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[LOTV]General Macro Discussion

Forum Index > Legacy of the Void
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BisuDagger
Profile Blog Joined October 2009
Bisutopia19229 Posts
Last Edited: 2015-09-18 16:41:20
September 18 2015 16:20 GMT
#1
[image loading]
General Macro Discussion Thread

Description:This thread is dedicated to discussing the current state of LOTV Macro Mechanics and abilities. Please don't make a new thread unless absolutely necessary.




Current Macro Mechanics State: September 17th, 2015


  • Protoss
    • Chrono boost cooldown increased from 1 to 4 seconds.
    • Chrono boost rate increased from 20% to 22.5%


  • Terran
    • Calldown: MULE, Calldown: Extra Supplies, and Scanner Sweep now all function as they do in Heart of the


  • Zerg

    • Creep now recedes twice as fast.
    • Spawn Larva
      • No longer can be autocast.
      • Multiple casts can now be queued on a single base.


Poll: Happy with Sept. 17 macro changes?

Yes to all? (25)
 
9%

No to all? (225)
 
80%

Only to Zerg (7)
 
2%

Only to Protoss (9)
 
3%

Only to Zerg (0)
 
0%

Only to Z and P (8)
 
3%

Only to Z and T (4)
 
1%

Only to P and T (4)
 
1%

282 total votes

Your vote: Happy with Sept. 17 macro changes?

(Vote): Yes to all?
(Vote): No to all?
(Vote): Only to Zerg
(Vote): Only to Protoss
(Vote): Only to Zerg
(Vote): Only to Z and P
(Vote): Only to Z and T
(Vote): Only to P and T



Source: http://us.battle.net/sc2/en/blog/19897909/legacy-of-the-void-beta-balance-update-september-17-2015-9-17-2015


Other thread OPs:
+ Show Spoiler [POLL: Macro Booster Community Feedback] +
Most everyone agrees that LOTV's success will depend on whether or not the game is FUN TO PLAY.


Poll: Which Version of Macro Boosters have you had the most Fun with?

No Macro Boosters (Chrono, Mule, Inject Removed) (1029)
 
61%

Fully Manual Macro (aka. HOTS Macro Boosters) (415)
 
24%

Semi-Auto Macro (Current Patch) (252)
 
15%

1696 total votes

Your vote: Which Version of Macro Boosters have you had the most Fun with?

(Vote): Fully Manual Macro (aka. HOTS Macro Boosters)
(Vote): No Macro Boosters (Chrono, Mule, Inject Removed)
(Vote): Semi-Auto Macro (Current Patch)




Hopefully this will help the Dev team decide what to do. Thanks for participating.

EDIT: It has been pointed out that Inject was never removed, sorry for the mistake.


+ Show Spoiler [The Great Compromise: Macro Boosters] +
The topic of whether or not macro boosters belong to LotV is very important for the future of SC II. Current discussion is generally a tug of war between people who are overwhelmed with APM requirements and people who want to preserve complexity level. I have spent some time thinking about it and come up with a possible compromise which helps preserving some complexity while takes away APM requirements where possible.

Overview of HotS Macro Boosters (and what I and possibly other people like about them)

MULE
Mule is a direct economy booster - dropping them increases mineral income.
Pluses:
1) Meaningful options - OC gives you choice between dropping mules and scanning.
2) Less punishing - if you forgot to drop mule and have energy for 2 - you can drop them both.
3) Cool tricks - such as when you drop mules to repair your mech units on the front lines. And, uh, manner mules.
Minuses:
1) Late game mules - beat the dead horse if you want.

Chronoboost
Chronoboost is an indirect economy booster - chronoboosting your nexus increases probe production.
Pluses:
1) Strategical planning - deciding what you chronoboost is a great part of tailoring builds.
Minuses:
1) Somewhat punishing - if you forgot to use it you can't stack it on one building but you can use it on two buildings.

Spawn Larva
Spawn Larva is a production round for zerg and an indirect economy booster - injecting is essential for drone production.
Pluses:
1) Production pacing - zerg production is limited by number of larva as other races are limited by number of production structures.
2) Macro complexity - injects helps maintaining necessity of splitting attention for timings on production for zerg.
Minuses:
1) Severely punishing - leftover energy from missed injects can't be used to stack injects in any reasonable way.
2) Hit-or-miss production - as a consequence, you either have a huge production boost from inject or no boost at all.
3) Lack of meaningful options - injecting queens are not used for any other tasks.

I believe that each of macro boosters has enough pluses to stay in game. However, a certain rework is needed to stop them from being apm sink.

Suggestions for macro booster change

First of all, all macro boosters should be toned down (but it is actually a subject of balance, not design).

MULE
Calldown: MULE becomes a costless ability and is set to autocast by default. It drops the mule to rally point. Cost of scan (and possibly extra supplies) are increased.
No APM required, ability to do cool tricks is preserved (but demands planning), ability to manner mule is preserved if the opponent doesn't leave long enough Meaningful choice is moved to choose between extra supplies (economy boost) and scan.
Late games problems are solved partially - ability to pump up a new base with mules is hindered - their number is proportional to number of orbitals - mules can be used only for a stable increase in income. The rest should probably be balanced around the fact that terran can have extra supply from replacing workers by mules or you can restrict the range of dropping mules.

Chronoboost
Chronoboost becomes a costless passive ability. Chronoboost is set by default to the nexus.
APM required to move chronoboost from building to building, but it provides indirect economy buff by default. Strategical planning is preserved. Simple spartan design.

Now we come to the main part.

Spawn Larva
Queen gets a new spell instead of Spawn Larva: Inject Larva. It is costless, cast on a hatchery and is channeled. While it is channeled:
1) Hatchery gets energy capacity shared with queen and a spell Spawn Larva. It has no target. It doesn't have smartcasting. Spawn Larva has a cooldown on hatchery. Spawn Larva can stack, but cooldown is slightly lower than energy replenishment on queen (this should prevent multi queen shenanigans but let some ability to catch up).
2) Queen doesn't respond while channeling - you need to stop it manually if you need queen to defend your base.
Speed of creep spread from tumors and decrease without tumors is increased as Blizzard suggested.
Larva limit and auto reproduction is increased (or any other balance change to increase necessity of macro hatcheries).

What does it achieve? Zerg gets the easiest production of three races but still have to watch for injects (but now it is really easy) and has to focus more on creep spread and (ideally) building macro hatcheries and channeling/unchanneling queens base management. Spawn Larva is still enough punishing to be a production round but has a catch-up mechanic.

Lack of meaningful options is still there but it is a matter of another discussion. If I were to take a wild guess, I would suggest introducing yet another spell on queen that would be usable inside your base - maybe buffing static defence permanently?

Please share your opinions on my suggestion.




+ Show Spoiler [Making Macro Mechanics Make Sense] +
TR:DR. FOR MM CHANGES, MAKE THE ZERG QUEEN FUNCTION LIKE A REAL ZERG QUEEN IN THE HATCHERY. GIVE THE PROTOSS AN ELEGANT, USEFUL AND FUN VERSION OF CHRONOBOOST. TURN THE MULE INTO A DEDICATED MINING STRUCTURE, AND CREATE A DEDICATED REPAIR DRIOD. also bring back the Rever… For the purpose of people skimming through text, words in CAPS are important and helpful.

As an active player in LOTV beta, and as someone that loves rts’s I wanted to put forth my ideas for macro mechanics. I feel like right now blizzard is doing exactly what they said they would: TESTING LOTV in different combinations/iterations to find what works best for the game. Many people on here seem to think that blizzard is trying to decide between being ‘lazy’ and being effective, as players and active members in this community it is our job to provide feedback, and not to judge blizzards effectiveness. With that in mind, one of the key elements of Starcraft, and one that I feel has been sorely neglected for much of the multiplayer experience is the element of Story. I bring this up because the element of story helps to create understanding and intuition for both new players, as well as new ways of thinking and developing strategies. Blizzard has built, tested, and shipped some very confusing units over the lifetime of starcraft 2, and I would like to see LOTV do better than its predecessors, so i think it is integral that this final expansion gets it right.

Some examples of confusing or ill-story driven units: widow mine, corrupter, medivac-seige mode tanks, baneling, swarmhost, disruptor, etc. For the sake of time I will just talk about the widow mine. it deals explosive splash damage, the projectile has homing, and it RECHARGES. How on earth does a mine planted in the ground recharge a physical projectile? this is very confusing. a more elegant solution would have been for it to be single use at producing poison gas or to slowing down units by acting like a gravity field; it could have been deployed from hellion/raven/viking/ etc. take your pick.

However I came here today to talk about Macro mechanic changes. MM has the potential to change the core gameplay, So I believe it is very important for them to ‘make sense’ with each race, and with the starcraft universe. they also need to do relatively different things for each race without upsetting balance. Without further rambling, MM suggestions:

Zerg:
Queen: starts with 25 energy, still has creep tumor and transfuse

Inject larva is replaced with FUSE, which has no cost, can only be cast on hatchery

FUSE:
• Queen climbs on top of hatchery *has cool animation*, and sits, 'laying eggs' can still attack air and ground, but can't move, possibly gets a damage boost while fused with hatchery, limit 1 queen per hatchery.
• Increases hatchery larva production rate incrementally (percentage) till larva is produced at (x)larva/minute. *This would need to be carefully balanced.
• Active building larva increased to 6, meaning the hatchery will produce larva at whatever rate till it reaches cap (6) and then maintains larva at cap at whatever the current larva production rate is. *again 6 is my guess, which is relative and subject of balance*
• Queen does NOT contribute to total supply while fused.
Queen may ’SEPARATE’ from the hatchery at anytime when there is sufficient supply, and larva production rate returns to normal. *separation animation may be 1-2 seconds for delay effect.

Discussion:
This ability doesn’t have the confusion or annoyance of auto-inject which didn’t let players choose early creep tumors, and felt gimmicky. Instead the queen passively helps production and drone defense, while not being able to spread creep or offer army support. This creates dynamism in queen usage, where as the queen is FUSED you are gaining a production bonus which is accumulating as a sunk cost, and will be lost when the queen does something else. This causes players to choose how many queens to use for map control, AA, creep spread, and production; while giving them flexibility to alter these choices at marginal costs. Determining optimal macro with this system requires build optimization, accounting for opponents builds, and map considerations.

Protoss:
Also note that I think the the current Disruptor needs improvement, I suggest making the projectile movement uncontrollable with its own target seeking, and make it have a resource cost and build time. These changes will help normalize the affect the unit has on groups of units with and without splitting, and it will force the player to value each shot. In effect very similar to the REVER.

Chronoboost 2.0
Conjures energy from the void to increase efficiency and production, animation - tendril of energy from the nexus connects to affected building/unit. for visual this can be slightly transparent, or cloaked from other players. A simple floating sign or symbol could also be used. this will help players keep track of what nexus is chronoboosting what.
• Nexus may cast the ability on itself or other structures/units
• Costs 25 energy for a 25 second effect. This allows for continual usage, or for a coordinated save-up and multi-use
• Cast on BUILDINGS, functions like old HOTS chronoboost
• Cast on PYTHONs, nullifies pylon warp gate penalty for duration of spell.
• Cast on NEXUS, functions like old HOTS chronoboost
• Cast on CARRIER/REVER: costs of scarabs/interceptors free, increase build rate 15%

Discussion:
Originally chronoboost made sense, and it was a well liked ability, however I think it was underserved compared to Zerg and Terran’s original MM. this is a more flavorful version of chronoboost, which has improved functionality as well. It also helps smooth out the warpgate change. By giving high-value (warpin speed) to a forward pylon it creates conflict for offensive warpins between attack timing advantages and pylon vulnerability in that window. This change also adds relevancy to the late-game High-value units with carriers/revers; without having to pay for building interceptors/scarabs it reduces the maintenance costs of these units, allowing for maximum output.

Terran:
I would like to preface that I probably know the least about Terran, So this suggestion could be worthless. However I also really love the flavor of Terran, and there are many different cool units types that I think intuitively make sense in the Terran mindset, that haven’t been explored. It irks me that Terran doesn’t make better use of single-deploy explosives or other types of guided attacks (as a quick check, Terran has: hunter seeker missile, pdd, auto-torrent, reaper land mine, nuke). This method of attacking is common place for real-world militaries. something as simple as having quick moderate damage seeking missiles being equitable or build able at the Thor instead of an anti-air attack would be excellent. Another idea would be for the raven to have a single use widow mine instead of hunter-seeker-missile. However that is another topic, here are my ideas for MM:

Command center loses mule and call down supply (maybe the campaign has it?), has new abilities: WORLD HARVESTER, and REPAIR DROID

WORLD HARVESTER (150 minerals):
• Command center spawns an ad-on that harvests minerals OR gas at the rate of a mule+5, *may be built at orbital or Planetary
• Limit 1 per command center,
• May be salvaged for 100 minerals. *this is up for Balance
• I’m not sure how to cost the build time, or if it should be able to be built WHILE building scv’s

REPAIR DROID (50 energy):
• calls down a droid unit with auto-repair active anywhere there is vision,
• 1 supply, 35 health, attack: 5,
• movespeed of a marine. Has the ability INTEGRATE

INTEGRATE:
• Repair droid attaches to repairable unit and auto-repairs at half cost,
• Units now share a health pool,
• The droid can also still attack in melee range
• While INTEGRATED the Repair droid can DETACH and return to being free anytime, with a 2 second animation.

Discusion:
To me Terran add-ons feels very flavorful, and functionally intuitive, it also allows for swaps and builds that rely on swapping. Adding an add-on to the command center feels similar to the comsat of BW, however here it would function as an economic boost. Using a visual of a crane, or oil-well looking structure adds a human touch and LOOKS LIKE A REAL MINE it immediately makes sense. This also prevents the lategadme MULE dilemma. The choice of orbital command energy between repair droid and scan is now dynamic, scan cost could be slightly increased; however now since repair droid sticks to its repair unit adding it to mech or high value units improves efficiency and safety, the choice is more justified.

recap: here is a poll or 2
Poll: Which MM change do you like the most?

Zerg (77)
 
85%

Protoss (7)
 
8%

Terran (7)
 
8%

91 total votes

Your vote: Which MM change do you like the most?

(Vote): Zerg
(Vote): Protoss
(Vote): Terran


Poll: Should LOTV Macro Mechanics be more story driven?

No MM, we're done here (112)
 
79%

I like the HOTS MM (13)
 
9%

I'm not sure (7)
 
5%

No (5)
 
4%

Hell yes, Tired of confusing MM (4)
 
3%

141 total votes

Your vote: Should LOTV Macro Mechanics be more story driven?

(Vote): Hell yes, Tired of confusing MM
(Vote): No
(Vote): I'm not sure
(Vote): I like the HOTS MM
(Vote): No MM, we're done here



Hope this helps, Its been fun!

+ Show Spoiler [Macro Mechanics "Don't take away what…] +
What do you guys think about this argument? I was really surprised to see the dev team actually taking it into consideration. Like if you spent years practicing perfecting injects and played tons of game. Will the removal of those MM for example will take you back to bronze? Because you trained on them and now they vanished?

IMO, that is completely stupid and illogical argument. As all the training on perfecting the timing and not missing any of those, will improve your focus and response time in general. You are not going to lose all that because they took it away, you can use that experience in other fields in the game.

Example: Marine split vs banelings, You train like 2 hours in marine split and suddenly they decided to remove banelings. Was that time completely wasted? Hell no, you can use that experience you earned by practicing vs banelings in other fields such as vs storms or splitting to bait a WM, or pre split to avoid Tanks splash or even to minimize colossus damage.



What do you guys think about this argument?

+ Show Spoiler [My thoughts on blizzards Macro Mechani…] +
It has been weighing on my mind a little bit lately to let out my opinion here about this heavily discussed topic lately. I've been reading quite a bit on what peoples thoughts are and so on so I think this would be a good time to share my own. This happened during my stream so you can check out the actual VOD here:

http://www.twitch.tv/morrow/v/10917215

Here's the patch note I'm discussing:

http://us.battle.net/sc2/en/forum/topic/18710641223

However if you don't feel like watching the VOD this essay you're about to read got you covered. Keep in mind the first few minutes was actually muted because of twitch muting videos automatically so unfortunately no way for me to extract that first part. Keep in mind some things (ok, a lot of things) I write here was not actually said in the video ) lastly I want you to take note that this is more of a design discussion than a balance discussion (LotV is not balanced right now, a patch like this doesn't try balancing the game). I try to keep it short here so apologies for not going into too much detail on some things.

Terran Mules being Removed


I like this change overall mostly because I think scanning feels too expensive. Wagering supply drop or a scan feels like a better balance compared to a scan and a mule. More scanning = less random game (good). Keep in mind the difficulty of dropping a supply is arguably harder mechanically than dropping a mule (this change does not make Terran easier in that regard)

Terran will no longer have the possibility of sacrificing all their workers to match up against the other races. Feels good overall to get rid of that unnatural process but I wish Terran was compensated with an army that puts up a good fight rather than being relatively fucked in such situation. Pretty certain the viper bomb and new ultralisk will favor Zerg in late game more so than the new tools Terran get.

Feel sort of indifferent about Terran claiming a new base from mined out to gaining 3000 mineral per minute income from a design perspective. Not mentioned in the video but I feel also pretty indifferent about Terran having the edge most base trades because mules get your income skyrocketing.

Protoss Chronoboost being Removed


Protoss will become more like Terran in their build orders, less extreme and more "watered out" in the sense that you can't go completely in 1 direction or another. The ranges of possibilities go down and will be especially noticed in timing attacks.

There are good and bad parts about chronoboost. The good part is the difficulty and beauty of seeing builds being planned and refined to the extreme (optimizing a build order becomes a lot harder when you have chronoboost than not. Hearing naniwa talk about 2 or 3 chronoboosts on his cybercore throughout the years has really made you respect the complexity this has)

The bad part being that Protoss can naturally become easier or more forgiving in the fact that you can line up build orders and timings as you go along in the game. (pushing out storm in time for a Terran timing with chronoboost is arguably less impressive than pre-planning storm in time for the Terran timing in the first place). Or realizing halfway through you started storm and archives too late for your 1-1 storm timing to finish you start chronoboosting where as without your timing is fucked and you need to wait (punished instead of forgiving)

I like this change but completely removing chronoboost might not be the best move. There are parts about chronoboost I like which I think is reason enough to keep it in the game. The "improvised" chronoboosts to forgive yourself from the original mistakes you've done is the part that I don't like. I think having the best of both worlds might be a possibility just by making chronoboost more exclusive (cooldown, energy cost, resource cost?).
Having chronoboost at 25 energy makes it sort of a throw-away ability in the sense you always kind of sit around with a chronoboost to toss at whatever you need (read the earlier examples). However an "expensive" more impactful chronoboost will require more planning to get the most benefit out of it. This is an idea of my own thought on the spot, it might be a terrible idea.

Zerg Inject Larva Being Auto-Cast and Reduced to 2 per Inject


The Protoss and Terran changes both change the way the races operate in a pretty drastic manner, this change doesn't do any of that.

The prior changes are not making their races strictly "easier", where as this change does. I say it with full passion that I believe having every race in a game about as hard to play is more important than the game being actually balanced.

Another note on this topic is dropping mules were never as hard as injecting was, this change alone takes away a big chunk of what a good Zerg player can demonstrate.

Just like with chronoboost I have an idea of my own, however one that I've had in mind for a longer period of time. I think hatcheries should spawn larva quicker and larva inject to be less impactful. This will allow lesser Zerg players to not make their race so centered about hitting every inject while very high level Zergs will still aim to hit all of those injects.


My thoughts on the importance of mechanics in Starcraft

Not only on topic about inject larva but mechanics in general (I'm not talking about your headquarter ability here) is that I think a lot of players are undermining the importance of Starcraft 2 being mechanically demanding.

When people talk about mechanics they make it sound like it is the beast that keeps the casuals from playing it but they don't see our (hardcore players) perspective. mechanics is very important for the better players to win, a strategy can be copied by other players so strategy alone doesn't cut the skill-ceiling that we want Starcraft to have. Mechanics is great in that regard because it allows players to simply "play better" so they can consistently win from even situations or from slightly behind(!), mechanics is the underlying factor which keeps the "worse player" from challenging the "better player" in macro games. This had a much bigger impact in a game like Broodwar and we could see that in the results too of top level players performing.

Simply knowing a game has high mechanics makes it THAT much more impressive and entertaining to watch, whenever you as an observer feel like you could re-act the same fight or game as a progamer could, that's when you know the game isn't hard enough mechanically.

Injects, building supply depots, sending 3 probes into a geyser when it's done are not fun things, they are not very strategical yet we don't want to remove these aspects of the game. When you look at a game like Starcraft you should take it as a whole. While you're moving around with your army dropping here and there, scouting etc you gotta keep in mind to do the underlying mechanics parts, keep the rhythm flowing. THAT'S what make it so fun to play.

One thing that's so beautiful about Starcraft is that you can excel at so many different things. Some people are great at macro, some at micro, some have great mechanics while others make stellar decisions. Dumbing down or "nerfing" any parts of this list of branches you can be good at removes persona from the players. Already today I feel like players are too similar. Maru? Oh well he's a great aggressive Terran who has sick mechanics and multitasking. Cure? Oh well he's a great aggressive Terran who has sick mechanics and multitasking (I see the similarity, do you?). Of course the most the involved people will be able to deviate their styles to differentiate them but in general I feel there is a lack of "personality" in players play. So back to mechanics - making it easier is going to dumb down areas where a player can show who he is.

Devils advocate about mechanics

There is a good counter-argument to why macro mechanics (base management) should be easier in LotV. The reason is that Legacy contains of new complicated units that take a lot of babysitting and a lot of skill to manage.
The overall game is faster phased because you have to expand faster you're starting with more workers and so on.
Talks about more harassment, medivacs getting drop-upgrades, Zerg dropping warp prisms becoming "a must". This general direction will make Starcraft much harder (possibly more volatile as well but that's another topic for another day)

Final thoughts on Blizzards direction as a whole and other things..

I do like what Blizzard has been doing lately, for the first time in 5 years it actually feels like they are doing their job properly. Starcraft 2 has always been a badly designed game (there - I said it.) with multiple eras where it really shined through (broodlord infestor, swarm host, nothing happening for 15 minutes lets fight and now the game is over kinda games)

the stuff they are talking about these days are not centered about "how to fix this current error right now" rather instead being "how to properly design our game from the ground up so it wont be shit after 2 years" makes me very happy. Keep this up and brainwashed Broodwar nerds like myself wont be be making snarky comments about how its predecessor was so much better.

I think its very important to always question and revisit how hard a race or something is to do. When adding new units that you always ask how difficult is this unit to use and how difficult is this unit to counter-act.

I think mechanics should be the underlying skill in RTS games that keeps in check that the "worse player" is being the one having to act rather than react as a whole.

One of the reasons I love RTS is because of the depth is has. There are so many different things to excel at! Why dumb down skill assets from players forcing them to be great at everything when you can let them wager its importance themselves during the game? (strategy, micro, macro - spend your time wisely during the game )
After all, time should be our out-most important resource and having time to do everything would remove the T from RTS (brilliant send-off)




Polls from other threads:
Poll: Which Version of Macro Boosters have you had the most Fun with?

No Macro Boosters (Chrono, Mule, Inject Removed) (1029)
 
61%

Fully Manual Macro (aka. HOTS Macro Boosters) (415)
 
24%

Semi-Auto Macro (Current Patch) (252)
 
15%

1696 total votes

Your vote: Which Version of Macro Boosters have you had the most Fun with?

(Vote): Fully Manual Macro (aka. HOTS Macro Boosters)
(Vote): No Macro Boosters (Chrono, Mule, Inject Removed)
(Vote): Semi-Auto Macro (Current Patch)



Poll: Which macro mechanic option do you prefer:

I like the full automation in the current patch (155)
 
52%

I like the original HOTS mechanics (94)
 
32%

I like the new direction Blizzard is moving with the stacking injects, automated CB, manual MULE (31)
 
10%

I like Zerg automated (18)
 
6%

298 total votes

Your vote: Which macro mechanic option do you prefer:

(Vote): I like the full automation in the current patch
(Vote): I like Zerg automated
(Vote): I like the new direction Blizzard is moving with the stacking injects, automated CB, manual MULE
(Vote): I like the original HOTS mechanics



Poll: Which MM change do you like the most?

Zerg (77)
 
85%

Protoss (7)
 
8%

Terran (7)
 
8%

91 total votes

Your vote: Which MM change do you like the most?

(Vote): Zerg
(Vote): Protoss
(Vote): Terran



Poll: Should LOTV Macro Mechanics be more story driven?

No MM, we're done here (112)
 
79%

I like the HOTS MM (13)
 
9%

I'm not sure (7)
 
5%

No (5)
 
4%

Hell yes, Tired of confusing MM (4)
 
3%

141 total votes

Your vote: Should LOTV Macro Mechanics be more story driven?

(Vote): Hell yes, Tired of confusing MM
(Vote): No
(Vote): I'm not sure
(Vote): I like the HOTS MM
(Vote): No MM, we're done here


Note: If you have something you believe should be in OP send me a pm or post my name in your post.
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
AgamemnonSC2
Profile Joined October 2012
Canada254 Posts
September 18 2015 16:31 GMT
#2
I dislike the automated Chrono which you can move to different buildings, as in the Sept. 17 patch. I really liked when it was removed, but I would rather have full control of Chrono, than having it automated.

It feels awful.
Co-Founder of SC2 Mistakes
fickazzz
Profile Joined June 2009
Germany152 Posts
September 18 2015 16:35 GMT
#3
It shows clearly that most people liked the removal of the macro mechanics and i assume the % of people who don't vote in these polls would be even higher on those,
So why would they add them again
BisuDagger
Profile Blog Joined October 2009
Bisutopia19229 Posts
September 18 2015 16:41 GMT
#4
Added poll for current patch and current patch notes
ModeratorFormer Afreeca Starleague Caster: http://afreeca.tv/ASL2ENG2
Yiome
Profile Joined February 2014
China1687 Posts
Last Edited: 2015-09-18 16:47:40
September 18 2015 16:46 GMT
#5
Poll: Which macro mechanic option do you prefer:


How about option for a nerfed version of MM but not automated...
EDIT: also is there going to be another community feedback today?
Haighstrom
Profile Joined March 2011
United Kingdom196 Posts
Last Edited: 2015-09-18 17:09:24
September 18 2015 17:04 GMT
#6
The problem with these general polls (e.g. should macro boosters being automated/manual/inbetween) is they are not divided up by race. And even when they are divided by race (for the change to take effect on), they are not divided by the race the voter currently plays, which makes, or at least could make, a big difference in results.

Saying generically that macro boosters should be removed is a very different statement for people who play Terran versus those who play Zerg, for example. Dropping mules for Terran is not an especially desirable or difficult activity in and of itself, and it's more about wanting the income (which could be balanced in another way), whereas Zerg injects is a huge part of the identity of the race. If it's a 50/50 split in the poll it could be 100% of Terrans are voting "remove macro" and 100% of Zergs are voting "do not remove macro". If this were the results it would be obviously be worth Blizzard considering removing Terran's macro booster but not Zerg's - but you can't tell this with a general statement on macro mechanics where the results are blended. (I'm not saying the results would be this way, this is just an example to illustrate the point).

Equally those who play Zerg may have a very different view to those who play P/T of the Zerg changes. For example responding to the question "Should injects be automated", could have the responses:
Z player: "I chose this race and learned this skillset because I wanted a mechanically challenging race, and I don't want it removed"
versus
P player: "Maybe I'd play Zerg if the macro wasn't so hard"
T player: "Maybe I'd play Zerg if the macro wasn't so hard"

Without this detail in the polls the responses aren't meaningful enough for Blizzard to make any judgements upon. For example if all current Zerg players voted "keep manual injects" but all P/T voted "get rid of manual injects", you'd get a 66% result, but it doesn't reflect who actually play Zerg currently - or even necessarily who would play Zerg in LOTV. I myself vote on Terran changes but I don't play Terran and don't intend to - should my vote count the same as a Terran player's on a Terran-only change?

With this level of detail (played race + race-specific change), Blizzard would be able to more accurately make decisions PER RACE, and would also be able to consider it in the context of the impact of current players and potential movement of players between races, which they may have a strategy for, e.g.:
- what do the players currently playing race X think about change Y?
- would Y change make more players play race X?
- do we want more players playing race X?
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
September 18 2015 17:33 GMT
#7
On September 19 2015 01:35 fickazzz wrote:
It shows clearly that most people liked the removal of the macro mechanics and i assume the % of people who don't vote in these polls would be even higher on those,
So why would they add them again

It's probably to appease the current view of the pros. Zerg macro is just hilariously easy with auto injects compared to what it was with manual injects, and the removal of chrono limited protoss more in terms of build variety and build finesse/refinement, which is also a bad thing

It's just as important to keep the competitive integrity of the game for the pros and purists as it is to keep "noobs" entertained and interested. SC2 is probably going to be a niche game no matter what, so you might as well keep the pros reasonably happy on top of the casual people playing
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
Wrath
Profile Blog Joined July 2014
3174 Posts
September 18 2015 17:56 GMT
#8
Finally no more threads pumping out each 5 minutes. Good job BisuDagger!
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
Last Edited: 2015-09-18 18:13:38
September 18 2015 18:02 GMT
#9
On September 19 2015 01:35 fickazzz wrote:
It shows clearly that most people liked the removal of the macro mechanics and i assume the % of people who don't vote in these polls would be even higher on those,
So why would they add them again

Most people here! Even if there is 1000 votes like in the last one, how many people play SC2 daily? TL.net is a minority! And of pretty elitist HC players. If you can gather 20 000 votes, that would be nice and said actually something about it.

Not sure how many players play just LotV, but there is over more than 200 000 players in HotS...I guess these players are interested in playing in LotV after the release, so.. :-)

Edit: Took numbers from nios(just hundreds of thousands), 1v1 :-)
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
September 18 2015 18:05 GMT
#10
So MULE and inject are left as is, but chrono is same to nerfed depending on the situation.

New chrono is more forgiving for noobs but also worse for pros. If you Chrono one thing the whole time that it's building at best you're 22.5% more efficient vs 50% before. Also, now when you chrono something you have to worry about accidentally UN-chronoing something else depending on what Nexus is nearest to that thing... that makes it almost harder tro use...

Injects and Mules are the same as before, but injects now stack in case you're bad and forget to inject. So it's a buff to low level players without hurting high level players.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2015-09-18 18:16:31
September 18 2015 18:06 GMT
#11
On September 19 2015 03:02 deacon.frost wrote:
Show nested quote +
On September 19 2015 01:35 fickazzz wrote:
It shows clearly that most people liked the removal of the macro mechanics and i assume the % of people who don't vote in these polls would be even higher on those,
So why would they add them again

Most people here! Even if there is 1000 votes like in the last one, how many people play SC2 daily? TL.net is a minority! And of pretty elitist HC players. If you can gather 20 000 votes, that would be nice and said actually something about it.

Not sure how many players play just LotV, but there is over more than 200 000 players in HotS...I guess these players are interested in playing in LotV after the release, so.. :-)


OMG THIS.


THIS x100000.


TeamLiquid is the whiniest, most elitist community of SC2 players. There are hundreds of thousands of people who play this game who aren't on the site.

TL is most likely going to have very, very skewed responses to macro mechanic questions.

I have several friends in Masters who never visit TL except to find a stream link. The only reason I'm always on this site talking about macro mechanics is because it's one of the only things my office doesn't block....


I like the mechanics, though I do agree something needs to be done about LATE game MULEs where Terran can essentially throw away SCVs to get a bigger army or mass MULE a base immediately after landing there.

I think it forces some necessary APM from Zerg (because otherwise the race is too easy, IMO) and Protoss has very interesting choices to make about how to allocate chrono. I remember wathching Naniwa talk about how a build would work only if you put 3 chrono boosts on the cyber but not 2... thats strategy right there.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Asamu1
Profile Joined February 2014
8 Posts
Last Edited: 2015-09-18 19:00:33
September 18 2015 18:57 GMT
#12
On September 19 2015 01:31 AgamemnonSC2 wrote:
I dislike the automated Chrono which you can move to different buildings, as in the Sept. 17 patch. I really liked when it was removed, but I would rather have full control of Chrono, than having it automated.

It feels awful.

The automated Chrono isn't much different overall; it just doesn't require you to go back and use it every 20 seconds; you still choose what to use it for, so IMO, the change is a + from the HoTS version.

On September 19 2015 03:02 deacon.frost wrote:
Show nested quote +
On September 19 2015 01:35 fickazzz wrote:
It shows clearly that most people liked the removal of the macro mechanics and i assume the % of people who don't vote in these polls would be even higher on those,
So why would they add them again

Most people here! Even if there is 1000 votes like in the last one, how many people play SC2 daily? TL.net is a minority! And of pretty elitist HC players. If you can gather 20 000 votes, that would be nice and said actually something about it.

Saying that the TL community is elitist would point to them being more likely to want to keep the macro mechanics, not remove them entirely... The fact that a poll among a supposedly elitist community is so one-sided in the other direction actually says a lot...
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
September 18 2015 19:06 GMT
#13
On September 19 2015 03:57 Asamu1 wrote:
Show nested quote +
On September 19 2015 01:31 AgamemnonSC2 wrote:
I dislike the automated Chrono which you can move to different buildings, as in the Sept. 17 patch. I really liked when it was removed, but I would rather have full control of Chrono, than having it automated.

It feels awful.

The automated Chrono isn't much different overall; it just doesn't require you to go back and use it every 20 seconds; you still choose what to use it for, so IMO, the change is a + from the HoTS version.

Show nested quote +
On September 19 2015 03:02 deacon.frost wrote:
On September 19 2015 01:35 fickazzz wrote:
It shows clearly that most people liked the removal of the macro mechanics and i assume the % of people who don't vote in these polls would be even higher on those,
So why would they add them again

Most people here! Even if there is 1000 votes like in the last one, how many people play SC2 daily? TL.net is a minority! And of pretty elitist HC players. If you can gather 20 000 votes, that would be nice and said actually something about it.

Saying that the TL community is elitist would point to them being more likely to want to keep the macro mechanics, not remove them entirely... The fact that a poll among a supposedly elitist community is so one-sided in the other direction actually says a lot...

The elitists mostly gave up on the game just after hots release. If this was polled at the end of WoL, the overwhelming majority would be in favour of a higher mechanical skill ceiling, I'm pretty sure
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
Last Edited: 2015-09-18 19:22:43
September 18 2015 19:18 GMT
#14
On September 19 2015 03:57 Asamu1 wrote:
Show nested quote +
On September 19 2015 01:31 AgamemnonSC2 wrote:
I dislike the automated Chrono which you can move to different buildings, as in the Sept. 17 patch. I really liked when it was removed, but I would rather have full control of Chrono, than having it automated.

It feels awful.

The automated Chrono isn't much different overall; it just doesn't require you to go back and use it every 20 seconds; you still choose what to use it for, so IMO, the change is a + from the HoTS version.

Show nested quote +
On September 19 2015 03:02 deacon.frost wrote:
On September 19 2015 01:35 fickazzz wrote:
It shows clearly that most people liked the removal of the macro mechanics and i assume the % of people who don't vote in these polls would be even higher on those,
So why would they add them again

Most people here! Even if there is 1000 votes like in the last one, how many people play SC2 daily? TL.net is a minority! And of pretty elitist HC players. If you can gather 20 000 votes, that would be nice and said actually something about it.

Saying that the TL community is elitist would point to them being more likely to want to keep the macro mechanics, not remove them entirely... The fact that a poll among a supposedly elitist community is so one-sided in the other direction actually says a lot...

DO you realize, that without MM the game is actually harder and more punishing? Now you cannot just sacrifice few probes to some mine/oracle/phoenixes, because you cannot CR them out! Now you cannot just camp larvae, you have to produce unit constantly. Now you cannot land at a base, MULE it and then leave if anything bad happen. Also you cannot lose SCVs here and there when defending blink-allin, when mutalisks are on the stage etc.

Not sure if you understand what removing MM means. Yes, the pace slows down, but the game is not that forgiving anymore. Another example - now if you do not scout properly the roach-bane all in you cannot get back into the game with 3 SCVs

TL;DR
Removing MM makes the game harder, IMO. Since you have lower income - every units counts more. Since you have lower worker production rate - every worker counts more.

Edit:
And even if Tl.net is not full of elitists, who cares. Tl.net is still a minority, maybe even smaller than the margin of error!!!

Edit2:
And do not get me wrong, I am not trying to bash on this community. I just want you guys to realize how small sample TL.net is. You cannot go out and say - hey, on TL.net this Poll shows the majority of players wants the MM removed from the game. It is not true at all.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
Aocowns
Profile Blog Joined February 2011
Norway6070 Posts
September 18 2015 19:27 GMT
#15
Also can't you just add a little cooldown to the mule calldown so you can't just spam the shit out of them in the lategame, or instantly catch up on sloppy macro? that seems really obvious to me so it has probably been thought of and shot down already, please educate me
I'm a salt-lord and hater of mech and ForGG, don't take me seriously, it's just my salt-humour speaking i swear. |KadaverBB best TL gaoler| |~IdrA's #1 fan~| SetGuitarsToKill and Duckk are my martyr heroes |
Raionus
Profile Joined September 2015
3 Posts
September 18 2015 21:47 GMT
#16
On September 19 2015 03:02 deacon.frost wrote:
Show nested quote +
On September 19 2015 01:35 fickazzz wrote:
It shows clearly that most people liked the removal of the macro mechanics and i assume the % of people who don't vote in these polls would be even higher on those,
So why would they add them again

Most people here! Even if there is 1000 votes like in the last one, how many people play SC2 daily? TL.net is a minority! And of pretty elitist HC players. If you can gather 20 000 votes, that would be nice and said actually something about it.

Not sure how many players play just LotV, but there is over more than 200 000 players in HotS...I guess these players are interested in playing in LotV after the release, so.. :-)

Edit: Took numbers from nios(just hundreds of thousands), 1v1 :-)


Not entirely true. The 1400 votes it has is pretty huge for a poll: statistically you don't need nearly as many votes to accurately predict a population as you'd think. Your issue with this being on TL is true but also somewhat alleviated by the fact that the poll in question has been posted on the bnet forums many many times.

Let's just say that this poll does only represent TL though. Even if that's the case, the poll has shown the TL overwhelmingly supports no macro mechanics. And look at the Bnet forums. There has been post after post receiving massive amounts of upvotes (40, 50+) asking for the removal of macro mechanics. Even during the SH witch hunt, which mostly everyone agreed should be redesigned, no single thread ever got that many upvotes, let alone most of them. There's clearly overwhelming support in both major communities that something needs to be done. Whether it's semi-auto MM or no MM, or something else entirely, something has to change.
TheWinks
Profile Joined July 2011
United States572 Posts
September 18 2015 22:00 GMT
#17
On September 19 2015 06:47 Raionus wrote:
Show nested quote +
On September 19 2015 03:02 deacon.frost wrote:
On September 19 2015 01:35 fickazzz wrote:
It shows clearly that most people liked the removal of the macro mechanics and i assume the % of people who don't vote in these polls would be even higher on those,
So why would they add them again

Most people here! Even if there is 1000 votes like in the last one, how many people play SC2 daily? TL.net is a minority! And of pretty elitist HC players. If you can gather 20 000 votes, that would be nice and said actually something about it.

Not sure how many players play just LotV, but there is over more than 200 000 players in HotS...I guess these players are interested in playing in LotV after the release, so.. :-)

Edit: Took numbers from nios(just hundreds of thousands), 1v1 :-)

Not entirely true. The 1400 votes it has is pretty huge for a poll: statistically you don't need nearly as many votes to accurately predict a population as you'd think. Your issue with this being on TL is true but also somewhat alleviated by the fact that the poll in question has been posted on the bnet forums many many times.

Most players don't go to TL or b.net.
Deleted User 26513
Profile Joined February 2007
2376 Posts
Last Edited: 2015-09-18 22:28:34
September 18 2015 22:27 GMT
#18
If they are not going to remove the MMs, then I like the automated MULE better. The injects and the chronoboost can stay as they are right now. It's a decent compromise.
So basically I like the Zerg and Protoss changes and I dislike the terran change.
crazedrat
Profile Joined July 2015
272 Posts
Last Edited: 2015-09-19 00:04:59
September 19 2015 00:01 GMT
#19
The polls are outdated and kind of need to be reset. For example, after playing the new patch peoples opinions about these changes are gona be different than before.
So right now this thread is new, you could reset the polls.
You at least have my permission to reset the second poll.
Wrath
Profile Blog Joined July 2014
3174 Posts
September 19 2015 06:36 GMT
#20
It is funny and sad that in less than 24 hours of creating this thread to summarize and gather everyone to discuss about MM here Blizzard drops the hammer with "screw you all, MM are in the game and not going anywhere.."

I just gave up, I don't care about anything they do at this point, even unit balancing doesn't matter at this point. I already pre-ordered for the sake of the campaign. It is their game, let them do whatever they wanna do and release it on 10th of November with Fallout... Whatever...
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