• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:11
CEST 22:11
KST 05:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence10Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups4WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia8Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
#1: Maru - Greatest Players of All Time Weekly Cups (Sept 8-14): herO & MaxPax split cups Team Liquid Map Contest #21 - Presented by Monster Energy SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments
Tourneys
Maestros of The Game—$20k event w/ live finals in Paris Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia WardiTV TL Team Map Contest #5 Tournaments RSL: Revival, a new crowdfunded tournament series
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
Soulkey on ASL S20 A cwal.gg Extension - Easily keep track of anyone BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion Pros React To: SoulKey's 5-Peat Challenge
Tourneys
[ASL20] Ro16 Group D [ASL20] Ro16 Group C [Megathread] Daily Proleagues SC4ALL $1,500 Open Bracket LAN
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Borderlands 3 Path of Exile General RTS Discussion Thread Nintendo Switch Thread
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
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
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread Canadian Politics Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1228 users

Community Feedback Update - September 18 - Page 6

Forum Index > Legacy of the Void
225 CommentsPost a Reply
Prev 1 4 5 6 7 8 12 Next All
MiniFotToss
Profile Joined December 2013
China2430 Posts
Last Edited: 2015-09-19 04:53:24
September 19 2015 04:51 GMT
#101
On September 19 2015 08:42 CheRRyKiTTy wrote:
Show nested quote +
On September 19 2015 06:38 TimeSpiral wrote:


David Kim is a senior game designer, at the top of his industry, working for one of the most prestigious outfits in the world. He and his team are much, much more sophisticated than everyone on this forum. If that does not apply to you, immediately submit your resume/CV to Blizzard and see what happens.

We're fortunate to be members of the beta, and our thoughts and experience and valuable to them, but this entitled grandiosity that we're somehow a better game designer than Kim and his team is utterly delusional.


No, no and no.

The difference here is that Blizzard Dev team is much more capable of building a working game out of someone's vision than the average team liquid posters. There is no way to guarantee the vision they have chosen to pursue is better than the vision the community has. When you create art it maybe years of your lifeblood poured into the project and most of the people want to create something unique. The community on the other hand wanted a game that would be a spiritual successor to Broodwar. Instead we got a great RTS, but very different from what people would have visioned.

-Macro boosters make the game a race to 200/200, an issue that the original Starcraft did not really have. This was really an unforeseen issue when the game first released. The maps were too small and the metagame was far too primitive to make any conclusions about the effect of the macro mechanics on the actual gameplay. Currently the game is balanced around the macro mechanics so removing them proved to be too much work for the dev team.

-Space control has traditionally been very weak. Tanks were nerfed, Lurker did not exist for a long time, instead the game was centered around more fluid unit movement, this combined with the 200/200 race creates deathball metagame which probably nobody likes. The problem yet again is the fact the game was designed on maps like Metalopolis, Steppes of war, Scrap Station. If you have to make a game that works on these maps, the area control units can't be very strong. However, when you are creating a game for larger maps like the modern Starcraft maps which actually have a rush distance more than 20 seconds you need slow/stationary units that are capable of controlling the space against larger forces.

-Protoss units and abilities that prevent micro, Force fields, colossi, latest offender adepts all prevent opponent from doing counter micro in large battles. Force field and colossus are such god damn cool ideas that I can understand why a developer who came up with them would want to keep them in the game. Yeah, the idea is cool, it's not good, but force field was of course the protoss way of defending the base when the rush distances were ridiculously short. Colossus deathball on the other hand proved to be a lot less efficient when both players were doing builds that would be considered all-ins or even cheeses in the modern metagame. When people finally figured out how problematic they were... Well, too late.

Blizzard development team is much better at building a game than any of us on the forum, but I would argue that their game design is not in this situation the best. I don't really fault them for the WoL design, I might have fallen into the exactly same traps. I feel in HotS they made pretty good job of improving upon WoL. Now in LotV they had a chance to correct the mistakes they made when they really did not know how exactly the game would play out. They even faked an interest in doing dramatic changes to make the game better. Then, they reverted everything, told us the game would be released in 2 months and gave us community feedback which completely lacks any depth.

So don't tell me the Blizzard Dev team is absolutely the best development team working on the game.


They are not the the best team but we are the team we have, so deal with it. No on cares if you like the game, no one cares if you hate it, you have a choice, take it or leave it.
Better yet, If you think they suck, try applying to them and think of something that deals with ALL aspects of the game. for example:
If I do A, will it affect B and C, if no then lets try it, if not how do I change B and C in order to compensate for such a change. Also, how do I make it fair for 3, NOT 2 races...
God you guys that are complaining think you're some god-damn genius, that you guys can do better. If you can, prove us wrong; if you cant, the least you guys SHOULD do is be whiny fuckers and complain all the time, some of you want Terran better, some of you want Protoss better, some of you want Zerg to be easier, some of you dont care, some of you want everything to be balanced, and some of you whine but never give solutions
So if you are Blizzard, who should you Cater to??????? Huh???? The people who whine? LOL, I'll be damned if they ever do that.
This community is very close to poisoning David's mind, and clouding his judgementfor WHAT IS BEST FOR THE GAME! not what you THINK is best for the game.
Seriously, if you guys don't have constructive helpful ideas, just shut the fuck up, nobody wants to hear you guys whine, so salty and poisonous
And If David Kim actually listens to one of you, you guys should be happy, not like ' fking David Kim Finally listens', you're not his Boss, Why the fuck should he listen to us? We buy the game, sure, but do any of us who whine all the time have any idea how to design a game? maybe a couple, but most of us don't know how to design a game
MiniFotToss
Profile Joined December 2013
China2430 Posts
September 19 2015 04:59 GMT
#102
On September 19 2015 10:13 JimmyJRaynor wrote:
Show nested quote +
On September 19 2015 08:42 CheRRyKiTTy wrote:
So don't tell me the Blizzard Dev team is absolutely the best development team working on the game.

Blizzard has the best RTS development team in the world. No RTS development team is better... no team is even close.

the absolute best game designer guys on the planet are working on stuff that makes real money.. like more than 9 figures ...stuff like WoW , GTA5, and D3

WoW is also made by Blizzard, they have the best RTS AND (MMO) RPG games.
bo1b
Profile Blog Joined August 2012
Australia12814 Posts
September 19 2015 05:00 GMT
#103
Wow has turned to utter shit, and there's no competition at all on the rts front.
Little-Chimp
Profile Joined February 2008
Canada948 Posts
September 19 2015 05:04 GMT
#104
Lol at some people actually thinking blizzard "pretended" to make big changes like they tried to fool everybody.

Could you be any more dramatic or retarded. They definitely were trying, they just ran out of time it seems.
ShambhalaWar
Profile Joined August 2013
United States930 Posts
Last Edited: 2015-09-19 05:30:57
September 19 2015 05:22 GMT
#105
My biggest problem with this patch, is that late game mule has ALWAYS been a problem... that they addressed last patch in a very graceful way... So why revert that and then not address it at all?

I'm just gonna come out and say it... that's fucking ridiculous.

There are plenty of ways to deal with it, many listed in these forums. For example, a casting radius for the CC.

Done... that fucking simple. Jesus fucking christ lol. Just fucking do something about it... Like one fucking day of code and you win the grand prize. No test needed, because everyone knows it's excessive as fuck

Blizzard, I love your games... I love that you made 3 sc2 games and I hope one day there is an sc3.

But this whole process... I just don't understand. It's a beta for our feedback, but then I'm pretty sure nobody wanted late game mule hammer. You fix, but then unfix and leave the worst part of it (which is clearly fixable, not even much effort required). At least just come out in your weekly statement and say, "we like the mule hammer, we will keep it." That is at least something I can logically understand, even if I can't get behind it.
Excalibur_Z
Profile Joined October 2002
United States12237 Posts
September 19 2015 05:25 GMT
#106
I'm stunned at the backpedaling of the Inject Larva change. Completely stunned. Not the fact that it happened, because any experiment can turn out to fail, but the reason why it happened.

I was having a discussion with some friends earlier about the game design behind Starcraft 1. Back in those days, Blizzard operated as a black box. Cross-sections of employees from various departments formed what were called "Strike Teams", and their job was to deliver feedback and suggestions to the designers. The designers, in turn, weighed that feedback and made decisions based upon whether the change made sense or not. One of my friends was on the Starcraft Strike Team and got the Overlord speed reduced from normal to the skycrawling blimp we all know.

The Internet has since evolved as a communication tool. It's faster than ever to post something up on Facebook or Twitter or Reddit, it literally takes seconds. You don't have to take minutes to register on some obscure message board where something may disappear into obscurity, you instead spend a few seconds cobbling something together and vomit it out and tag some company accounts that you know. So, it's a lot more tempting for developers to seek out crowdsourced feedback because it's so readily available -- players are eager to voice their opinions! There's an inherent risk in doing this because the quality of that feedback can vary, and even the most popular ideas can be detrimental to the game experience. That decision is ultimately left up to the designers, as it should be.

I don't know how extensive the Blizzard Strike Teams are anymore. I don't know how heavily their opinions are weighed now compared to in the past. I do know that Blizzard actively reaches out to the community for input, and that's no idle gesture. Would some community member's suggestion to slow SC1 Overlords down to their current speed have gotten the attention of the devs today? Who knows?

The real dangerous precedent that I see is that the Larva Inject backpedal goes a step beyond community influence. The change was reverted because of a perception that may or may not have permanence. When SC2 was in early development, it went through wild shifts until eventually macro mechanics came into being. A lot of the community balked at this decision, calling it needless clicking and a chore -- especially regarding the Inject mechanic. There was a huge uproar about it. Now players can't see the game without it. It's a bizarre situation. If Blizzard had gone through with the Inject change and it made it into the live LotV game, players would have adapted to it. It's what they do. But, because maybe some Zerg players could be possibly ridiculed as unskilled noobs by toxic trolling players, they reverted the change. It's a policy change born from fear, the way I see it. For better or for worse, this never would have happened 20 years ago. Absolutely no chance.
Moderator
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
Last Edited: 2015-09-19 05:48:05
September 19 2015 05:45 GMT
#107
Y'all are nerds. Lets calm down here.

Everyone is acting like all balance work and design tweaks are going to stop on 11/10/15.

Let Blizzard do their job -- provide the feedback with a level head, and hope for the best. If you don't like the end product, don't buy it. But don't forget that changes can still be made, and this level of insight / communication is still a good thing for the game.
"Trash Micro but Win. Its Marin." - Min Chul
Draddition
Profile Joined February 2014
United States59 Posts
September 19 2015 06:17 GMT
#108
On September 19 2015 14:25 Excalibur_Z wrote:
I'm stunned at the backpedaling of the Inject Larva change. Completely stunned. Not the fact that it happened, because any experiment can turn out to fail, but the reason why it happened.

I was having a discussion with some friends earlier about the game design behind Starcraft 1. Back in those days, Blizzard operated as a black box. Cross-sections of employees from various departments formed what were called "Strike Teams", and their job was to deliver feedback and suggestions to the designers. The designers, in turn, weighed that feedback and made decisions based upon whether the change made sense or not. One of my friends was on the Starcraft Strike Team and got the Overlord speed reduced from normal to the skycrawling blimp we all know.

The Internet has since evolved as a communication tool. It's faster than ever to post something up on Facebook or Twitter or Reddit, it literally takes seconds. You don't have to take minutes to register on some obscure message board where something may disappear into obscurity, you instead spend a few seconds cobbling something together and vomit it out and tag some company accounts that you know. So, it's a lot more tempting for developers to seek out crowdsourced feedback because it's so readily available -- players are eager to voice their opinions! There's an inherent risk in doing this because the quality of that feedback can vary, and even the most popular ideas can be detrimental to the game experience. That decision is ultimately left up to the designers, as it should be.

I don't know how extensive the Blizzard Strike Teams are anymore. I don't know how heavily their opinions are weighed now compared to in the past. I do know that Blizzard actively reaches out to the community for input, and that's no idle gesture. Would some community member's suggestion to slow SC1 Overlords down to their current speed have gotten the attention of the devs today? Who knows?

The real dangerous precedent that I see is that the Larva Inject backpedal goes a step beyond community influence. The change was reverted because of a perception that may or may not have permanence. When SC2 was in early development, it went through wild shifts until eventually macro mechanics came into being. A lot of the community balked at this decision, calling it needless clicking and a chore -- especially regarding the Inject mechanic. There was a huge uproar about it. Now players can't see the game without it. It's a bizarre situation. If Blizzard had gone through with the Inject change and it made it into the live LotV game, players would have adapted to it. It's what they do. But, because maybe some Zerg players could be possibly ridiculed as unskilled noobs by toxic trolling players, they reverted the change. It's a policy change born from fear, the way I see it. For better or for worse, this never would have happened 20 years ago. Absolutely no chance.


I don't think this is a case of fear/reaction to backlash. I sure hope blizzard is aware we will eventually get used to whatever changes come our way.

Blizzard has been trying to address the issue SC2 has had since WoL- there is a constant level of high mechanical difficulty, one that overrules most other aspects of the game. Blizzard wanted to shift the focus from mechanical mastery, to strategic and executive mastery. While most would argue the ladder is better, I'm leaning more towards the idea of mechanical focus. I'd offer my points on this, but that's not the point.

Starcraft 2 has been around for 5 years now (How many games are still even talked about 5 years later?), I believe blizzard has stated a desire for 10 years of SC2. That said, is adjusting a major part of the games identity halfway through its lifetime really the best decision?
Wrath
Profile Blog Joined July 2014
3174 Posts
September 19 2015 06:23 GMT
#109
On September 19 2015 14:04 Little-Chimp wrote:
Lol at some people actually thinking blizzard "pretended" to make big changes like they tried to fool everybody.

Could you be any more dramatic or retarded. They definitely were trying, they just ran out of time it seems.


They literally derped around the first 3 months and started doing something massive at the last month, But sadly somehow unexpectedly they ran out time. So sad...
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2015-09-19 07:19:21
September 19 2015 07:10 GMT
#110
On September 19 2015 14:25 Excalibur_Z wrote:
If Blizzard had gone through with the Inject change and it made it into the live LotV game, players would have adapted to it. It's what they do. But, because maybe some Zerg players could be possibly ridiculed as unskilled noobs by toxic trolling players, they reverted the change. It's a policy change born from fear, the way I see it. For better or for worse, this never would have happened 20 years ago. Absolutely no chance.


DK's talk of players' perception of auto-Inject Zerg "seeming easy" is nothing more than transparent PR lingo. Blizzard's phrasing is always couched with weak language like "slightly" and "seeming."

Look no further than the pro player summit, where Protoss being "slightly easier" to master resulted in the near termination of the Colossus, a dismantling of the Protoss deathball, and a complete rework to Protoss offense.

I think that it's safe to assume that the dev team believes auto-Inject Zerg to be too easy to macro.

If I'm wrong, they aren't merely fear-driven, they're delusional, too, because reverting macro mechanics back to Heart of the Swarm won't make people who already think Terran is a harder race rethink that policy.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
September 19 2015 07:14 GMT
#111
I guarantee that the new warp prism pick up will be taken out 2 weeks into game..... any cat and mouse dynamic is really in fact terrible design
Its going to be a glorious day, I feel my luck could change
My_Fake_Plastic_Luv
Profile Joined March 2010
United States257 Posts
September 19 2015 07:36 GMT
#112
also name one game/sport that succeeded with pro-level in mind first...

this is logic people not any sort of fanboyism
Its going to be a glorious day, I feel my luck could change
suddendeathTV
Profile Joined January 2012
Sweden388 Posts
September 19 2015 07:43 GMT
#113
On September 19 2015 04:49 Jaedrik wrote:
Looks like I won't be purchasing LotV.
Sad, really. The macro mechanics aren't fun unless perfectly automated.


Amazing how divided the community is.

I for one wouldn't like macro mechanics being automated. It feels like cheating even, to me. And then there are people like you, most likely bronze-silver players who loves the idea of having everything automated for them so they can only focus on their army. But I really think that's the wrong direction, as on the highest level, two professional players focusing only on their army will be a very bad thing. On that level, player's micro mechanics and positioning are close to flawless, which means you need other mechanics in the game to separate the two and actually determine who the better player is.

You have to realize that good players WANT to do more things than just control their army. StarCraft is beautiful that way - there's ALWAYS something you can do better/faster. Macro mechanics help that further, raising the skill ceiling and helps the better player actually show that he is better.

I wonder, a year ago, would people like you not purchase the next expansion if everything wasn't automated? Isn't that a very new concept? I mean the sentence sounds really really weird to me. "I won't purchase LotV unless the macro mechanics are fully automated". That sounds so uber weird to me.
Information is everything
NyxNax
Profile Joined March 2014
United States227 Posts
Last Edited: 2015-09-19 07:59:05
September 19 2015 07:52 GMT
#114
I am frustrated... DK was happy last week going in their direction, now changes due to community "negative perception"?? What happened to sticking to your guns and doing what was best for the game?? Read the update before last and then read this weeks.

Never seen the community so divided now.. Either no macro boosters, manual or auto. I thought they should have road the middle line or even make a choice between auto and manual. But at the very least, they need to fix mule hammering. Make it so they dont pool or have certain range. Then I honestly dont know what to do about the injects at this point, and im a zerg. Maybe just make it only have to be cast every 90 seconds or something. That way theres less clicks, but still cant forget. Would have to work out how they hatch.
KT_Elwood
Profile Joined July 2015
Germany999 Posts
September 19 2015 08:30 GMT
#115
I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject".
"First he eats our dogs, and then he taxes the penguins... Donald Trump truly is the Donald Trump of our generation. " -DPB
Wrath
Profile Blog Joined July 2014
3174 Posts
September 19 2015 08:50 GMT
#116
On September 19 2015 17:30 KT_Elwood wrote:
I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject".



What part of "No inject" you don't understand? No one wants auto inject. They don't want inject at all.
suddendeathTV
Profile Joined January 2012
Sweden388 Posts
September 19 2015 08:54 GMT
#117
On September 19 2015 17:50 WrathSCII wrote:
Show nested quote +
On September 19 2015 17:30 KT_Elwood wrote:
I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject".



What part of "No inject" you don't understand? No one wants auto inject. They don't want inject at all.


Hmm, actually lots of people have said that they want everything automated, in this very thread, which means auto-mule, auto-inject etc.
Information is everything
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2015-09-19 09:07:31
September 19 2015 09:02 GMT
#118
On September 19 2015 17:50 WrathSCII wrote:
Show nested quote +
On September 19 2015 17:30 KT_Elwood wrote:
I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject".



What part of "No inject" you don't understand? No one wants auto inject. They don't want inject at all.


Auto inject is still better than manual inject. It's like making a reactor:
You make the reactor, you get another production queue. End of story. You don't have to click on the reactor every minute to maintain that second queue. Nope. You just build that reactor once and it does its job until it is sniped.
Automation is everywhere anyways, it is necessary. Otherwise you would be sitting around and manually returning minerals from your workers all game long and units/buildings wouldn't automatically produce after giving the order.

Just reduce the maximum larva-storage on hatcheries to something like 3, 4 or 5 with it. Insta remaxes should be nerfed anyways and this ensures that the zerg player has to use his production queues or lose out on production after half a minute of not producing, the same way the other races work.
Haighstrom
Profile Joined March 2011
United Kingdom202 Posts
September 19 2015 09:12 GMT
#119
On September 19 2015 17:30 KT_Elwood wrote:
I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject".

+1
Musicus
Profile Joined August 2011
Germany23576 Posts
September 19 2015 09:15 GMT
#120
On September 19 2015 18:12 Haighstrom wrote:
Show nested quote +
On September 19 2015 17:30 KT_Elwood wrote:
I Love the new patch and the slight tweaks. I can not understand how anyone was truly happy with "auto inject".

+1


I agree, I think they found a good solution if they want to keep the macro mechanics. Now just find a way to avoid 10-20 mules on a base at the same time and we are good to go .
Maru and Serral are probably top 5.
Prev 1 4 5 6 7 8 12 Next All
Please log in or register to reply.
Live Events Refresh
OSC
19:00
Mid Season Playoffs
Cure vs Iba
MaxPax vs Lemon
Gerald vs ArT
Solar vs goblin
Nicoract vs TBD
Spirit vs Percival
Cham vs TBD
ByuN vs Jumy
SteadfastSC1299
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 1299
UpATreeSC 136
IndyStarCraft 125
NeuroSwarm 118
ZombieGrub81
JuggernautJason72
MindelVK 38
Lillekanin 6
StarCraft: Brood War
Britney 21626
Calm 2003
Rain 1567
Shuttle 528
Dewaltoss 95
ggaemo 25
Hm[arnc] 6
Dota 2
Dendi1412
Pyrionflax234
Counter-Strike
apEX2415
fl0m1152
Stewie2K435
Heroes of the Storm
Liquid`Hasu493
Other Games
Grubby3548
FrodaN2416
Beastyqt570
ToD259
Hui .220
C9.Mang099
ArmadaUGS95
Trikslyr55
Kaelaris4
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Hupsaiya 46
• Reevou 2
• davetesta1
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• FirePhoenix19
• Pr0nogo 4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21801
Other Games
• imaqtpie763
• Scarra757
• WagamamaTV275
• Shiphtur176
Upcoming Events
RSL Revival
13h 49m
Maru vs Reynor
Cure vs TriGGeR
Map Test Tournament
14h 49m
The PondCast
16h 49m
RSL Revival
1d 13h
Zoun vs Classic
Korean StarCraft League
2 days
BSL Open LAN 2025 - War…
2 days
RSL Revival
2 days
BSL Open LAN 2025 - War…
3 days
RSL Revival
3 days
Online Event
3 days
[ Show More ]
Wardi Open
4 days
Monday Night Weeklies
4 days
Sparkling Tuna Cup
5 days
LiuLi Cup
6 days
Liquipedia Results

Completed

Proleague 2025-09-10
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL World Championship of Poland 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.