• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:56
CEST 18:56
KST 01:56
  • 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] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple2BSL Season 2312Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (Sep 13-20): herO scores triple The Death of Cheese: From a Professional Cheeser
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Bot on ladder Syncronization issues and can't find games an AI researcher's take on the ladder bot NaDa's Body BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1 [Megathread] Daily Proleagues [IPSL] IPSL is Back With Winter 26-27!
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Warcraft III: The Frozen Throne EVE Corporation Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8364 users

[D] What changes could help with death balls? - Page 4

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 6 10 11 12 Next All
benzcity07
Profile Joined February 2011
United States79 Posts
October 08 2012 20:29 GMT
#61
Really love the attention brought to this thread, definitely think a better high ground advantage mechanic is necessary. If this happens then hopefully comes units and balances that can take advantage of it (ie tank buff). And finally hopefully opens up the options map makers have, ideally shifting towards the requirement to take more expansions than just 2 or 3 in a single game.
Be the change you want to see in the world.
Alex1Sun
Profile Blog Joined April 2010
494 Posts
October 09 2012 01:39 GMT
#62
On October 09 2012 05:29 benzcity07 wrote:
Really love the attention brought to this thread, definitely think a better high ground advantage mechanic is necessary. If this happens then hopefully comes units and balances that can take advantage of it (ie tank buff). And finally hopefully opens up the options map makers have, ideally shifting towards the requirement to take more expansions than just 2 or 3 in a single game.

benzcity07, I'm just curious, what do you think would be the best way to implement high ground advantage?
This is not Warcraft in space!
XenoX101
Profile Joined February 2011
Australia729 Posts
October 09 2012 05:45 GMT
#63
The unit pathing suggestion is a bad idea. That's basically asking the game to move your units in an illogical manner, because the units will no longer be trying to move precisely to the point you click, but only to the general area of the destination; I can only see this causing frustration among players about their units not going precisely where they want to go.

If you really want to change the way units path in a predictable manner, then just let the player draw a line with the attack move command that scales the units existing position against the line. This way players can choose between a small or large amount of spread simply by drawing a small or large line. Obviously this reduces the skill gap of spreading your units, but that is no different than the unit pathing suggestion. Also as a reminder you can still get a good spread of units by box selecting small groups of units and attack moving in a shape that mimics this kind of line; though it is obviously less effective and precise, it does require considerably more micro and thought in how your units are going to line up than any unit pathing automation suggestions. Here's a picture of what I mean by all this.

[image loading]
Zanno
Profile Blog Joined February 2007
United States1484 Posts
Last Edited: 2012-10-09 06:09:52
October 09 2012 06:01 GMT
#64
On October 09 2012 14:45 XenoX101 wrote:
The unit pathing suggestion is a bad idea. That's basically asking the game to move your units in an illogical manner, because the units will no longer be trying to move precisely to the point you click, but only to the general area of the destination; I can only see this causing frustration among players about their units not going precisely where they want to go.

If you really want to change the way units path in a predictable manner, then just let the player draw a line with the attack move command that scales the units existing position against the line. This way players can choose between a small or large amount of spread simply by drawing a small or large line. Obviously this reduces the skill gap of spreading your units, but that is no different than the unit pathing suggestion. Also as a reminder you can still get a good spread of units by box selecting small groups of units and attack moving in a shape that mimics this kind of line; though it is obviously less effective and precise, it does require considerably more micro and thought in how your units are going to line up than any unit pathing automation suggestions. Here's a picture of what I mean by all this.

[image loading]

that's exactly what the variable in the data editor i posted does

it controls the size of the "magic boxes" which determine if your army is going to converge on one spot or move parallel to each other

apparently the size of the magic boxes are the same from sc1 to sc2, but the thing is when box selecting more than 12 units at once in sc1, the game would do the best it could to pick a chunk of units that all existed within a single magic box

furthermore because of the widescreen, and 3d angle, the game feels a lot more zoomed out. so a 6x6 grid feels a lot smaller even if the game engine considers it the same length of space

so they should really bump the magic boxes up so that they feel proportionately the same to sc1. if you just 1a your army across the map, it will still ball up, but right now as engagements currently go, because of how fast you can hit max in this game, you could easily have all 10 keys bound to a small control group and your units will still be converging
aaaaa
XenoX101
Profile Joined February 2011
Australia729 Posts
Last Edited: 2012-10-09 06:24:07
October 09 2012 06:17 GMT
#65
The problem with the magic box is that your units don't move where you want them to, they just remain in their exact formation until they get to the general area of the target. I also don't think having units keep formation by default is a very good idea. By requiring the player to draw a specific line if they want this type of movement, the units would be forced to keep formation within that line, and if you wanted to move them in a clump you would simply click and it would be like regular SC2. It also means that the units could spread out more with a very wide line (drawing on the minimap perhaps), or only slightly by drawing a small line.
NATO
Profile Joined April 2010
United States459 Posts
October 09 2012 10:43 GMT
#66
As is indicated in the highest thing in the poll, the new widow mine is doing surprisingly well in at least partially fixing the deathball problem. Though once colossus are out it kind of becomes worthless.

Really the best change would just be replacing the colossus with something. Reaver is the obvious answer, but Blizzard has shown they can actually add back the mechanics needed in new ways (i.e., swarm host and the new widow mine are surprisingly dynamic units).
NATO
Profile Joined April 2010
United States459 Posts
October 09 2012 10:45 GMT
#67
On October 09 2012 14:45 XenoX101 wrote:
The unit pathing suggestion is a bad idea. That's basically asking the game to move your units in an illogical manner, because the units will no longer be trying to move precisely to the point you click, but only to the general area of the destination; I can only see this causing frustration among players about their units not going precisely where they want to go.

If you really want to change the way units path in a predictable manner, then just let the player draw a line with the attack move command that scales the units existing position against the line. This way players can choose between a small or large amount of spread simply by drawing a small or large line. Obviously this reduces the skill gap of spreading your units, but that is no different than the unit pathing suggestion. Also as a reminder you can still get a good spread of units by box selecting small groups of units and attack moving in a shape that mimics this kind of line; though it is obviously less effective and precise, it does require considerably more micro and thought in how your units are going to line up than any unit pathing automation suggestions. Here's a picture of what I mean by all this.

[image loading]


It's actually quite intuitive, and you get the capabilities of both bunching and keeping formation in sensible fashions. If you click far away, they move in formation, but within the magic box they bunch up. This actually matches more intuitively of what you want your army to do, while also adding core tactical mechanics to the game.
Alex1Sun
Profile Blog Joined April 2010
494 Posts
October 10 2012 07:00 GMT
#68
On October 09 2012 19:43 NATO wrote:
As is indicated in the highest thing in the poll, the new widow mine is doing surprisingly well in at least partially fixing the deathball problem. Though once colossus are out it kind of becomes worthless.

Really the best change would just be replacing the colossus with something. Reaver is the obvious answer, but Blizzard has shown they can actually add back the mechanics needed in new ways (i.e., swarm host and the new widow mine are surprisingly dynamic units).

I fully support this notion. Actually I like how colossus looks (it seems to fit protoss lore and style much better than reaver). I dislike how it plays, but there are quite a few ways to make colossus much more interesting and less death-bally unit and still retain its looks and style: for example change their attack to be stronger, slower, semi-dodgable and follow a figure different from the horizontal line.
This is not Warcraft in space!
Alex1Sun
Profile Blog Joined April 2010
494 Posts
Last Edited: 2012-10-15 11:30:08
October 15 2012 08:29 GMT
#69
On October 09 2012 14:45 XenoX101 wrote:
The unit pathing suggestion is a bad idea. That's basically asking the game to move your units in an illogical manner, because the units will no longer be trying to move precisely to the point you click, but only to the general area of the destination; I can only see this causing frustration among players about their units not going precisely where they want to go.

If you really want to change the way units path in a predictable manner, then just let the player draw a line with the attack move command that scales the units existing position against the line. This way players can choose between a small or large amount of spread simply by drawing a small or large line. Obviously this reduces the skill gap of spreading your units, but that is no different than the unit pathing suggestion. Also as a reminder you can still get a good spread of units by box selecting small groups of units and attack moving in a shape that mimics this kind of line; though it is obviously less effective and precise, it does require considerably more micro and thought in how your units are going to line up than any unit pathing automation suggestions. Here's a picture of what I mean by all this.

+ Show Spoiler +
[image loading]

Thanks, it sounds kinda reasonable. I would be happy to see such an option
This is not Warcraft in space!
MasterCynical
Profile Joined September 2012
505 Posts
Last Edited: 2012-10-15 08:40:38
October 15 2012 08:35 GMT
#70
On October 09 2012 14:45 XenoX101 wrote:

+ Show Spoiler +
[image loading]


Someone made a custom map where they implemented this a few months ago, just seach modified movement.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=349968
All that was different was that units tended to move in lines when going through chokes and around corners rather than a blob.
This change would require for you to pre-split your ball in order for it to be effective, most players tend to ball their units up on purpose. Although it was a good idea, it turned out to have little impact on the protoss deathball.

Also, put a damn spoiler tag on that big image.
Don.681
Profile Joined September 2010
Philippines189 Posts
Last Edited: 2012-10-15 10:04:21
October 15 2012 09:57 GMT
#71


Linking the video so everyone sees. Much better unit movement if the game setting "Formation Diameter" is set to 50.

Yes! This is not a mod, just one setting in the game!
Easily put in one patch and just as easily reverted. Might not even need a patch download!

If you like it, +1 and request for sticky this Bnet Thread.
Alex1Sun
Profile Blog Joined April 2010
494 Posts
Last Edited: 2012-10-15 11:29:30
October 15 2012 11:29 GMT
#72
On October 15 2012 18:57 Don.681 wrote:
+ Show Spoiler +
http://youtu.be/vgkCx-1VUtU


Linking the video so everyone sees. Much better unit movement if the game setting "Formation Diameter" is set to 50.

Yes! This is not a mod, just one setting in the game!
Easily put in one patch and just as easily reverted. Might not even need a patch download!

If you like it, +1 and request for sticky this Bnet Thread.

Wow! That's a really cool video! Thank you, Don.681!
This is not Warcraft in space!
Christ the Redeemer
Profile Joined May 2012
Brazil161 Posts
October 15 2012 11:58 GMT
#73
AOE damage, less gimmicky one trick units, larger maps, and please nerf the damn WG
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
October 15 2012 13:54 GMT
#74
I was in the process of creating this topic (death ball problem) for week now. Seems I wasted my time I'll just summarize it here.

More or less I don't think the problem is the deathball itself, rather what forces us to use deathball. Answer being very simple: There is no workaround to deathball in sc2, the only answer to deathball is a bigger deathball or lose the game.
Everyone agrees on that.

My opinion OP's suggestions:
+ Show Spoiler +
1.Stronger positional units for better space control: game will become a 1-hour turtlefest. Which will boring be positioning and repositioning.

2. Different unit pathing: Meaning artificially mess up AI, not a good solution. But less clumping would help a bit.

3. New units with huge AOE and low DPS: HT, Infestors, Tank, Ghosts are all AOE, but they all got NERFED! why? because they were op, kill stuff too fast.

4. Stronger existing units with AOE: Make HT, Infestors, Tank, Ghosts op again, no pls.

5. Different map pool: 2,5 years with vast amount of different sets of maps didn't change deathballs. I doubt it'll help ever.

6.Highground advantage: Not sure about this, plus it puts lots restrictions on mapmaking.

7. Reduced unit supply costs / larger armies: Even bigger death ball!!! LOL!

8. Limited unit selection: Again, artificially limiting players capabilites? Lets remove unit ctrl binding that will be fun. NO.

10. More overkill: Change design of attack projectiles and animation timings? This is a bit too extreme.

11. Improved targeting AI for AOE units: this is ambigous. Plus it will make Colossi even more deadly.


Before I throw my theory at you, lets break down deathball. What makes deathball a DEATHBALL? Here are factors:
1. Its invincible, it can't be weakened by anything, except another deathball (which is by far our problem).
2. It doesn't need sustain. Simply put when you get your 200/200 army with 3/3 upgrades you don't care if you have any income. you can walk over entire map and kill everything the enemy has.

In the above listing factor 1 greatly contributes to factor 2. So we can narrow it down to one problem: INVINCIBILITY. Its very simple, once you get some sort of deathball (say 4 colossi+gateway units) you don't take any damage unless opponet throws same amount of units at you.
Now imagine this: what if opponent could wear your ball down, with less but frequent attacking army (Everytime he attacks, he kills some gateway units). Obviously your ball weakens and you need too pour some fresh blood in it, therefore you need a healthy economy. What if, the opponent who was wearing down your deathball was dropping in to your base and killing workers same time. You lose. This is pretty much all we need, make balls less invincible and it should require sustain.

So one and only problem is: why balls can't be weakened by constantly attacking forces in todays' sc2??? Because they kill stuff too fast. Everything you throw at the ball gets vaporized in seconds with no damage done. Simply put, balls have too much damage output a.k.a Terrible damage syndrome (the term we used to use back in the days). But seriously when you think of terrible damage output all problems start to make sense: You can't fight enemy ball if you have less supply army, if you do you outright lose the game, because your damage to ball is minimal. Hence you have to keep your army together all the time. And only option is ball to ball fight.

If you look through SC2 patching history damage has always been nerfed, you can see the pattern, but maybe its only tip of the iceberg, did we nerf them enough? All we know is we found some balance between units, but they still do too much damage to each other. Blizzard just left it there.

TL DR
My solution is to lessen overall damage of all units, so that:
Death balls won't be invincible, and can be weakened with lesser forces.
Harassing economy will be more impactful, since deathballs will require sustain.
Big fights are microable, and positioning is very much relevant.
Breaking up your army and attacking multiple locations will be much better option, since attacking with a single ball could be inefficient, ball will be weakened and slowed down by constant skirmishes.
Its grack
osiris17
Profile Blog Joined September 2012
United States165 Posts
Last Edited: 2012-10-15 19:26:10
October 15 2012 19:25 GMT
#75
If the colossus was given greater speed, to be able to fulfill some other function like cliffy harassing & retreating; anything but just being massed & A move at the right time; then reducing it's splash is a potential tradeoff.
Be extremely subtle, even to the point of formlessness. Be extremely mysterious, even to the point of soundlessness. Thereby you can be the director of the opponent's fate. - sun tzu
bole
Profile Joined January 2011
Serbia164 Posts
October 15 2012 19:35 GMT
#76
What blizzard need to do to change death ball... Its need to become OLD SCHOOL BLIZZARD WC3 SC BW WC2 ....NOT NEW ACTIVISION BLIZZARD (WOW) many macer noob frendly gamer company...:D that is only thing blizzard need to do..
Holy_AT
Profile Joined July 2010
Austria978 Posts
October 15 2012 19:47 GMT
#77
The question remains for what kind of players do you want to avoid the deathball syndrome ?

* If you want to void it for the casual gamer, meaning lowmasters to bronce, just let the camera zoom out more so these people have an easier strategic view.
* Increase the sight range and make offensive and defensive scouting easier.
* Armies have to have the options to retreat faster from a battle. So you can fait an attack somewhere while attacking with a smaller amount of units somewhere else.

The distance between bases has to increase (in correspondance with the scouting options).
Have you ever seen a terran building a forward base meaning production facilities to feinforce his army faster ?
No because the distances are to small to even matter.

More supplier, greater distances between bases, lesser chokes and more open ares between the bases and better scouting options would decrease the deathball likelyness in my opinion.
If you have a small map where you just need to scroll half a screen or a screnn to the side to be in your second base, that encourages a huge deathball that just sweeps to all your bases.
Spacial control is only important if there is really space to beginn with.
Alex1Sun
Profile Blog Joined April 2010
494 Posts
October 15 2012 21:22 GMT
#78
On October 16 2012 04:47 Holy_AT wrote:
The question remains for what kind of players do you want to avoid the deathball syndrome ?

* If you want to void it for the casual gamer, meaning lowmasters to bronce, just let the camera zoom out more so these people have an easier strategic view.
* Increase the sight range and make offensive and defensive scouting easier.
* Armies have to have the options to retreat faster from a battle. So you can fait an attack somewhere while attacking with a smaller amount of units somewhere else.

The distance between bases has to increase (in correspondance with the scouting options).
Have you ever seen a terran building a forward base meaning production facilities to feinforce his army faster ?
No because the distances are to small to even matter.

More supplier, greater distances between bases, lesser chokes and more open ares between the bases and better scouting options would decrease the deathball likelyness in my opinion.
If you have a small map where you just need to scroll half a screen or a screnn to the side to be in your second base, that encourages a huge deathball that just sweeps to all your bases.
Spacial control is only important if there is really space to beginn with.

Thanks, that's interesting. I didn't think about better scouting before. So this can be easily realized via bigger open maps with more xel-naga towers, right?
This is not Warcraft in space!
Alex1Sun
Profile Blog Joined April 2010
494 Posts
Last Edited: 2012-10-15 22:06:59
October 15 2012 22:04 GMT
#79
On October 15 2012 22:54 bokeevboke wrote:
I was in the process of creating this topic (death ball problem) for week now. Seems I wasted my time I'll just summarize it here.

More or less I don't think the problem is the deathball itself, rather what forces us to use deathball. Answer being very simple: There is no workaround to deathball in sc2, the only answer to deathball is a bigger deathball or lose the game.
Everyone agrees on that.

My opinion OP's suggestions:
+ Show Spoiler +
1.Stronger positional units for better space control: game will become a 1-hour turtlefest. Which will boring be positioning and repositioning.

2. Different unit pathing: Meaning artificially mess up AI, not a good solution. But less clumping would help a bit.

3. New units with huge AOE and low DPS: HT, Infestors, Tank, Ghosts are all AOE, but they all got NERFED! why? because they were op, kill stuff too fast.

4. Stronger existing units with AOE: Make HT, Infestors, Tank, Ghosts op again, no pls.

5. Different map pool: 2,5 years with vast amount of different sets of maps didn't change deathballs. I doubt it'll help ever.

6.Highground advantage: Not sure about this, plus it puts lots restrictions on mapmaking.

7. Reduced unit supply costs / larger armies: Even bigger death ball!!! LOL!

8. Limited unit selection: Again, artificially limiting players capabilites? Lets remove unit ctrl binding that will be fun. NO.

10. More overkill: Change design of attack projectiles and animation timings? This is a bit too extreme.

11. Improved targeting AI for AOE units: this is ambigous. Plus it will make Colossi even more deadly.


Before I throw my theory at you, lets break down deathball. What makes deathball a DEATHBALL? Here are factors:
1. Its invincible, it can't be weakened by anything, except another deathball (which is by far our problem).
2. It doesn't need sustain. Simply put when you get your 200/200 army with 3/3 upgrades you don't care if you have any income. you can walk over entire map and kill everything the enemy has.

In the above listing factor 1 greatly contributes to factor 2. So we can narrow it down to one problem: INVINCIBILITY. Its very simple, once you get some sort of deathball (say 4 colossi+gateway units) you don't take any damage unless opponet throws same amount of units at you.
Now imagine this: what if opponent could wear your ball down, with less but frequent attacking army (Everytime he attacks, he kills some gateway units). Obviously your ball weakens and you need too pour some fresh blood in it, therefore you need a healthy economy. What if, the opponent who was wearing down your deathball was dropping in to your base and killing workers same time. You lose. This is pretty much all we need, make balls less invincible and it should require sustain.

So one and only problem is: why balls can't be weakened by constantly attacking forces in todays' sc2??? Because they kill stuff too fast. Everything you throw at the ball gets vaporized in seconds with no damage done. Simply put, balls have too much damage output a.k.a Terrible damage syndrome (the term we used to use back in the days). But seriously when you think of terrible damage output all problems start to make sense: You can't fight enemy ball if you have less supply army, if you do you outright lose the game, because your damage to ball is minimal. Hence you have to keep your army together all the time. And only option is ball to ball fight.

If you look through SC2 patching history damage has always been nerfed, you can see the pattern, but maybe its only tip of the iceberg, did we nerf them enough? All we know is we found some balance between units, but they still do too much damage to each other. Blizzard just left it there.

TL DR
My solution is to lessen overall damage of all units, so that:
Death balls won't be invincible, and can be weakened with lesser forces.
Harassing economy will be more impactful, since deathballs will require sustain.
Big fights are microable, and positioning is very much relevant.
Breaking up your army and attacking multiple locations will be much better option, since attacking with a single ball could be inefficient, ball will be weakened and slowed down by constant skirmishes.

I don't see how it would help at all. If damage is decreased for all units, units in a deathball will always be able to kill any smaller groups without losses via a bit more micro (pull damaged units behind your deathball etc). You suggestion increases micro potential, but it also magnifies the death ball problem greatly. With lower damage overall only death balls will be used in this game without any exception.
This is not Warcraft in space!
sona
Profile Joined September 2012
Canada52 Posts
October 15 2012 22:46 GMT
#80
Fixing the tank and colossus will solve the major deadball problems.
Prev 1 2 3 4 5 6 10 11 12 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
BRAT_OK 58
LaughNgamez 1
StarCraft: Brood War
Britney 49084
BeSt 1608
Shuttle 1191
Mini 888
actioN 373
Dewaltoss 90
Hyun 42
Barracks 39
910 36
ToSsGirL 35
[ Show more ]
soO 23
Bale 20
zelot 19
Rock 19
Free 15
yabsab 14
ajuk12(nOOB) 5
Dota 2
Dendi1403
BananaSlamJamma379
Counter-Strike
fl0m1404
Heroes of the Storm
Grubby1413
Khaldor369
Trikslyr40
Other Games
B2W.Neo923
Beastyqt528
KnowMe154
ArmadaUGS138
Mew2King43
Chillindude12
Organizations
Dota 2
PGL Dota 2 - Main Stream7853
StarCraft: Brood War
Afreeca ASL 295
Other Games
BasetradeTV95
gamesdonequick16
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH284
• StrangeGG 45
• Airneanach17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• blackmanpl 31
• FirePhoenix12
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV504
League of Legends
• Nemesis4358
Other Games
• Shiphtur295
Upcoming Events
AI Arena Tournament
4m
BSL: Ladder Tournament
2h 4m
GSL
15h 4m
Yamato Cup
22h 4m
BSL Open Qualifier
1d 2h
BSL Open Qualifier
1d 2h
Replay Cast
1d 7h
Afreeca Starleague
1d 17h
Soma vs Jaedong
WardiTV Weekly
1d 18h
Monday Night Weeklies
1d 23h
[ Show More ]
Sparkling Tuna Cup
2 days
Afreeca Starleague
2 days
Leta vs Soulkey
PiGosaur Cup
3 days
Kung Fu Cup
3 days
The PondCast
4 days
Replay Cast
5 days
CranKy Ducklings
6 days
Online Event
6 days
FEL
6 days
Liquipedia Results

Completed

Acropolis #5 - GSA
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Calamity Invitational
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
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.