23 2015 07:47 GMT
#112
On July 23 2015 16:37 BisuDagger wrote:
Show nested quote +
It’s very common to see small groups of Zealots harass and deal high or even game ending damage. Compare this to other races core units - How often do we see Zerglings doing this? Not as much.

On a strictly pro level, does anyone in the thread agree with this?

Zergling runbys and base sniping is extremely common. Meanwhile, unless it's late game warp prism drops you never see the same level of harassment. Zealots don't deal nearly as much high damage or game ending damage.


It completely depends on the phase of the game, but yeah in the late game chargelots from a warpprism are the best harassment and often do a lot of damage I think. At least in PvZ.

Just yesterday we saw it in code A (Symbol vs Hurricane).
Maru and Serral are probably top 5.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
July 23 2015 07:50 GMT
#113
On July 23 2015 16:37 BisuDagger wrote:
Show nested quote +
It’s very common to see small groups of Zealots harass and deal high or even game ending damage. Compare this to other races core units - How often do we see Zerglings doing this? Not as much.

On a strictly pro level, does anyone in the thread agree with this?

Zergling runbys and base sniping is extremely common. Meanwhile, unless it's late game warp prism drops you never see the same level of harassment. Zealots don't deal nearly as much high damage or game ending damage.

3/3 zealots can force the terran player into a fight they do not want to take it, since the terran lost too much in the main. This rarely happens though because the game doesn't get to this state very often(SCV pulls/timing attacks etc.)

In PvZ it's a horrible horrible damage. Against SH/Blord-infestor/ I used the 2 WP harass style of herO(or was it HerO? Not sure now, damn, probably the CJ one) - and it works like a charm even now and for sure it worked then. Chargelots takes down hatcheries and tech buildings so fast. But this can be denied by good positioning of buildings and some static D.

But basically not that long time ago the one good advice of "how to beat SH/viper" was - use warp prism and warp chargelots everywhere.

We don't see Zerglings do this that much often because you can wall. Defense against WP is not that easy(especially for Zergs)
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Musicus
Profile Joined August 2011
Germany23576 Posts
July 23 2015 07:54 GMT
#114
On July 23 2015 16:50 deacon.frost wrote:
Show nested quote +
On July 23 2015 16:37 BisuDagger wrote:
It’s very common to see small groups of Zealots harass and deal high or even game ending damage. Compare this to other races core units - How often do we see Zerglings doing this? Not as much.

On a strictly pro level, does anyone in the thread agree with this?

Zergling runbys and base sniping is extremely common. Meanwhile, unless it's late game warp prism drops you never see the same level of harassment. Zealots don't deal nearly as much high damage or game ending damage.

3/3 zealots can force the terran player into a fight they do not want to take it, since the terran lost too much in the main. This rarely happens though because the game doesn't get to this state very often(SCV pulls/timing attacks etc.)

In PvZ it's a horrible horrible damage. Against SH/Blord-infestor/ I used the 2 WP harass style of herO(or was it HerO? Not sure now, damn, probably the CJ one) - and it works like a charm even now and for sure it worked then. Chargelots takes down hatcheries and tech buildings so fast. But this can be denied by good positioning of buildings and some static D.

But basically not that long time ago the one good advice of "how to beat SH/viper" was - use warp prism and warp chargelots everywhere.

We don't see Zerglings do this that much often because you can wall. Defense against WP is not that easy(especially for Zergs)


Agreed! We might hopefully see more of it soon, with single overlords getting morphed into dropships and real cracklings on hive tech. But before that Protoss has to survive the lurker phase.
Maru and Serral are probably top 5.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-07-23 07:55:53
July 23 2015 07:55 GMT
#115
On July 23 2015 16:37 BisuDagger wrote:
Show nested quote +
It’s very common to see small groups of Zealots harass and deal high or even game ending damage. Compare this to other races core units - How often do we see Zerglings doing this? Not as much.

On a strictly pro level, does anyone in the thread agree with this?

Zergling runbys and base sniping is extremely common. Meanwhile, unless it's late game warp prism drops you never see the same level of harassment. Zealots don't deal nearly as much high damage or game ending damage.


It's a question of what you perceive as harassment. When we talk about base-sniping with zerglings, it is 90% about sniping the third base, often before it is done. And in those scenarios that's often the whole zerg army that does this in a very upfront manner. I can very well agree if someone perceives that as frontal attack of the main army, not as harassment with zerglings.

The scenario in which zerglings actually pass by defenses are much more uncommon. Though that is obviously because the whole building layout in TvZ and PvZ has been designed to prevent it.
TheWinks
Profile Joined July 2011
United States572 Posts
July 23 2015 07:59 GMT
#116
On July 23 2015 16:50 deacon.frost wrote:
Show nested quote +
On July 23 2015 16:37 BisuDagger wrote:
It’s very common to see small groups of Zealots harass and deal high or even game ending damage. Compare this to other races core units - How often do we see Zerglings doing this? Not as much.

On a strictly pro level, does anyone in the thread agree with this?

Zergling runbys and base sniping is extremely common. Meanwhile, unless it's late game warp prism drops you never see the same level of harassment. Zealots don't deal nearly as much high damage or game ending damage.

3/3 zealots can force the terran player into a fight they do not want to take it, since the terran lost too much in the main. This rarely happens though because the game doesn't get to this state very often(SCV pulls/timing attacks etc.)

It's part of the reason the game doesn't get there.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
July 23 2015 08:06 GMT
#117
Sounds resonable and i especially agree with the WG solutions.

One thing i dislike is the talk about "more dmg" here and "more dmg" there (not just in this update). SC2 has already far to much dps for it's mechanics that make the battles be over in an instant. So maybe buff HP would be a better course.
Head Coach Park: "They should buff tanks!"
Big J
Profile Joined March 2011
Austria16289 Posts
July 23 2015 08:16 GMT
#118
On July 23 2015 17:06 Sapphire.lux wrote:
Sounds resonable and i especially agree with the WG solutions.

One thing i dislike is the talk about "more dmg" here and "more dmg" there (not just in this update). SC2 has already far to much dps for it's mechanics that make the battles be over in an instant. So maybe buff HP would be a better course.


The game would profit a lot if they started nerfing again, instead of counterbuffing things that aren't broken yet.
Ketch
Profile Joined October 2010
Netherlands7285 Posts
July 23 2015 08:30 GMT
#119
I like that they are showing they are considering to adjust core game mechanics

Personally, I'd like to see removal of the MSC, I still don't like the hero unit concept, by having the following ideal situation:

Nexus Changes
- keep Chronoboost
- Add small area of effect recall like Starbow
- Give Nexi a defensive ability that delays the attacker
for a example a area of effect spell called shield barrier that gives friendly units and buildings a "forcefield" like protective shield, delaying the attack and allowing for the Protoss to warp-in / recall units - similar to a Terran BW defensive matrix

Sentry Changes
- having time warp on sentry, instead of the forcefield
- giving sentries a more active protection / healing spell than guardian shield
Startyr
Profile Joined November 2011
Scotland188 Posts
July 23 2015 08:45 GMT
#120
I like the ideas they have mentioned.

Why not a universal upgrade for pylon warp in. Research warp gate on the cyber core and you can transform gateways into warp-gates and warp in next to just those warp gates. Research pylon warp in on the cyber core and you can then warp in next to pylons. The costs and timings of those two upgrades can easily be adjusted depending on when early aggressive proxy pylons should be available. This also means mid to late game warp ins can remain as they are now.
Prev 1 4 5 6 7 8 13 Next All
Please log in or register to reply.
Live Events Refresh
RotterdaM Event
16:00
Rotti's All Random #2
RotterdaM1273
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 1273
IndyStarCraft 199
UpATreeSC 109
MindelVK 79
StarCraft: Brood War
Calm 3815
Shuttle 1032
ggaemo 421
Soulkey 390
Larva 289
Mini 288
BeSt 258
firebathero 228
Mong 135
TY 116
[ Show more ]
Jaeyun 30
IntoTheRainbow 11
Dota 2
qojqva4790
capcasts106
League of Legends
Reynor78
Counter-Strike
fl0m2073
Stewie2K917
Foxcn221
Super Smash Bros
Mew2King70
Heroes of the Storm
Liquid`Hasu566
Other Games
Grubby3828
Beastyqt761
KnowMe295
Trikslyr84
Pyrionflax63
ZombieGrub19
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 22 non-featured ]
StarCraft 2
• kabyraGe 325
• davetesta26
• LUISG 22
• Reevou 7
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• IndyKCrew
StarCraft: Brood War
• Pr0nogo 3
• FirePhoenix3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21535
League of Legends
• Nemesis5844
• TFBlade548
Other Games
• imaqtpie1901
• WagamamaTV398
• Shiphtur343
Upcoming Events
OSC
4h 34m
WardiTV Summer Champion…
15h 34m
WardiTV Summer Champion…
19h 34m
PiGosaur Monday
1d 4h
WardiTV Summer Champion…
1d 15h
Stormgate Nexus
1d 18h
uThermal 2v2 Circuit
1d 20h
The PondCast
2 days
WardiTV Summer Champion…
2 days
Replay Cast
3 days
[ Show More ]
LiuLi Cup
3 days
uThermal 2v2 Circuit
3 days
RSL Revival
4 days
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
Sparkling Tuna Cup
5 days
uThermal 2v2 Circuit
5 days
Wardi Open
6 days
RotterdaM Event
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
HCC Europe
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
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.