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Fixing Forcefield, Fungal Growth and Vortex - Page 13

Forum Index > StarCraft 2 HotS
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Forikorder
Profile Joined August 2011
Canada8840 Posts
November 05 2012 23:56 GMT
#241
On November 06 2012 07:15 M.R. McThundercrotch wrote:
Show nested quote +
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came
GARcher
Profile Joined October 2012
Canada294 Posts
November 06 2012 00:01 GMT
#242
On November 06 2012 08:56 Forikorder wrote:
Show nested quote +
On November 06 2012 07:15 M.R. McThundercrotch wrote:
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came


Umm no. Infested Terrans are great against Mech. They soak up a ton of damage and are great at cleaning up.

On November 06 2012 07:32 mishimaBeef wrote:
I would like to see auto turret cast range increase.



IMO the problem with Auto-Turrets is that it has to be built on the ground therefore making it a pain in the ass to deploy. I'd rather have it be like PDD and be built in the air.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
Godwrath
Profile Joined August 2012
Spain10121 Posts
November 06 2012 00:03 GMT
#243
On November 06 2012 08:56 Forikorder wrote:
Show nested quote +
On November 06 2012 07:15 M.R. McThundercrotch wrote:
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came


Imagine if ravens could cloak !
Forikorder
Profile Joined August 2011
Canada8840 Posts
November 06 2012 00:06 GMT
#244
On November 06 2012 09:03 Godwrath wrote:
Show nested quote +
On November 06 2012 08:56 Forikorder wrote:
On November 06 2012 07:15 M.R. McThundercrotch wrote:
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came


Imagine if ravens could cloak !

imagine if infesters had 3 useful abilities
GARcher
Profile Joined October 2012
Canada294 Posts
November 06 2012 00:07 GMT
#245
On November 06 2012 09:06 Forikorder wrote:
Show nested quote +
On November 06 2012 09:03 Godwrath wrote:
On November 06 2012 08:56 Forikorder wrote:
On November 06 2012 07:15 M.R. McThundercrotch wrote:
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came


Imagine if ravens could cloak !

imagine if infesters had 3 useful abilities


They already do. Fungal, Infested Terrans and Burrow.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
vNmMasterT
Profile Joined September 2012
68 Posts
November 06 2012 00:16 GMT
#246
On November 06 2012 08:56 Forikorder wrote:
Show nested quote +
On November 06 2012 07:15 M.R. McThundercrotch wrote:
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came


This guy is so clueless I don't know if he's trolling or serious. Rarely used in ZvT?? ITs are great vs terran mech, tanking the first siege tank shots, causing friendly tank splash, and harassing mineral lines. In fact ITs is one of the reasons why marine tank is becoming obsolete as the eggs can tank the tank shots and let lings just swarm in for the surround super cost efficiently.
Staboteur
Profile Blog Joined February 2011
Canada1873 Posts
November 06 2012 00:16 GMT
#247
On November 06 2012 06:09 kcdc wrote:
Show nested quote +
On November 06 2012 05:55 FabledIntegral wrote:
On November 06 2012 05:49 kcdc wrote:
On November 06 2012 05:38 FabledIntegral wrote:
On November 05 2012 16:46 M.R. McThundercrotch wrote:
On November 05 2012 15:44 FabledIntegral wrote:
Yes, it limits micro. The main difference is that with a slow, regardless of the amount of the slow, your ability to escape a chain fungal increases at a ridiculous amount, and at the same time zealots become ridic more effective. Even at 80% slow, you can still attempt to split your fungaled marines in those four seconds and cause the second fungal to only kill say 75% of the amount instead of 100%. Say your vikings are super clumped for some retarded reason, because it needs four fungals to die, you'll be able to save a ton (as well as ravens). 3 clumped medivacs being caught can split in 3 ways, causing 3 times more fungals to be used, etc. Phoenix will actually be able to escape most likely. I think the biggest benefit would be particularly to sentry/stalker/immortal armies, where after the first fungal you could realize what's happening, FF all the infestors off, and prevent the third chain fungal from ever hitting via retreat. That's absolutely HUGE.


Right, but you could micro even more if it did not slow at all. Slows and stuns and other types of "crowd control" abilities have one purpose: to bring the skill level of your opponent down to a manageable level. Marines and Blink Stalkers and etc. are too effective when they are controlled by a skilled player; so, Fungal Growth is used to eliminate that skill advantage. A slow would serve the same purpose. Force Field is often used in the same way and that is completely backwards. Abilities should force you to play better, not prevent you from doing so. That is some casual, MMO "leveling the playing field" type nonsense that has no place in a game that is supposed to be played competitively.

It honestly boggles my mind that these abilities are still in the game. It just doesn't make sense.


I think this is a completely silly notion. It's only bad when it's at extremes, slow is not inherently a bad thing. Simply changing a unit speed changes the flow of the game and how you will approach a situation. By your logic, all units should be extremely fast, because the slower they are, the more micro is inhibited.

Slow definitely has strategic benefits. While many people bitch about the marauder's conc, it creates situations where you are wary to engage the enemy because of it and causes different courses of action. Deterrence isn't a terrible thing if it's not extreme. It creates situations where target firing enemy important units can increase your own utility, such as slowing incoming banelings via target firing allowing your marines to split. Zerg knowing this may occur has to approach the situation differently than simply "I'll just attack head on." This definitely adds tactical value.

The value is rapidly diminished when the slow/snare effect is too extreme. It's one the to diminish the utility of another unit vs decreasing it to zero. FF's can often section off armies so they can't move whatsoever nor participate in the battle whatsoever. That's when it's bad. Same thing with fungal trapping units that can't even fire back, that's when it's bad.

Conc has the effect that it often "forces a fight" of an individual unit. Fungal and to a lesser effect FF have the effect that it locks down units so they can't even fight or have any worthwhile utility.

Agreed. It's one thing to lose a few units to concussive shell as you retreat from a bad engagement. It's another to have your whole army permanently locked in that bad position by fungal or forcefield so that you lose the game right then and there.

You want to design the game to strike the right balance between rewarding aggressive play and giving the defender some means to get ahead if they defend well. I think concussive shell hits that balance. As Protoss, I might try to dart up and pick off a base, but if Terran gets there in time, I'll lose some zealots to the marauder slow. Against fungal, however, I'd risk losing my entire army, so I'll usually choose not to take that risk. If fungal were instead a slow, maybe I'd try those attacks more often.


Mhmmm. That's exactly the difference I'm talking about. Fungal just locking a huge ass group of blink stalkers because you can get fungals off.... not to mention conc doesn't prevent blink... templars can still morph into archons if caught, dts can still escape detection if not killed by getting out of radius.... and chargelots still benefit from their charge if you're going to attack anyways....

I wonder how having a cooldown on fungal would work, say like 8 seconds. Would prevent a single infestor from going up to a huge group of blink stalkers and fungaling the entire group - you'd only be able to lockdown one group max (as is, you can just cast it once on one part and then insta cast it on a second part). During those four seconds you can wait for the second infestor to come in. I think it'd make a huge difference, not to mention it would make it much harder to chain fungals as well.

Do we even know if Blizzard thinks fungal is a concern?

Another thing I don't like about fungal is that it's a built-in escape hatch for the infestor. A lot of times you'll see the opponent make a good play to isolate a pack of infestors, and you're thinking, "Oh shit! This is gonna be a huge swing!" And then the infestors blow a fungal and scurry away untouched.

That's not something that can or should be changed really, but it does annoy me. If I let a pack of HT's get caught ungaurded, they're all dead. Maybe I'll feel differently with recall.

Also, why do infestors have to be so damn fast? Do they really need to be as fast as stalkers on creep? I want to catch and kill you, infestors! Please slow down and stop shooting goo at me!


Sentries do exactly the same thing! A troupe of zerglings swing around and find three sentries and a stalker unprotected! As long as the protoss is paying attention, a quick few forcefields either have the protoss' units in an indestructible safety cocoon shooting tickle-beams at the attackers, or the zerglings wedged into a knot getting tickle-beams fired at their overlapping bodies.

It's inhumane!

Two less-joking thoughts: If you want forcefields to be only defensive (as indicated by your proposition for fortify), why not adjust the sentry and forcefield's current mechanics to suit the role, rather than adding a brand new spell? An example would start with allowing force fields to only be cast either in a powered area or within a few hexes of a powered hex. Perhaps the duration could be increased and them allowed to be cast globally to scale for the loss in utility otherwise! Adding a new spell sounds kind of cool, but I can't see making buildings invulnerable for 30 seconds as anything but problematic.

Second thought: I forget. Apparently it wasn't that important!
I'm actually Fleetfeet D:
Forikorder
Profile Joined August 2011
Canada8840 Posts
November 06 2012 00:38 GMT
#248
On November 06 2012 09:16 vNmMasterT wrote:
Show nested quote +
On November 06 2012 08:56 Forikorder wrote:
On November 06 2012 07:15 M.R. McThundercrotch wrote:
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came


This guy is so clueless I don't know if he's trolling or serious. Rarely used in ZvT?? ITs are great vs terran mech, tanking the first siege tank shots, causing friendly tank splash, and harassing mineral lines. In fact ITs is one of the reasons why marine tank is becoming obsolete as the eggs can tank the tank shots and let lings just swarm in for the surround super cost efficiently.

except marines shred apart Zerglings super cost effectively, if you throw up ITs to tank the tanks thent eh tanks did there job by removing fungals, thent he marines just shred apart the Zerglings and theres no fungals to kill them

marine tank is not becoming obsolete thats ridiculous and i have no idea why you seem to think that its jsut that mech is starting to get popular again, its like the tides sometimes mech gets popular for a couple months then it disapears again
kcdc
Profile Blog Joined April 2010
United States2311 Posts
November 06 2012 01:54 GMT
#249
On November 06 2012 08:56 Forikorder wrote:
Show nested quote +
On November 06 2012 07:15 M.R. McThundercrotch wrote:
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came

Can't tell if you're serious.
GARcher
Profile Joined October 2012
Canada294 Posts
November 06 2012 02:02 GMT
#250
On November 06 2012 09:38 Forikorder wrote:
Show nested quote +
On November 06 2012 09:16 vNmMasterT wrote:
On November 06 2012 08:56 Forikorder wrote:
On November 06 2012 07:15 M.R. McThundercrotch wrote:
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came


This guy is so clueless I don't know if he's trolling or serious. Rarely used in ZvT?? ITs are great vs terran mech, tanking the first siege tank shots, causing friendly tank splash, and harassing mineral lines. In fact ITs is one of the reasons why marine tank is becoming obsolete as the eggs can tank the tank shots and let lings just swarm in for the surround super cost efficiently.

except marines shred apart Zerglings super cost effectively, if you throw up ITs to tank the tanks thent eh tanks did there job by removing fungals, thent he marines just shred apart the Zerglings and theres no fungals to kill them

marine tank is not becoming obsolete thats ridiculous and i have no idea why you seem to think that its jsut that mech is starting to get popular again, its like the tides sometimes mech gets popular for a couple months then it disapears again


Yeah you'd run out of Fungals if you only have 3 Infestors...which is not the case in good TvZ engagements.

All you need are 2-3 chain fungals to kill a ball of Marines because of clumping. Try spreading them and speedlings just rip them apart. Do you actually play the game or are you just pulling stuff out of your ass?
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 06 2012 02:15 GMT
#251
On November 06 2012 08:56 Forikorder wrote:
Show nested quote +
On November 06 2012 07:15 M.R. McThundercrotch wrote:
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came


Clearly you are incredibly misguided.
Cloak
Profile Joined October 2009
United States816 Posts
November 06 2012 02:29 GMT
#252
Zergs are realizing how incredibly good ITs are. So much so, that you rarely see much Fungal any more, nor any other Zerg unit for that matter. It's the Zerg Marine. 2 supply Infestors that can theoretically spawn 8 supply of units each. They're great damage tanks as eggs, and great DPS when they finally bust out. ITs need an energy cost increase and/or Infestors need to be 3 supply. Fungal needs to trade root for snare, and NP needs to be retooled. Then you can focus on the other Zerg units.
The more you know, the less you understand.
GARcher
Profile Joined October 2012
Canada294 Posts
November 06 2012 02:31 GMT
#253
On November 06 2012 11:29 Cloak wrote:
Zergs are realizing how incredibly good ITs are. So much so, that you rarely see much Fungal any more, nor any other Zerg unit for that matter. It's the Zerg Marine. 2 supply Infestors that can theoretically spawn 8 supply of units each. They're great damage tanks as eggs, and great DPS when they finally bust out. ITs need an energy cost increase and/or Infestors need to be 3 supply. Fungal needs to trade root for snare, and NP needs to be retooled. Then you can focus on the other Zerg units.


Yep just watch that MLG game Scarlett vs Bomber and Flash vs Life.

IT cleaning up mech so easily.
ZvZ is like a shitty apartment: Roaches and Fungal Growth everywhere.
denyeverything
Profile Joined March 2012
25 Posts
November 06 2012 02:50 GMT
#254
On October 24 2012 07:32 kcdc wrote:
Introduction:

While I'm a huge SC2 fan, there are a few broken mechanics the game that hurt gameplay and make myself and presumably thousands of others less interested in playing and watching an otherwise wonderful game. As I see it, the three mechanics that are the most problematic are forcefield, fungal growth and vortex. Judging by the contents of and responses to Gretorp's great SaveHOTS post which discusses each of these spells at length, there seems to be a community consensus that these mechanics may be problematic. In this post, I'll talk about forcefield, fungal growth and vortex, explain how they hurt gameplay, and then I'll attempt to provide simple solutions to those problems and explain my reasoning for those solutions.

Forcefield:

Forcefield was kind of cool for a while because it allowed a lot of creative uses and its power is so dependent on the Protoss player's micro. But three years into gameplay, we've figured out how to use forcefields and when they're powerful. What was initially creative is now standard. We've also reached the point that you can expect good micro from the Protoss player as long as they're looking at their army at the time of the fight. In other words, everyone Masters+ can forcefield well, and dumb luck over whether you happen to be looking at your base macroing at a critical moment is now as big a determinant in forcefield's power as player skill is.

Depending on your opponent's level of tech, forcefield can either be an invincibility button or it can be utterly useless. If your opponent only has roaches and lings and you make it across the map with 10 sentries and an immortal/stalker force, congratulations, you've won. Your army shoots at 5+ range and Zerg's army shoots at 4 range, so unless you screw up your forcefields, you will never take damage.

Now imagine that same fight but give Zerg some infestors or some baneling bombs. Now Zerg has a way to hit your sentries, and since you can't hide behind forcefields to make your army invincible, his 200 food army is going to rock your 120 food army no matter what you do. Whoops, Zerg made 4 infestors, you lose.

Forcefield is incredibly frustrating for both sides of the match-up in PvZ, and it produces stale, boring games. Roaches counter zealots so hard that Protoss has no reasonable tanking option against roach-based armies except forcefield. If Zerg gets roaches, Protoss has to get a bunch of sentries. And if Protoss gets a bunch of sentries, Protoss has to play passively until they have a big deathball or else they'll lose their sentries to a surround in the middle of the map. And if Protoss builds a bunch of sentries and plays defensively, Zerg has to play passively and tech to infestors and broodlords or else they'll get their attacking army trapped and killed by forcefields, and then they'll die to Protoss's counter-attack with forcefields and colossi.

Thanks in large part to forcefields, PvZ has evovled into a No Rush 20 snoozefest.

Worse, because forcefields are so critical for dealing with roaches, every map needs a third base tucked right next to the natural. See monk's thread on third base design in the map-making forum for an extended explanation. The result is that every competitive map has 3 bases that can be held and defended from harass relatively easily, and you generally don't see much action for the first 10-15 minutes of a game.

The problems in PvT aren't as bad, but it's worth noting that forcefields blocking retreats prevents Terran from being aggressive with bio before they have medivacs, and forcefields blocking repairing SCVs isn't very fun.

In summary, forcefields are auto-win in some situations, auto-loss in other situations (because the high gas cost is totally wasted), and their influence on the game makes play more passive and boring. It's cool that they're micro dependent, but they also deny the opponent's ability to micro. On balance, they hurt gameplay far more than they help.

Fungal Growth:

Just thinking about fungal growth makes my blood pressure rise. It's by far and away the most powerful ability in the game. Fungal growth deals the damage of a typical psionic storm (players step out of storm before it completes), but its true power lies in its 4 second root which is easily spammable to act as a permanent root. If your opponent has infestors, you don't get to micro. You don't get to alter your positioning. You don't get to pull damaged units back to save them. You don't get to focus fire key units unless they're right next to you. You don't get to split against AoE damage. You don't get to kite. You can't hit broodlords with anything that doesn't have a siege range anti-air attack.

Against an infestor army, if you aren't perfectly positioned before the fight starts, you might as well look back at your base and start macroing up a new army because (1) your army is dead, and (2) you don't even get a chance to micro to save it.

And if mass micro denial wasn't bad enough, fungal growth compensates for the immobility of the Zerg's super-poweful lategame infestor-broodlord composition, giving Zerg a composition that has no real weaknesses. As a general principle in Starcraft, the most powerful units need to be slow in order to allow the opponent some avenue to combat the more powerful army. Against a slow, powerful army, a fast army can use drops and hit and run tactics while spreading their own bases across the map to gain an advantage.

But infestors and fungal growth cover the weaknesses of a slow broodlord army because (1) infestors are actually pretty fast on creep, and (2) the opponent's fast army ain't so fast when it's fungaled. You can't do hit-and-run tactics against infestor-broodlord because fungal eliminates the run part. Hell, it often eliminates the hit part as well.

The result is that if your opponent has infestors, you can only attack if (1) you can kill Zerg's full army head-on, or (2) you're 100% okay with losing the attacking units.

So fungal growth denies micro, covers the only weakness in Zerg's unbeatable lategame composition (giving Zerg no reason to do anything but turtle), and prevents the opponent from being active with hit-and-run tactics. Fungal makes SC2 boring.

Vortex:

This one is easy. We've already covered how in PvZ forcefield and fungal growth compel both sides to sit in their base doing nothing but passively building an army for the first 20 minutes of the game. Now add to this that Zerg's lategame army is far more powerful than Protoss's lategame army unless Protoss lands a spell that instantly kills every Zerg unit in a large area of effect. If Protoss lands this spell on a clump of units, Protoss wins easily. If Zerg denies or limits this spell, Zerg wins easily. To make matters worse, the unit that casts this super-spell can't cast while it's moving, and it takes about a month to come to a stop, so the Protoss player clicks to cast the spell and then just sits and hopes that the spell will actually happen before something prevents the cast.

By this point, both players have spent 20 minutes bored out of their minds doing nothing but building their race's versions of the perfect army, and now the game will be decided by 3 seconds of Protoss hoping the mothership executes the vortex command before it runs out of HP or succumbs to a neural parasite. Meanwhile, Zerg does his best to spread his army, queues up a couple neural parasite commands, and hopes for the opposite result.

This isn't Starcraft. And it sure as hell isn't e-sports.

Solutions:

Protoss
  • Forcefield removed
  • New sentry spell 'Fortify' added. Fortify surrounds a target friendly building with a field of energy, making the building invulnerable to damage for 30 seconds and discharging a blast of energy that damages enemy targets every 5 seconds for the duration of the effect. The energy blasts deal 10 damage in a small radius of effect at 7 range. Can be cast on any friendly building including buildings that have not yet completed. Costs 50 energy.
  • Low-ground pylons no longer provide power to high-ground areas. High-ground warp-ins thus removed.
  • Vortex removed. Replaced with new spell 'Stasis Field.' Stasis Field targets an area of effect, preventing all units in that area from acting for 15 seconds, but also making those units invulnerable to damage for the duration.
  • Carrier build time reduced from 120 seconds to 90 seconds.
  • Range upgrade for void ray added to fleet beacon. Increases void ray range from 6 to 8. Costs 150/150. 60 second research time.


Zerg
  • Fungal growth changed from complete root to 40% movement speed slow and 30% attack speed slow. Damage unchanged. Still prevents blink.
  • Roach cost increased to 100/25 from 75/25.


Terran
  • Marine model size increased 30%.
  • Stimmed marine attack speed reduced 5%. Unstimmed marined DPS unchanged.


Changes Explained:

The core changes here are removing forcefield, swapping vortex for stasis field, changing fungal from a root to a movement and attack speed slow. The rest of the changes follow logically from those core changes to attempt to deal with some of the problems that the core changes would produce.

The simplest changes to explain are the carrier and void ray buffs. Swapping vortex for stasis field is a flat nerf for the mothership since stasis field won't allow for archon toilets to kill large clumps of Zerg units. To help Protoss deal with infestor broodlord by alternative means, carrier build time is reduced, making a carrier transition more feasible. Void rays are also given a range upgrade so that they can help deal with broodlords before a carrier transition is complete. At 6 range, they are rendered useless by fungal growth and infested terrans, but at 8 range, it is hoped that they will help enable an air transition.

The fungal growth changes are also quite simple. The 100% root effect is replaced by a movement speed and attack speed debuff. Zerg will still be able to slow and kill enemy units, but the opponent will now have increased options to micro against fungal. They'll be able to split fungaled units, saving some of them from chained fungals. They'll be able to pull back weakened units, although the retreat will be slowed. And they'll be able to escape with their drops more often if Z doesn't have AA in the area by crawling out of fungal and infested Terran range.

Since fungal growth will not be quite as powerful against Terran, the marine model size is increased 30% and stimmed marine attack speed is reduced 5%. The reduced attack speed is a straight DPS nerf. The increased model size makes marines balls pack less tightly, making them more exposed to melee damage from zerglings, ultras and zealots. Meanwhile, the increased size will make unsplit marines slightly more robust against AoE damage from fungal, banelings, storm and colossi. On balance, WoL marines die too easily to splash, but are too powerful if the enemy does not have splash, so these changes seem fair.

Finally, we'll take a look at the forcefield-associated changes. Without forcefield, Protoss early-game defense takes a big hit. To cover this weakness, the fortify spell is added which makes a target building temporarily invulnerable while giving it a low-DPS AoE attack. This spell will be useful for deflecting early Zerg all-ins with zerglings, banelings or roaches by blocking the attacker's path with invulnerable buildings.

Similarly, this spell will be useful in deflecting PvP 4-gates. High-ground warp-ins are removed, so if you wall off the top of your ramp leaving just a 1-hex choke, enemies have to clump up on the ramp and through the choke in order to attack. Fortify casts in this situation will be very powerful by making the walling buildings invulnerable and dealing splash damage in the narrow choke. The defender will also have the option to complete the wall with an invulnerable pylon to further delay the attack.

Fortify will also aid Protoss defense against early Terran attacks or Zerg attacks on the Protoss's third base by making buildings invulnerable and temporarily boosting defensive DPS. It's also noted that the building invulnerability and small splash damage would make sentries+cannons an effective defense against mass mutalisk. Light mutalisk harass would be largely unchanged, but the days of bull-rushing heavy cannon defenses with 40 mutas would be over.

Without forcefield, however, roaches will be incredibly powerful in ZvP. For this reason, the roach's cost is increased to 100/25. The roach's stats are essentially a zealot with 4 range, so it seems reasonable that their cost would be equal to a zealot's cost plus 25 gas. This change would not hurt Zerg too badly in ZvT where roaches are not used much unless the Terran goes heavy on thors and hellions. In these cases, roaches are a powerful response until Terran approaches a maxed army, at which point Zerg needs higher-tech units. At a cost of 100/25, Zerg will still be able to produce plenty of roaches to handle mid-game thors, and since the gas cost is not increased, they will still be able to reach hive-tech units in a timely manner. It's also worth noting that marines have been slightly nerfed against most Zerg units.

We'll also see more zergling-muta play in ZvZ due to the increased mineral cost of the roach and the reduced dominance of the infestor over mutas. This strikes me as a good thing, and we don't have to worry about it spiraling too far out of control like ling-muta did in BW. Queens, roaches and hydras will all still have a place in ZvZ. With less dominance from infestor-roach, I suspect we'd even see more ultralisk play. Cool.

Conclusion:

I think these changes would go a long way toward improving gameplay in both WoL and HoTS. Maps could be more open and spread out as Protoss wouldn't be dependent on forcefields against roach attacks, and mass mutalisk wouldn't be so crippling. Lategame PvZ would be less awful with the removal of vortex and the addition of fleet beacon buffs to better deal with broodlords through channels other than vortex. The primary micro and retreat denial skills (forcefield and fungal growth) would be removed or reconfigured, allowing players to be more active and aggressive on the map. And you'd actually be able to move your army a little against fungal growth in the big fights. The game would simply be more active and fun to play and to watch.

If you agree that these issues could use a closer look from Blizzard, let them know in the corresponding bnet thread found here:

http://us.battle.net/sc2/en/forum/topic/6934186078

You might not agree with my specific suggestions, but I think it's important to provide detailed, reasoned explanations about the issues we experience in gameplay, so that Blizzard better understands what the community would like to be improved. If we work together, we can get a better game.


On October 24 2012 07:32 kcdc wrote:
Solutions:

Protoss
  • Forcefield removed
  • New sentry spell 'Fortify' added. Fortify surrounds a target friendly building with a field of energy, making the building invulnerable to damage for 30 seconds and discharging a blast of energy that damages enemy targets every 5 seconds for the duration of the effect. The energy blasts deal 10 damage in a small radius of effect at 7 range. Can be cast on any friendly building including buildings that have not yet completed. Costs 50 energy.
  • Low-ground pylons no longer provide power to high-ground areas. High-ground warp-ins thus removed.
  • Vortex removed. Replaced with new spell 'Stasis Field.' Stasis Field targets an area of effect, preventing all units in that area from acting for 15 seconds, but also making those units invulnerable to damage for the duration.
  • Carrier build time reduced from 120 seconds to 90 seconds.
  • Range upgrade for void ray added to fleet beacon. Increases void ray range from 6 to 8. Costs 150/150. 60 second research time.


Zerg
  • Fungal growth changed from complete root to 40% movement speed slow and 30% attack speed slow. Damage unchanged. Still prevents blink.
  • Roach cost increased to 100/25 from 75/25.


Terran
  • Marine model size increased 30%.
  • Stimmed marine attack speed reduced 5%. Unstimmed marined DPS unchanged.


to be honest, while none of the changes are bad, I don't think that they will "fix" Starcraft the way you think it would. and more to the point, i think changes along these lines (basically global nerfs), are completely tending towards the wrong direction.

the approach to fixing forcefield shouldn't be to "fix" forcefield. it should be to provide meaningful alternatives. while I have no love for the spell, the changes you suppose... well... they just sound boring. let's take away the things that make the units unique, and make them all samey.

the fact is Starcraft 2 (if you think about it) has remarkably few broken things. remarkably few things that make you go "OH SH!T." What do terrans have? Stim-timing. Drop-timing. And... umm... just sameyness. What do Protoss have? While good, Templar and Colossus are actually lower impact than you'd think, now they are still tide turning, but that has more to do with how low impact other units generally are. i.e. due to the low impact nature of units, slight advantages snowballing is much harder to stop because you'll always just be behind. I mean, that's why it goes to macro, because the best way to negate their advantage is to wait for them to hit their supply limit. Zerg are a little better, but overall are mostly the same unless you fly a squadron into chain fungals.

the game is a boring macro fest, why? because honestly, that's what the community has been asking for. every time. EVERY time. No exaggeration.

It's broken. The community is outraged. So, it gets removed. Or "balanced" to the point that they might as well be removed.

When I started Starcraft 2, there were things I was interested in doing. Things I thought were cool. Does this increase or decrease that? I think the key fault to these style (and there are many like these) is that it assumes a captive audience. It assumes that, I'm just going to keep playing this game anyways, so why not buff out the rough edges and why take a risk on something exciting? i'm just going to keep playing anyways, right?

But that's taking the community for granted. I think the community has been taking itself for granted.

So, while someone who suggests that Ghosts should just be able to fire Nukes as their normal attack might clearly be insane and not have the slightly clue about game balance... GODDAMN THAT SOUNDS EXCITING.

Go for broke or go home.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 06 2012 03:52 GMT
#255
On November 06 2012 11:29 Cloak wrote:
Zergs are realizing how incredibly good ITs are. So much so, that you rarely see much Fungal any more, nor any other Zerg unit for that matter. It's the Zerg Marine. 2 supply Infestors that can theoretically spawn 8 supply of units each. They're great damage tanks as eggs, and great DPS when they finally bust out. ITs need an energy cost increase and/or Infestors need to be 3 supply. Fungal needs to trade root for snare, and NP needs to be retooled. Then you can focus on the other Zerg units.


I think the problem blizzard is having is they don`t want to change the energy cost. Why?... everything either costs 25, 75 or 150 right?

or no?

but will they settle on some "non-whole" value like 30?... would they alter the regeneration of mana on infestors ONLY?

dunno
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
November 06 2012 04:10 GMT
#256
Why don't you try the Blizzard forum
Bomber & Jaedong & FlaSh & SNSD <3
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 06 2012 05:13 GMT
#257
On November 06 2012 12:52 mishimaBeef wrote:
Show nested quote +
On November 06 2012 11:29 Cloak wrote:
Zergs are realizing how incredibly good ITs are. So much so, that you rarely see much Fungal any more, nor any other Zerg unit for that matter. It's the Zerg Marine. 2 supply Infestors that can theoretically spawn 8 supply of units each. They're great damage tanks as eggs, and great DPS when they finally bust out. ITs need an energy cost increase and/or Infestors need to be 3 supply. Fungal needs to trade root for snare, and NP needs to be retooled. Then you can focus on the other Zerg units.


I think the problem blizzard is having is they don`t want to change the energy cost. Why?... everything either costs 25, 75 or 150 right?

or no?

but will they settle on some "non-whole" value like 30?... would they alter the regeneration of mana on infestors ONLY?

dunno


They would most likely sooner tweak the ability. If IT too strong at 25, maybe make them have 10 less HP or 1 less range or increase the time it takes the egg to hatch or decrease the range in which the infestor can lob the egg. Energy count... I highly doubt it.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
November 06 2012 09:19 GMT
#258
Remove forcefield, collosus and infestor and balance the game accordingly. That would be awesome.
England will fight to the last American
Rabiator
Profile Joined March 2010
Germany3948 Posts
November 06 2012 11:23 GMT
#259
On November 06 2012 09:07 GARcher wrote:
Show nested quote +
On November 06 2012 09:06 Forikorder wrote:
On November 06 2012 09:03 Godwrath wrote:
On November 06 2012 08:56 Forikorder wrote:
On November 06 2012 07:15 M.R. McThundercrotch wrote:
On November 06 2012 06:50 larse wrote:
Infestor's problem is both fungal growth and infested terran. If you only see fungal as a problem but not infested terran then you should watch more games to learn that infestor is broken on both spells.


Yeah. Imagine if auto turrets could be cast at 9 range and only cost 25 energy. Mech plus Ravens would be boss.

I think that increasing the energy cost and decreasing the range at which they can be thrown would probably be a quick and easy fix to Infested Terran. If Infested Terran were still too powerful, making the infestor unburrow before the spell could be cast would most likely be the last step needed, in my opinion.

imagine if infesters could fly and Its lasted 3 minutes

ITs are not too powerful they are literally only useful in ZvZ and rarely in TvZ and there used to be some timing attacks that used them in PvZ but those were popular for like 3 weeks then faded as quickly as it came


Imagine if ravens could cloak !

imagine if infesters had 3 useful abilities


They already do. Fungal, Infested Terrans and Burrow.

You forgot Neural Parasite which has saved MANY Zerg from being vortexed or annihilated by tons of Colossi/Thors. It isnt as easy or risk-free as Fungal or Infested Terrans, but it is still awesome sometimes.
If you cant say what you're meaning, you can never mean what you're saying.
LeodaR
Profile Joined August 2012
United States15 Posts
Last Edited: 2012-11-06 14:32:12
November 06 2012 14:26 GMT
#260
A lot of "X" is terrible in this thread, when in reality it seems that it would be more accurate that they have interesting applications and could probably benefit from tweaking them. Except for Vortex. Its current role in the meta not withstanding, it just seems awful.

Also, based on reading this we already have most of the most reasonable solutions, and it is getting muddled by trolls but also by well-meaning people who think they have great replacement ideas.

FF - give each FF health based on current Shield upgrades from Forge. That way FF can grow in HP as the game continues in tech and doesn't suffer late game diminishing returns. Numerical HP would require extensive testing but my knee jerk reaction would be 50/100/150/200 (0/1/2/3). My concern is hurting Protoss early expands at a time when greedy builds seem to dominate. Still, this shouldn't be a cure-all. Going greedy is risky. 2 bases can be reasonable safe, but a fast third should be hard to defend.

Infested Terran - Does not benefit from 1/1 upgrades. 2/2 upgrades provides IT with 1/1, 3/3 provides 2/2. Energy cost increased from 25 to 35. Double the energy cost feels a little heavy handed, as does eliminating upgrades completely. A slight nerf to DPS from upgrades, and a slight nerf to supply through energy would probably be more effective than a big nerf to one or the other.

Fungal Growth - Best ideas already exist, so there is no need for a new one. Change from Root to Snare, damage can stay the same.

I liked the idea in this thread of requiring an upgrade for FG, but I'm concerned it could have really negative consequences in the beginning of the mid-game. At that point Zerg is still limited by gas income (like everyone of course), and can't throw tons of gas heavy units at any race, they must choose a specific tech, and delay the others. In fact, it makes more sense from a balance perspective for IT to require an upgrade and push its usage to later game when it could benefit from unit upgrades. If we change the root to a snare, then it allows all 3 races to escape a poor engagement without catastrophic damage, AND potentially allow the defending Zerg to adjust their gameplan. Again, I think the important thing here is to consider that a few small changes frequently lead to a more desirable outcome than a big sweeping one.
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