• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:10
CET 11:10
KST 19:10
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #22 - Presented by Monster Energy
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
RepMastered™: replay sharing and analyzer site mca64Launcher - New Version with StarCraft: Remast ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Soulkey's decision to leave C9
Tourneys
[ASL21] Ro24 Group C [ASL21] Ro24 Group B 2026 Changsha Offline Cup [ASL21] Ro24 Group A
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 5048 users

Fixing Forcefield, Fungal Growth and Vortex - Page 3

Forum Index > StarCraft 2 HotS
Post a Reply
Prev 1 2 3 4 5 14 15 16 Next All
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 24 2012 01:30 GMT
#41
On October 24 2012 10:27 kcdc wrote:
Show nested quote +
On October 24 2012 10:10 FabledIntegral wrote:
Just pointing it out, you're aware that Blizzard is very happy with how FF functions? They aren't going to change it.

For the love of god I hope they change how fungals work. I lost 17 Phoenix in a recent game because I didn't realize he had infestors, flew them in to far, and got fungaled ---> all 17 died.

I wonder if Blizzard has ever considered a delay in between which fungals can be chained (or if it's even a good idea, for that matter). For example, after fungal wears off after 4 seconds, units can't be fungaled for another 2 seconds. Or even, fungal roots for 2 seconds, but deals damage over four seconds (the green goo can still visually display), meaning that if you wanted to root you'd need to use it a meager 2 seconds later, greatly reducing the potency of the root.

Then again, the spell derives the majority of its strength in the root, in my eyes. Maybe reduce the damage. Or even better, make it an 80% slow.

Ensnare was an infinitely better spell, pity the queen sucked and the spell was very hard to use (mostly attributable to BW UI). Slowed units and reduced rate of fire (rate of fire reduction for marines, for example, was a perfect amount to counteract stim. Ensnared marines that were stimmed fired as if they weren't stimmed, as the increase in RoF from stim and decrease in RoF from ensnare perfectly cancelled each other out). And I just realized, your suggestions for fungal IS turning the spell into ensnare, pretty much, which Blizzard will never do. They won't revert to a BW spell.

EDIT: Also don't touch Roaches. They already suck. 100/25 is an AWFUL change. You seem overly biased against Zerg.

I know they've said they're happy with how forcefield works, but that doesn't make me any more satisfied. Up until a few months ago, Blizzard also didn't know motherships were standard in PvZ. We might not get the big problems corrected, but we've got a better shot if we let Blizzard know what we think. Giving clear, focused feedback with detailed explanations and quality suggestions is the most effective thing we can do to help improve the game.


Ok, I'll take that as a valid point. To be fair, it could be very well interpreted they didn't know that using an infestor to attempt to neural a mothership was a huge point of controversy in the community, not that motherships were standard. That's how I and many interpreted it. It doesn't detract from the point you seem overly antizerg, and your suggestions really hurt Zerg (ps. as said before, I think fungal fucking sucks, way worse than FF). However changing FF would COMPLETELY fuck with the balance of the game. I mean you have to reevaluate PvT on an entirely new level. Not something you could balance even over a months period.

Also note 100/25 roaches would fuck ZvT vs mech.
Cloak
Profile Joined October 2009
United States816 Posts
October 24 2012 01:34 GMT
#42
My one reservation is that Vortex is a really cool spectator feature of Starcraft. I would hate for it to be entirely removed. I was thinking of limiting Vortex by making the radius smaller and/or returning the units in a less clumped way.
The more you know, the less you understand.
Arco
Profile Joined September 2009
United States2090 Posts
Last Edited: 2012-10-24 01:35:52
October 24 2012 01:35 GMT
#43
Way too many changes to fundamental mechanics that will most likely never happen or be changed.

I applaud your effort, though.
JayceeSC
Profile Blog Joined April 2011
73 Posts
Last Edited: 2012-10-24 01:54:58
October 24 2012 01:37 GMT
#44
I was thinking of limiting Vortex by making the radius smaller and/or returning the units in a less clumped way.
Terrible suggestion. All that would do is ruin the balance in the Zerg's favour even more so. That doesn't change or improve the late game situation at all.

EDIT: Just make it into a Stasis Field.

Way too many changes to fundamental mechanics that will most likely never happen or be changed.
This towards the FF change.
Salient
Profile Joined August 2011
United States876 Posts
October 24 2012 01:41 GMT
#45
I copied it over to the Beta forums for you. Here's a link: http://us.battle.net/sc2/en/forum/topic/6934186078?page=1#0
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2012-10-24 01:44:04
October 24 2012 01:43 GMT
#46
On October 24 2012 10:37 JayceeSC wrote:
Show nested quote +
I was thinking of limiting Vortex by making the radius smaller and/or returning the units in a less clumped way.
Terrible suggestion. All that would do is ruin the balance in the Zerg's favour even more so. That doesn't change or improve the late game situation at all.


WoL balance considerations shouldn't be given so much weight. People have a problem with Vortex being so crucial to Protoss success. So, the only means of reducing dependency is to reduce its impact and offload that responsibility to the army at large. If Fungal got a nerf and Tempests were viable, the lategame scenario would be a lot more dynamic than it is now.
The more you know, the less you understand.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
October 24 2012 01:46 GMT
#47
Certain types of Protoss offense are nerfed pretty hard by swapping out forcefield for fortify. Colossi, in particular, become weaker against both Terran and Zerg.

And I really don't think 100/25 would fuck ZvT vs mech. Mech isn't that scary until Terran has a large (140+) army with upgrades, at which point Z will be able to max out on roaches whether they cost 75/25 or 100/25. And don't forget that Z gets swarm hosts which I expect will prove powerful against mech since mech won't be fast enough to chase them down. (Sort of like lurkers slowing down a Terran push) Like all the changes, the 100/25 roach cost would need testing, but I really don't think it's unworkable.

As I see it, each race gets something they want:

Zerg never has to see an immortal-sentry all-in again. They get can pressure Protoss in the midgame without getting cut off by forcefields. Archon toilet is out of the game. Zerglings are more efficient against marines.

Terran gets the opportunity to move up a ramp against Protoss in the early game without having their retreat blocked. They also get the ability to micro more against infestors. Marines are a little less vulnerable to splash damage.

Protoss gets to build less sentries which means more other stuff. They get a defensive mechanic that is less dependent on tight chokes which means more flexibility for expansions. They also get to fight against slightly less cost-efficient roaches and some improved late-game options to deal with broodlords.
JayceeSC
Profile Blog Joined April 2011
73 Posts
October 24 2012 01:59 GMT
#48
I'm just wondering.. with FF removed, how would Protoss defend a 1-Base 3-4 Rax Stim All-in (with possibly pulled SCVs)?

I also can't see Protoss being aggressive at all vs bunkers. These are just two obvious situations (and there's many more).

Makes no sense to remove FF without doing more significant/unrealistic changes.
HeavenResign
Profile Joined April 2011
United States702 Posts
October 24 2012 02:05 GMT
#49
I agree with the problems, not all of the solutions.

1. Fortify seems...okay. But all it does is make the sentry a purely defensive unit. You think Protoss has to turtle a lot now? At least with MSC they can see if they can do damage and recall. It's not even worth moving out if you have sentries with this change.

2. I agree that Vortex needs to be removed and balanced around not having it, because it honestly isn't fun to play or watch. But replacing it with stasis and still relying on the mothership won't fix the PvZ matchup at all, even if he's trying to make carriers and void rays better to supplement the nerfed mothership - you still need the stasis to get some Zerg units out of the picture, neural parasite on mothership is still an issue, etc.

3. I don't understand the point of the Void Ray upgrade at all - they're balancing the Tempest upgrade around dealing with massive units.

Increasing marine size doesn't seem so bad to be honest. Wonder how it'd look.

FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 24 2012 02:09 GMT
#50
On October 24 2012 10:46 kcdc wrote:
Certain types of Protoss offense are nerfed pretty hard by swapping out forcefield for fortify. Colossi, in particular, become weaker against both Terran and Zerg.

And I really don't think 100/25 would fuck ZvT vs mech. Mech isn't that scary until Terran has a large (140+) army with upgrades, at which point Z will be able to max out on roaches whether they cost 75/25 or 100/25. And don't forget that Z gets swarm hosts which I expect will prove powerful against mech since mech won't be fast enough to chase them down. (Sort of like lurkers slowing down a Terran push) Like all the changes, the 100/25 roach cost would need testing, but I really don't think it's unworkable.

As I see it, each race gets something they want:

Zerg never has to see an immortal-sentry all-in again. They get can pressure Protoss in the midgame without getting cut off by forcefields. Archon toilet is out of the game. Zerglings are more efficient against marines.

Terran gets the opportunity to move up a ramp against Protoss in the early game without having their retreat blocked. They also get the ability to micro more against infestors. Marines are a little less vulnerable to splash damage.

Protoss gets to build less sentries which means more other stuff. They get a defensive mechanic that is less dependent on tight chokes which means more flexibility for expansions. They also get to fight against slightly less cost-efficient roaches and some improved late-game options to deal with broodlords.


Swarm hosts don't come out in time/large enough numbers to stop timing attacks. They are not in any way the equivalent of BL's, simply due to the much longer cooldown. If you want to stop Hellion/Thor timing attacks, you need mass roach, there is no other alternative, unless you can try to gimmicky ling/infestor surround with Neural. You highly underestimate how much of a sink in minerals roaches are. It would be an overwhelmingly negative effect.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
October 24 2012 02:14 GMT
#51
On October 24 2012 11:09 FabledIntegral wrote:
Show nested quote +
On October 24 2012 10:46 kcdc wrote:
Certain types of Protoss offense are nerfed pretty hard by swapping out forcefield for fortify. Colossi, in particular, become weaker against both Terran and Zerg.

And I really don't think 100/25 would fuck ZvT vs mech. Mech isn't that scary until Terran has a large (140+) army with upgrades, at which point Z will be able to max out on roaches whether they cost 75/25 or 100/25. And don't forget that Z gets swarm hosts which I expect will prove powerful against mech since mech won't be fast enough to chase them down. (Sort of like lurkers slowing down a Terran push) Like all the changes, the 100/25 roach cost would need testing, but I really don't think it's unworkable.

As I see it, each race gets something they want:

Zerg never has to see an immortal-sentry all-in again. They get can pressure Protoss in the midgame without getting cut off by forcefields. Archon toilet is out of the game. Zerglings are more efficient against marines.

Terran gets the opportunity to move up a ramp against Protoss in the early game without having their retreat blocked. They also get the ability to micro more against infestors. Marines are a little less vulnerable to splash damage.

Protoss gets to build less sentries which means more other stuff. They get a defensive mechanic that is less dependent on tight chokes which means more flexibility for expansions. They also get to fight against slightly less cost-efficient roaches and some improved late-game options to deal with broodlords.


Swarm hosts don't come out in time/large enough numbers to stop timing attacks. They are not in any way the equivalent of BL's, simply due to the much longer cooldown. If you want to stop Hellion/Thor timing attacks, you need mass roach, there is no other alternative, unless you can try to gimmicky ling/infestor surround with Neural. You highly underestimate how much of a sink in minerals roaches are. It would be an overwhelmingly negative effect.


What attack timings are you thinking of? It seems like Zerg can currently max out on roaches in ZvT around 14 minutes. If they cost 25 minerals more, I suspect the max would be delayed by about 30 seconds. Would that be game-breaking? I'm not sure. But it's important to note that roach production in WoL is usually limited not by cost, but by the supply cap.
sona
Profile Joined September 2012
Canada52 Posts
October 24 2012 02:15 GMT
#52
My suggestion is:

Force fields -> give it HP so the opponent can target fire it and kill it off at the expense of taking hits from other units. Sort of like the entomb but its a force field.

Fungal Growth -> Make it a medium between plague and ensnare from sc1.

Vortex - seems fine, stasis field wont be a bad option
kcdc
Profile Blog Joined April 2010
United States2311 Posts
October 24 2012 02:16 GMT
#53
On October 24 2012 10:59 JayceeSC wrote:
I'm just wondering.. with FF removed, how would Protoss defend a 1-Base 3-4 Rax Stim All-in (with possibly pulled SCVs)?

I also can't see Protoss being aggressive at all vs bunkers. These are just two obvious situations (and there's many more).

Makes no sense to remove FF without doing more significant/unrealistic changes.

Fortify? Purify? Zealots and stalkers? I can defend a 1-base 3-rax stim all-in without forcefields in WoL. If you give me a mothership core, it will be even easier.
MateShade
Profile Joined July 2011
Australia736 Posts
October 24 2012 02:17 GMT
#54
Lol no, gave me a laugh though
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 24 2012 02:19 GMT
#55
On October 24 2012 11:14 kcdc wrote:
Show nested quote +
On October 24 2012 11:09 FabledIntegral wrote:
On October 24 2012 10:46 kcdc wrote:
Certain types of Protoss offense are nerfed pretty hard by swapping out forcefield for fortify. Colossi, in particular, become weaker against both Terran and Zerg.

And I really don't think 100/25 would fuck ZvT vs mech. Mech isn't that scary until Terran has a large (140+) army with upgrades, at which point Z will be able to max out on roaches whether they cost 75/25 or 100/25. And don't forget that Z gets swarm hosts which I expect will prove powerful against mech since mech won't be fast enough to chase them down. (Sort of like lurkers slowing down a Terran push) Like all the changes, the 100/25 roach cost would need testing, but I really don't think it's unworkable.

As I see it, each race gets something they want:

Zerg never has to see an immortal-sentry all-in again. They get can pressure Protoss in the midgame without getting cut off by forcefields. Archon toilet is out of the game. Zerglings are more efficient against marines.

Terran gets the opportunity to move up a ramp against Protoss in the early game without having their retreat blocked. They also get the ability to micro more against infestors. Marines are a little less vulnerable to splash damage.

Protoss gets to build less sentries which means more other stuff. They get a defensive mechanic that is less dependent on tight chokes which means more flexibility for expansions. They also get to fight against slightly less cost-efficient roaches and some improved late-game options to deal with broodlords.


Swarm hosts don't come out in time/large enough numbers to stop timing attacks. They are not in any way the equivalent of BL's, simply due to the much longer cooldown. If you want to stop Hellion/Thor timing attacks, you need mass roach, there is no other alternative, unless you can try to gimmicky ling/infestor surround with Neural. You highly underestimate how much of a sink in minerals roaches are. It would be an overwhelmingly negative effect.


What attack timings are you thinking of? It seems like Zerg can currently max out on roaches in ZvT around 14 minutes. If they cost 25 minerals more, I suspect the max would be delayed by about 30 seconds. Would that be game-breaking? I'm not sure. But it's important to note that roach production in WoL is usually limited not by cost, but by the supply cap.


30 seconds? It must be more than that.

And it's not like you can assume they build all the roaches at once. They are building them constantly, using them to remax, etc.

I'm referring to the 3base timing that is meant to hit before BL.
JayceeSC
Profile Blog Joined April 2011
73 Posts
October 24 2012 02:23 GMT
#56
Fortify? Purify? Zealots and stalkers? I can defend a 1-base 3-rax stim all-in without forcefields in WoL. If you give me a mothership core, it will be even easier.
So let's assume you do a 1 gate expand because you don't know what the T is doing (or they bunker their natural to hide it). You can defend a stim all-in without Sentries???

Maybe Purify can help in HotS (although they could just leave once it is used and then move back in).
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
Last Edited: 2012-10-24 02:27:19
October 24 2012 02:26 GMT
#57
On October 24 2012 11:23 JayceeSC wrote:
Show nested quote +
Fortify? Purify? Zealots and stalkers? I can defend a 1-base 3-rax stim all-in without forcefields in WoL. If you give me a mothership core, it will be even easier.
So let's assume you do a 1 gate expand because you don't know what the T is doing (or they bunker their natural to hide it). You can defend a stim all-in without Sentries???

Maybe Purify can help in HotS (although they could just leave once it is used and then move back in).


No they couldn't, purify lasts for a ridiculously long time, has a huge range, and you can't retreat once you've stimmed. Trying to wait out purify is asking for an additional full warp in being allowed and losing at least 3 units from purify itself, not to mention possibly even more from stalkers.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-10-24 02:34:12
October 24 2012 02:27 GMT
#58
On October 24 2012 11:19 FabledIntegral wrote:
Show nested quote +
On October 24 2012 11:14 kcdc wrote:
On October 24 2012 11:09 FabledIntegral wrote:
On October 24 2012 10:46 kcdc wrote:
Certain types of Protoss offense are nerfed pretty hard by swapping out forcefield for fortify. Colossi, in particular, become weaker against both Terran and Zerg.

And I really don't think 100/25 would fuck ZvT vs mech. Mech isn't that scary until Terran has a large (140+) army with upgrades, at which point Z will be able to max out on roaches whether they cost 75/25 or 100/25. And don't forget that Z gets swarm hosts which I expect will prove powerful against mech since mech won't be fast enough to chase them down. (Sort of like lurkers slowing down a Terran push) Like all the changes, the 100/25 roach cost would need testing, but I really don't think it's unworkable.

As I see it, each race gets something they want:

Zerg never has to see an immortal-sentry all-in again. They get can pressure Protoss in the midgame without getting cut off by forcefields. Archon toilet is out of the game. Zerglings are more efficient against marines.

Terran gets the opportunity to move up a ramp against Protoss in the early game without having their retreat blocked. They also get the ability to micro more against infestors. Marines are a little less vulnerable to splash damage.

Protoss gets to build less sentries which means more other stuff. They get a defensive mechanic that is less dependent on tight chokes which means more flexibility for expansions. They also get to fight against slightly less cost-efficient roaches and some improved late-game options to deal with broodlords.


Swarm hosts don't come out in time/large enough numbers to stop timing attacks. They are not in any way the equivalent of BL's, simply due to the much longer cooldown. If you want to stop Hellion/Thor timing attacks, you need mass roach, there is no other alternative, unless you can try to gimmicky ling/infestor surround with Neural. You highly underestimate how much of a sink in minerals roaches are. It would be an overwhelmingly negative effect.


What attack timings are you thinking of? It seems like Zerg can currently max out on roaches in ZvT around 14 minutes. If they cost 25 minerals more, I suspect the max would be delayed by about 30 seconds. Would that be game-breaking? I'm not sure. But it's important to note that roach production in WoL is usually limited not by cost, but by the supply cap.


30 seconds? It must be more than that.

And it's not like you can assume they build all the roaches at once. They are building them constantly, using them to remax, etc.

I'm referring to the 3base timing that is meant to hit before BL.


Let's say Z hits the 200 supply cap with 70 drones, 5 queens, 40 zerglings and 40 roaches. Each roach costs 25 minerals extra, so that max out costs 1000 minerals more than before. With 70 drones on 3 bases, Z's mineral income will be about 2200-2500 per minute. With those numbers, you're looking at 24-27 seconds extra. The game scenario is going to be a little more complicated than that math of course--maybe those early 5 roaches to defend BFH cost a little more which delays your 4th hatchery a little which leads to a greater delay down the road. It's tough to say exactly how it would play out, but I don't think it would necessarily be broken.

You can always tweak the numbers down the road. My key point is that if you remove forcefield, you have to nerf roaches a little. Maybe that means thors need a small nerf too. It's tough to say.
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2012-10-24 02:32:11
October 24 2012 02:31 GMT
#59
On October 24 2012 11:23 JayceeSC wrote:
You can defend a stim all-in without Sentries???

I've been doing it since the WoL beta, back when maps were tiny and stim hit much earlier.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=142887

When Terran aggression was nerfed to the ground, I started getting sentries as a greedy play. You don't need them unless T goes for medivacs.
Salient
Profile Joined August 2011
United States876 Posts
October 24 2012 02:33 GMT
#60
On October 24 2012 11:31 kcdc wrote:
Show nested quote +
On October 24 2012 11:23 JayceeSC wrote:
You can defend a stim all-in without Sentries???

I've been doing it since the WoL beta, back when maps were tiny and stim hit much earlier.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=142887

When Terran aggression was nerfed to the ground, I started getting sentries as a greedy play. You don't need them unless T goes for medivacs.


How do you prevent kiting of your zealots without FF?
Prev 1 2 3 4 5 14 15 16 Next All
Please log in or register to reply.
Live Events Refresh
Afreeca Starleague
10:00
Ro24 Group C
hero vs YSC
Larva vs Shine
Afreeca ASL 3419
StarCastTV_EN60
Liquipedia
Replay Cast
09:00
KungFu Cup 2026 Week 1
CranKy Ducklings91
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech127
SortOf 110
StarCraft: Brood War
Calm 3820
Zeus 1149
Mini 774
Sea 665
Horang2 618
Jaedong 568
actioN 270
EffOrt 268
ZerO 195
ggaemo 172
[ Show more ]
Pusan 142
Rush 85
Aegong 78
Leta 72
ToSsGirL 66
Backho 62
Sharp 54
Mind 50
NotJumperer 21
Bale 21
sorry 18
Barracks 18
GoRush 16
Sacsri 13
Last 13
ajuk12(nOOB) 13
zelot 11
Terrorterran 9
Noble 4
Dota 2
XaKoH 387
BananaSlamJamma323
XcaliburYe71
febbydoto6
Counter-Strike
olofmeister1186
shoxiejesuss1090
Other Games
singsing1183
ceh9639
Liquid`RaSZi523
crisheroes156
Fuzer 146
XBOCT135
Livibee118
Sick114
Organizations
Other Games
gamesdonequick701
StarCraft: Brood War
UltimateBattle 126
Dota 2
PGL Dota 2 - Main Stream58
StarCraft: Brood War
lovetv 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH275
• LUISG 26
• CranKy Ducklings SOOP6
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 3
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Kung Fu Cup
51m
Replay Cast
13h 51m
KCM Race Survival
22h 51m
The PondCast
23h 51m
WardiTV Team League
1d 1h
OSC
1d 1h
Replay Cast
1d 13h
WardiTV Team League
2 days
RSL Revival
2 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
3 days
[ Show More ]
Platinum Heroes Events
3 days
BSL
3 days
RSL Revival
3 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
4 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Light vs Calm
Royal vs Mind
Wardi Open
5 days
Monday Night Weeklies
5 days
OSC
5 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Rush vs PianO
Flash vs Speed
Replay Cast
6 days
Afreeca Starleague
6 days
BeSt vs Leta
Queen vs Jaedong
Liquipedia Results

Completed

Proleague 2026-03-23
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.