• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:17
CEST 02:17
KST 09:17
  • 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] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away SC4ALL II: SC2 Player Announcement 6/8 - Maru GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 Fall 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
Replay Review Process - What do you do? Pros React To: First 'Fastest' Map in ASL History BW General Discussion [Personal Project Share] Terran Defense v0.60 ASL22 General Discussion
Tourneys
[ASL22] Ro24 Group C Toronto invitational lan 22 august [ASL22] Ro24 Group A [ASL22] Ro24 Group B
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
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 Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5001 users

Community Feedback Update - August 14 - Page 5

Forum Index > Legacy of the Void
252 CommentsPost a Reply
Prev 1 2 3 4 5 6 7 11 12 13 Next All
Obsi
Profile Joined June 2011
87 Posts
August 14 2015 21:27 GMT
#81
On August 15 2015 06:21 AdrianHealeyy wrote:


The new 12-worker start has created new cheesy builds.

Triple rax from terran, proxy gates from p, 12 pool.

It's all still there.


How do you proxy gate when your probe to build the proxy pylon will be half the way to your opponents natural if not closer to you? Triple Rax from terran has always been "the plat build" which is really really bad and the economy changes won't help that, rightfully so. And I've never seen a 12 Pool in LotV accomplish anything at all. It probably even sucks against Nexus first I could imagine. And if not, it definitely will suck against normal gateway builds since they come so extremely fast.
You both build your buildings faster, but the rush distance doesn't get shorter. Also scouting becomes relatively cheaper aswell.
I'm not even complaining about this, since those cheeses weren't fun to play against to begin with. Sure there are other cheeses now, especially with the new units, but I don't think they are comparable to proxy gates/2 rax/ early pools.
Wait what.
chipmonklord17
Profile Joined February 2011
United States11944 Posts
August 14 2015 21:28 GMT
#82
On August 15 2015 06:26 AdrianHealeyy wrote:
Show nested quote +
On August 15 2015 06:25 chipmonklord17 wrote:
On August 15 2015 06:24 AdrianHealeyy wrote:
On August 15 2015 06:22 chipmonklord17 wrote:

I thought that, at least in the 12 pool case, it no longer punishes like a 6-10 pool used to


12 pool beats 17 hatch pretty comfortably. (Or I'd like to think that: otherwise I am just bad.)

I haven't tried 12 pool against FFE, because P don't reliable FFE anymore.

My response is now double extractor trick, 16 hatch, 15 pool, 14 gas, 13 overlord.
From my experience, it's a counter to 12 pool and you aren't far behind from 17 hatch.


I'm talking outside the mirror match up


Fair enough, but 6/7 pool isn't particularly strong in hots/wol against terran either...
Against P, it's only reasonable when P goes FFE. If they wall of, you nearly almost lost the game.


While that's true that still adds to the game in a way that the 12 worker start removes for seemingly no good reason. I'd personally really like to see blizzard let the community play with the same economy system but HotS starting workers. Its one thing to say "we tested it, its not that cool" and letting the community see it in action. Maybe I'd actually believe them
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 14 2015 21:31 GMT
#83
On August 15 2015 06:04 AdrianHealeyy wrote:
Show nested quote +
On August 15 2015 05:53 ZergLingShepherd1 wrote:
The biggest problame is going to be that Zerg will have another 6-8 supply stuck in queens.

But it could be fixed by lowering the supply cost of some units... like roaches and BL and Ultralisk.

I mean Zerg has no god damn 1 supply unit.


We do.

The drone.


LOL yeah... i was talking about a real 1 supply unit to battle like hydra was in BW

On August 15 2015 06:06 ROOTFayth wrote:
protoss and terran don't have half a supply unit


Right cuz they are the swarm right ?

Man Terran Bio is more swarmy then Zerg, its that bad.

Sometime i miss BW so much... like all games it had some problems but it wasnt this stupid design.
"The Fractured but Whole"
xtorn
Profile Blog Joined December 2013
4066 Posts
Last Edited: 2015-08-14 21:40:08
August 14 2015 21:35 GMT
#84
On August 15 2015 03:34 Energizer wrote:
...especially for zerg since they're going to have an even tougher time remaxing after a fight without as much of a larva bank. May as well let zerg have a larger max army to help with trades.

BINGO.

Zerg will just be forced to do a lot more hatcheries to compensate for the larvae loss.

How about leaving autocast for 2 larva, but also allow inject, and inject adds 1 more larva for those who feel the need for it?




Right cuz they are the swarm right ?

Man Terran Bio is more swarmy then Zerg, its that bad.

Sometime i miss BW so much... like all games it had some problems but it wasnt this stupid design.

Also, a thousand times THIS!!! Zerg has lost its capability to "swarm" effectively a long time ago somewhere between the tons of nerfs and "balancing patches". Im learning some terran nowadays precisely for the swarming factor. Zerg has been reduced to a struggle to survive in both early game and late game.
<3 things - Life | Kane | Innovation | Scarlett | Solar | MMA
Steelghost
Profile Joined July 2015
24 Posts
August 14 2015 21:35 GMT
#85
Yet again, DK disappoints a lot of the community because it feels like he does not care about the "issues" we are really concerned about... Macro Mechanics? We are really getting ahead of ourselves, why not fix things like the overlapping disruptor, viper etc? And please blizzard really give thought to the economic models that have been proposed. A lot of people put work into creating them because they have clearly seen a problem with LOTV current econ system, a problem a lot of people have seen and are beginning to get hopeless because we are starting to believe you dont take this game seriously since you have done nothing on this matter...
Charoisaur
Profile Joined August 2014
Germany16086 Posts
August 14 2015 21:38 GMT
#86
On August 15 2015 06:27 Obsi wrote:
Show nested quote +
On August 15 2015 06:21 AdrianHealeyy wrote:


The new 12-worker start has created new cheesy builds.

Triple rax from terran, proxy gates from p, 12 pool.

It's all still there.


How do you proxy gate when your probe to build the proxy pylon will be half the way to your opponents natural if not closer to you? Triple Rax from terran has always been "the plat build" which is really really bad and the economy changes won't help that, rightfully so. And I've never seen a 12 Pool in LotV accomplish anything at all. It probably even sucks against Nexus first I could imagine. And if not, it definitely will suck against normal gateway builds since they come so extremely fast.
You both build your buildings faster, but the rush distance doesn't get shorter. Also scouting becomes relatively cheaper aswell.
I'm not even complaining about this, since those cheeses weren't fun to play against to begin with. Sure there are other cheeses now, especially with the new units, but I don't think they are comparable to proxy gates/2 rax/ early pools.

Agreed. While it's true cheeses have led to some of the most awesome games in sc2 most of the time it just leads to plain BO losses. I just hate BO losses because they have nothing to do with skill and it comes all down to luck if it works or not.
If I want to watch a game where the winner is decided by luck I watch rock/paper/scissors and not sc2.
Something like PartinG vs Life g7 where PartinG only lost because he lost the rock/paper/scissors game shouldn't happen in sc2.
Many of the coolest moments in sc2 happen due to worker harassment
ZergLingShepherd1
Profile Joined June 2015
404 Posts
August 14 2015 21:39 GMT
#87
On August 15 2015 06:16 Obsi wrote:
sooo... Zergs are going to need pretty much 2/3 Macro Hatcheries per 3 mining bases? Just letting them spawn more larvae all the time would be a way better change imo. Though it would force you to constantly build units/drones instead of a more "in waves" way. Which would probably not even make macro much easier at all. But just the requirement of macro hatches pretty much from 2 Base on seems really odd. Will also require you to build more queens that wont even be able to creep spread with at least every second 25 energy.
The idea of removing macro mechanics could've been nice and everything. But that half ass way without thinking it through (at least it seems like that) is just disappointing and bad. The 900 Mins on half of the patches also still feels wrong.
Speeding up the game with 12 Workers and destroying cheesy proxy builds and early pools? Fine whatever, doesnt change that much in the end. But this ressource change still seems odd.
It's hard to see LotV becoming a great game in like 2.5 months of beta left at most.



8 hatches with 6 queens, it will be the optimal number, it would mean the production of 5 bases in the current patch.

The pros.

- more creep spread
- more attention on other tasks
- if someone snipes a hatch it wont kill the economy since you already have a mcro hatch right next to it, guess ost people will go for drones now then sniping a base.

The cons.

- even less supply when this was a zerg problem already
- less production in early-mid game
- tech switches might happen only 1 as a suprise but never again will you see more tech switches then that.


"The Fractured but Whole"
xtorn
Profile Blog Joined December 2013
4066 Posts
Last Edited: 2015-08-14 22:09:23
August 14 2015 21:44 GMT
#88

The cons.

- even less supply when this was a zerg problem already
- less production in early-mid game



Exactly, these two critical points worry me the most out of everything.
I feel like they simply dont calculate the impact of these changes all the way through.

Early game was already tough, with less larva it will be alt-f4 -> uninstall; i would need additional macro hatcheries to compensate, and no opponent with a functional brain would allow the time for that to happen.
<3 things - Life | Kane | Innovation | Scarlett | Solar | MMA
chipmonklord17
Profile Joined February 2011
United States11944 Posts
August 14 2015 21:47 GMT
#89
On August 15 2015 06:38 Charoisaur wrote:
Show nested quote +
On August 15 2015 06:27 Obsi wrote:
On August 15 2015 06:21 AdrianHealeyy wrote:


The new 12-worker start has created new cheesy builds.

Triple rax from terran, proxy gates from p, 12 pool.

It's all still there.


How do you proxy gate when your probe to build the proxy pylon will be half the way to your opponents natural if not closer to you? Triple Rax from terran has always been "the plat build" which is really really bad and the economy changes won't help that, rightfully so. And I've never seen a 12 Pool in LotV accomplish anything at all. It probably even sucks against Nexus first I could imagine. And if not, it definitely will suck against normal gateway builds since they come so extremely fast.
You both build your buildings faster, but the rush distance doesn't get shorter. Also scouting becomes relatively cheaper aswell.
I'm not even complaining about this, since those cheeses weren't fun to play against to begin with. Sure there are other cheeses now, especially with the new units, but I don't think they are comparable to proxy gates/2 rax/ early pools.

Agreed. While it's true cheeses have led to some of the most awesome games in sc2 most of the time it just leads to plain BO losses. I just hate BO losses because they have nothing to do with skill and it comes all down to luck if it works or not.
If I want to watch a game where the winner is decided by luck I watch rock/paper/scissors and not sc2.
Something like PartinG vs Life g7 where PartinG only lost because he lost the rock/paper/scissors game shouldn't happen in sc2.


But that's just a matter of opinion. Everything in the game has a risk, that's an inherent part of a real time strategy game. There's ALWAYS a cost (assuming a balanced game). Two rax/proxy gate/6-10 pool all come with their own share of risks. Parting by every right should have lost because Life read him, he risked it all knowing Parting wouldn't. Mind games and strategies like that are how champions are made and in mine and many other's opinions, are an integral part of the game.
[PkF] Wire
Profile Joined March 2013
France24239 Posts
August 14 2015 21:48 GMT
#90
I have to say I'm pretty sure they will give up on removing macro mechanics if it turns out to be a catastrophe, which is possible. The game is working well with them.
TheWinks
Profile Joined July 2011
United States572 Posts
August 14 2015 21:50 GMT
#91
It's also way too early to talk about the balance implications of it. We know there are going to be massive balance implications all the way up and down the game in every matchup, but it affects so many things in so many ways there's no way to really know what's going to happen for sure without some rigorous testing.
TelecoM
Profile Blog Joined January 2010
United States10833 Posts
August 14 2015 22:02 GMT
#92
Hopefully they patch after Battlegrounds, anyone think this is probable?
AKA: TelecoM[WHITE] Protoss fighting
Sogetsu
Profile Joined July 2011
514 Posts
August 14 2015 22:09 GMT
#93
On August 15 2015 07:02 GGzerG wrote:
Hopefully they patch after Battlegrounds, anyone think this is probable?


They told on page 4 of that thread the patch is comming Thursday 20 (OUCH)
I will be farming gold or playing StarBow until the next weekend then
Raptor: "Es hora de salvar a los E-Sports..." http://i3.minus.com/ibtne3liprtByB.png
Darpa
Profile Blog Joined March 2010
Canada4413 Posts
Last Edited: 2015-08-14 22:25:55
August 14 2015 22:24 GMT
#94
Warping-in at a Pylon takes 16 seconds.
If a Pylon’s power radius is touching a Warp Gate or a Nexus, the color of the power radius changes, and warp-ins take 2 seconds.
Multiple Pylons can be affected by the same Nexus or Warp Gate.
The Warp Prism’s power radius will be the stronger version, and units will only take 2 seconds to warp-in.


Protoss Aggressive warpins nerfed? That is a great step in the right direction. So much of the game is balanced around that mechanic that it could change things hugely. My actually start giving this a go again. Was my biggest balance complaint for the longest time.

Hated that you had to be so safe or perfect scouting to avoid protoss all ins every game. I would guess now they will send some unit buffs protoss way.
"losers always whine about their best, Winners go home and fuck the prom queen"
Cyro
Profile Blog Joined June 2011
United Kingdom20343 Posts
Last Edited: 2015-08-14 22:30:19
August 14 2015 22:27 GMT
#95
Don't really understand why protoss research times should be reduced because chrono is gone


Because they have added time to the important researches over and over and over again due to anticipating them being chrono boosted ~4-8x in all ins centered around them. Blink, Warpgate etc had to be slow when chrono'd, so they'll be really really really slow without chain chrono on them.

Also, with the game starting at 12 workers, way less of the research time is buried in the "people are just getting up economy and doing nothing significant anyway" time period - the upgrades like warpgate and blink were coming in comparitively too late even with chrono.


With the inject change, i'm guessing that at some stages of the game, people will opt for just dropping hatcheries rather than queens. Queens are good for defense, but no longer hugely efficient for production
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
TimeSpiral
Profile Joined January 2011
United States1010 Posts
August 14 2015 22:41 GMT
#96
I'm baffled that Zergs are complaining about this patch. Your lives are going to be so much easier, and you'll have to build slightly more unit producing structures *gasp*. Yours is the only change that is a nerf, not a removal. And it's not even really a nerf. You'll probably end up with about the same larva, or more, for substantially less APM. Yet the tears run like rivers before they've even tried it.

There is no mechanic that makes up for the Mule being removed.

There is no mechanic that makes up for Chronoboost being removed.

Toss will end up getting buffs to research times, and certain units.

Terran will get ... supply call down and scanner sweep. Get ready for a lot more PF's, fellas! Bahahaha.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
HaRuHi
Profile Blog Joined November 2010
1220 Posts
August 14 2015 23:06 GMT
#97
On August 15 2015 07:41 TimeSpiral wrote:
I'm baffled that Zergs are complaining about this patch. Your lives are going to be so much easier, and you'll have to build slightly more unit producing structures *gasp*. Yours is the only change that is a nerf, not a removal. And it's not even really a nerf. You'll probably end up with about the same larva, or more, for substantially less APM. Yet the tears run like rivers before they've even tried it.

There is no mechanic that makes up for the Mule being removed.

There is no mechanic that makes up for Chronoboost being removed.

Toss will end up getting buffs to research times, and certain units.

Terran will get ... supply call down and scanner sweep. Get ready for a lot more PF's, fellas! Bahahaha.


I don't know, I assume you are Terran?
So imagine Chronoboost is being removed and Inject is being removed, Mules however, now are autocast. You still have to invest into an orbital, your race is now balanced around something that happens automatically (since it is as tactical of a decision as returning a mineral patch to the hatchery after it was mined). It's just a mess, It's ugly. Should have removed inject, increased the cost of creep tumors, and slightly rebalance the larva spawntime in future updates, like they will with protoss research times.
TimeSpiral
Profile Joined January 2011
United States1010 Posts
Last Edited: 2015-08-14 23:20:07
August 14 2015 23:18 GMT
#98
On August 15 2015 08:06 HaRuHi wrote:
Show nested quote +
On August 15 2015 07:41 TimeSpiral wrote:
I'm baffled that Zergs are complaining about this patch. Your lives are going to be so much easier, and you'll have to build slightly more unit producing structures *gasp*. Yours is the only change that is a nerf, not a removal. And it's not even really a nerf. You'll probably end up with about the same larva, or more, for substantially less APM. Yet the tears run like rivers before they've even tried it.

There is no mechanic that makes up for the Mule being removed.

There is no mechanic that makes up for Chronoboost being removed.

Toss will end up getting buffs to research times, and certain units.

Terran will get ... supply call down and scanner sweep. Get ready for a lot more PF's, fellas! Bahahaha.


I don't know, I assume you are Terran?
So imagine Chronoboost is being removed and Inject is being removed, Mules however, now are autocast. You still have to invest into an orbital, your race is now balanced around something that happens automatically (since it is as tactical of a decision as returning a mineral patch to the hatchery after it was mined). It's just a mess, It's ugly. Should have removed inject, increased the cost of creep tumors, and slightly rebalance the larva spawntime in future updates, like they will with protoss research times.


You assume correctly.

I agree with the last bit, that spawn larva should have been flatly removed, but the rest feels a little flimsy. Often, Zergs will argue that you cannot miss an inject. There is no tactical decision to inject or not, unless you're talking about extreme early game, and you're trying to connect bases with an early tumor. So, essentially, they've taken something that had to be done, every time without fail--with little decision making--and made it automatic. And there are complaints.

Could it have been better for Zerg? Contextually, probably not.

EDITED: Sorry, let me address if Mule was autocast. That would be super terrible, because Terran needs to choose between Mule and scan in meaningful ways.
[G] Positioning, Formations, and Tactics: http://www.teamliquid.net/forum/viewmessage.php?topic_id=187892
hitpoint
Profile Joined October 2010
United States1511 Posts
Last Edited: 2015-08-14 23:21:12
August 14 2015 23:20 GMT
#99
On August 15 2015 08:18 TimeSpiral wrote:
Show nested quote +
On August 15 2015 08:06 HaRuHi wrote:
On August 15 2015 07:41 TimeSpiral wrote:
I'm baffled that Zergs are complaining about this patch. Your lives are going to be so much easier, and you'll have to build slightly more unit producing structures *gasp*. Yours is the only change that is a nerf, not a removal. And it's not even really a nerf. You'll probably end up with about the same larva, or more, for substantially less APM. Yet the tears run like rivers before they've even tried it.

There is no mechanic that makes up for the Mule being removed.

There is no mechanic that makes up for Chronoboost being removed.

Toss will end up getting buffs to research times, and certain units.

Terran will get ... supply call down and scanner sweep. Get ready for a lot more PF's, fellas! Bahahaha.


I don't know, I assume you are Terran?
So imagine Chronoboost is being removed and Inject is being removed, Mules however, now are autocast. You still have to invest into an orbital, your race is now balanced around something that happens automatically (since it is as tactical of a decision as returning a mineral patch to the hatchery after it was mined). It's just a mess, It's ugly. Should have removed inject, increased the cost of creep tumors, and slightly rebalance the larva spawntime in future updates, like they will with protoss research times.


You assume correctly.

I agree with the last bit, that spawn larva should have been flatly removed, but the rest feels a little flimsy. Often, Zergs will argue that you cannot miss an inject. There is no tactical decision to inject or not, unless you're talking about extreme early game, and you're trying to connect bases with an early tumor. So, essentially, they've taken something that had to be done, every time without fail--with little decision making--and made it automatic. And there are complaints.

Could it have been better for Zerg? Contextually, probably not.


The complaints that I see are angry about poor game design, not poor balance. As a zerg I hate this change for the reasons that guy stated. Inject should be manual or removed entirely. I don't care at all about whether the race is actually becoming stronger or not. That's something to think about later.
It's spelled LOSE not LOOSE.
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
August 14 2015 23:38 GMT
#100
Wow, more protoss, bullshit, cheesy builds incoming. Protoss players love proxying Stargates, now they will proxy gateways instead, then bang - 2 second warp in. With Adepts supporting the pylon and Stargate they will never lose them and the game will become unplayable for 1/3 of match ups. Try to catch them out of position and PO and defensive 2 second warp in will get them out of jail - mothership core out of position just recall and defend.

How about a change that would make Protoss players have to scout? Or be aware of the map? Or any of the other stuff that real players have to do?
Prev 1 2 3 4 5 6 7 11 12 13 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 43m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ViBE141
ProTech133
StarCraft: Brood War
Artosis 925
MaD[AoV]22
Dota 2
XaKoH 787
NeuroSwarm240
League of Legends
Doublelift3833
JimRising 521
Counter-Strike
minikerr53
Super Smash Bros
hungrybox751
Mew2King102
Other Games
summit1g4282
ToD298
C9.Mang0238
Organizations
Other Games
gamesdonequick1220
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH459
• Hupsaiya 77
• musti20045 33
• RyuSc2 29
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1084
Upcoming Events
Sparkling Tuna Cup
9h 43m
PiG Sty Festival
11h 43m
Solar vs Reynor
Serral vs TBD
OSC
15h 43m
Afreeca Starleague
1d 9h
hero vs ggaemo
Larva vs Mong
The Patches Monday
1d 15h
Afreeca Starleague
2 days
Soulkey vs PianO
JyJ vs sSak
GSL
2 days
PiGosaur Cup
2 days
Replay Cast
3 days
Afreeca Starleague
3 days
Mini vs Calm
Queen vs EffOrt
[ Show More ]
Replay Cast
3 days
The PondCast
4 days
IntoTheTV X SOOP
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S3: W8
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
FISSURE Playground #3
BLAST Open 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.