• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:01
CEST 07:01
KST 14:01
  • 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] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers15Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
Maestros of the Game 2 announced 2026 GSL Tour plans announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
Data needed ASL21 Strategy, Pimpest Plays Discussions ASL21 General Discussion Pros React To: ASL S21, Ro.16 Group C BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL21] Ro16 Group C Escore Tournament StarCraft Season 2 [ASL21] Ro16 Group D [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Total Annihilation Server - TAForever Diablo IV Dawn of War IV Starcraft Tabletop Miniature Game
Dota 2
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1873 users

HotS balance update #8 - Page 70

Forum Index > StarCraft 2 HotS
2296 CommentsPost a Reply
Prev 1 68 69 70 71 72 115 Next
Musicus
Profile Joined August 2011
Germany23576 Posts
December 06 2012 14:35 GMT
#1381
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.
Maru and Serral are probably top 5.
Swish 41
Profile Joined September 2012
Germany154 Posts
December 06 2012 14:37 GMT
#1382
On December 06 2012 23:35 Musicus wrote:
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.


Now you see how we feel when we barely kill your broodlords and then 10 ultras rush into your army...
Evangelist
Profile Blog Joined June 2011
1246 Posts
December 06 2012 14:41 GMT
#1383
On December 06 2012 23:35 Musicus wrote:
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.


This won't be the last balance patch. You'll be able to pressure entrenched tank positions much better with the Viper and the Swarm Host anyway as well as with Blinding Cloud.
Bagi
Profile Joined August 2010
Germany6799 Posts
December 06 2012 14:41 GMT
#1384
On December 06 2012 23:35 Musicus wrote:
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.

Why you think you still need to "survive" mech and rush to BLs?

Roach/hydra/viper trades ridiculously cost effectively with mech. If terran is even slightly clumped up, you can wipe out their army with minimal casualties.
Suikakuju
Profile Joined July 2010
Germany238 Posts
December 06 2012 14:41 GMT
#1385
"Medivac
New ability: Emergency Thrusters
Speed boost that increases movement speed and acceleration to 4.25 for 8 seconds. 20 second cooldown.
The Medivac’s Caduceus Reactor upgrade at the Starport Tech Lab:
Health restored per second from 9 to 15.
Energy cost reduced from 3 health per 1 energy to 5 health per 1 energy.
Cost increased from 100/100 and 80 seconds to 150/150 and 110 seconds."

I only read that part and I am like "D click wins" hahah
Laugh and the world laughs with you. Weep and you weep alone.
roym899
Profile Joined March 2011
Germany426 Posts
December 06 2012 14:42 GMT
#1386
On December 06 2012 23:35 Musicus wrote:
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.

I actually love it. Finally a reason not to go Broodlord/Infestor...
Millet
Profile Joined April 2012
Sweden143 Posts
December 06 2012 14:43 GMT
#1387
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?
Musicus
Profile Joined August 2011
Germany23576 Posts
Last Edited: 2012-12-06 14:45:06
December 06 2012 14:44 GMT
#1388
On December 06 2012 23:41 Bagi wrote:
Show nested quote +
On December 06 2012 23:35 Musicus wrote:
So now, if I can survive Mech and barely get my unupgraded broodlords out in time, by the time I want to counter push I will be greeted by 3-3 vikings? This change is so insane, still happy that they change things withour fear though, but a lot will be undone.

Why you think you still need to "survive" mech and rush to BLs?

Roach/hydra/viper trades ridiculously cost effectively with mech. If terran is even slightly clumped up, you can wipe out their army with minimal casualties.


You are right, I forgot about new the new mid and early late game options with speed hydras and Viper (Swarmhosts are bad :D), so the games should be much mor action packed in every phase of the game now. So good.
Maru and Serral are probably top 5.
Bagi
Profile Joined August 2010
Germany6799 Posts
December 06 2012 14:45 GMT
#1389
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

The new attack is much faster, cooldown is 2 seconds compared to 3 seconds on the old one.
HydroOwl
Profile Joined November 2010
United States57 Posts
December 06 2012 14:46 GMT
#1390
On December 06 2012 23:45 Bagi wrote:
Show nested quote +
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

The new attack is much faster, cooldown is 2 seconds compared to 3 seconds on the old one.


Also, anything with armor would have the armor applied 4 times on the 4 attacks instead of just 1 with the new attack.
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2012-12-06 14:47:08
December 06 2012 14:46 GMT
#1391
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

edit: nvm, i realized your problem with this, hehe

old post:
guess against corruptors and protoss air. remember, the latter received some great buffs as well. basically a lot of people were asking for better terran antiair in mech compositions. here it is.
NuKedUFirst
Profile Blog Joined March 2010
Canada3139 Posts
December 06 2012 14:47 GMT
#1392
Really cool changes all around except the voidray.
FrostedMiniWeet wrote: I like winning because it validates all the bloody time I waste playing SC2.
hugman
Profile Joined June 2009
Sweden4644 Posts
December 06 2012 14:48 GMT
#1393
On December 06 2012 22:21 Xapti wrote:
Show nested quote +
On December 06 2012 21:56 Prog455 wrote:
On December 06 2012 21:49 BeeNu wrote:
On December 06 2012 21:44 doggy wrote:
I can just speak for Zergs.. and seriously, thats too much. Im okay with changing the way fungal works, but reduce the range to 8 and make it a projectile despite ultras having no burrow charge anymore? Oh, i forgot the crazy new healing rate on bio. Seriously, its dumb. Mmm is way too effective properly microed against lategameunits such as the ultras. It always was okay because of fungal and/or burrow charge. But to overnerf the infestors AND remove burrowcharge is just dumb.
Buffing the ultradmg to 35 may seems good for some people. But dmg was never their problems, its being unable to connect properly with the bioforce.

Soo.. Hydraspeed to Lair? I like it, but it wont change anything. You really need a ton of upgrades to make them efficient, you simply cant afford lair + upgrades + range upgrade + speed upgrade at the early midgame. And all those things are desperately needed to make hydras viable.

On the first thought i like the muta buff too, but seriously, given the buffs the other races got its more a nerf than a buff. 0.25 speed to compensate even more phoenix range and ultra strong medivacs? The problem in going muta was always that you need to transition out of them really soon before P/T is too upgrade heavy or has splash damage or a dozen medivacs. Thats the reason (and not the movementspeed) that people just dont go muta anymore. Buffing bio and phoenixes will make mutas even more weak

I also feel like, especially regarding the medivac changes, that zerg really needs an anticaster spell like feedback or emp. but it seems like blizzard doesnt feel that way, they rather keep stupid things like neural parasite
I totally agree, Zerg gonna be a joke to try and play for a while, nothing they have will be able to beat just a plain ol' Bio/Medi/Tank push. I don't see Zerg needing an anti-caster unit, if they just had some unit that was a reliable form of anti-light that'd be enough. Terran gets Siege Tanks, Protoss gets Colossus, Zerg used to have Infestors [yay] and now they only have Banelings which drastically lose utility in the midgame.

Did they remove Infestors? Because i am quite sure that they only nerfed Infestors slightly. 8 range is still very long and honestly, i don't think that you are going to see anyone lower than Master League being able to dodge Fungals. It is going to be about as hard as it is to dodge EMP
Neural parasite is nearly useless, so it's as good as non-existant. Infested terrans deal 40% less damage in the late game, and 3 less armor (now take 50–100% more damage vs low damage targets in the late game).
Targets of a fungal growth at max range can now dodge the blast in an ideal scenario(I haven't tested the exact effects) for units like mutalisks, reapers, hellions, phoenix, or medivacs. Aside from that fact, even if the target is moving in a relatively straight line, it takes lots of prediction to be able to hit a target now, and will be unable to hit a fleeing target within a certain range. The range to hit a fleeing mutalisk/medivac travelling in a straight line will now be 4.6 (if I did my math correctly); If it's trying to dodge the FG(not travelling in a straight line), it may not hit altogether. Stalkers are nearly immune to FG now if they have blink. This is not a SMALL change, this is a HUGE nerf.
Blizzard tried changing FG to a projectile before, and went against it (why they're trying it again is unknown to me).

For the record, I'm not against the possibility of it being a projectile, it's just that as a projectile, it should have a longer range (at least 10) and/or should be faster.



Good point.
The fact that it's a projectile means it gets less range. There's no need to nerf its range in addition to that.
And yeah, Infested Terrans will be useless. By the time you have enough Infestors your opponent will be at 2-2, minimum. It's really a massive nerf to the Infestor.

They still haven't done anything about the Corruptor either.
Naphal
Profile Joined December 2010
Germany2099 Posts
December 06 2012 14:49 GMT
#1394
now give snipe 25+ 25 vs psionic and light units so we can snipe unshielded marines and banelings and we are golden =)

Millet
Profile Joined April 2012
Sweden143 Posts
December 06 2012 14:56 GMT
#1395
On December 06 2012 23:45 Bagi wrote:
Show nested quote +
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

The new attack is much faster, cooldown is 2 seconds compared to 3 seconds on the old one.

Where did you read this? I couldn't find it anywhere (oh, you checked in game maybe)?
Alex1Sun
Profile Blog Joined April 2010
494 Posts
Last Edited: 2012-12-06 15:00:33
December 06 2012 14:58 GMT
#1396
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

50% faster firing rate lol!

p.s. great changes! Blizz rulez!
This is not Warcraft in space!
Killmouse
Profile Joined August 2010
Austria5700 Posts
Last Edited: 2012-12-06 15:05:51
December 06 2012 15:01 GMT
#1397
Hugman you can still use InfestedTer for harassing purpose and sniping expansions

I think its a good chnge , i think blizz didnt intent to use IT as the core army anyway
yo
Bagi
Profile Joined August 2010
Germany6799 Posts
Last Edited: 2012-12-06 15:09:24
December 06 2012 15:01 GMT
#1398
On December 06 2012 23:56 Millet wrote:
Show nested quote +
On December 06 2012 23:45 Bagi wrote:
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

The new attack is much faster, cooldown is 2 seconds compared to 3 seconds on the old one.

Where did you read this? I couldn't find it anywhere (oh, you checked in game maybe)?

It's been mentioned in this thread quite a few times, I guess people checked when the servers were up for a while earlier.

Edit: This Husky video shows the cannons in action.

Evangelist
Profile Blog Joined June 2011
1246 Posts
December 06 2012 15:01 GMT
#1399
On December 06 2012 23:48 hugman wrote:
Show nested quote +
On December 06 2012 22:21 Xapti wrote:
On December 06 2012 21:56 Prog455 wrote:
On December 06 2012 21:49 BeeNu wrote:
On December 06 2012 21:44 doggy wrote:
I can just speak for Zergs.. and seriously, thats too much. Im okay with changing the way fungal works, but reduce the range to 8 and make it a projectile despite ultras having no burrow charge anymore? Oh, i forgot the crazy new healing rate on bio. Seriously, its dumb. Mmm is way too effective properly microed against lategameunits such as the ultras. It always was okay because of fungal and/or burrow charge. But to overnerf the infestors AND remove burrowcharge is just dumb.
Buffing the ultradmg to 35 may seems good for some people. But dmg was never their problems, its being unable to connect properly with the bioforce.

Soo.. Hydraspeed to Lair? I like it, but it wont change anything. You really need a ton of upgrades to make them efficient, you simply cant afford lair + upgrades + range upgrade + speed upgrade at the early midgame. And all those things are desperately needed to make hydras viable.

On the first thought i like the muta buff too, but seriously, given the buffs the other races got its more a nerf than a buff. 0.25 speed to compensate even more phoenix range and ultra strong medivacs? The problem in going muta was always that you need to transition out of them really soon before P/T is too upgrade heavy or has splash damage or a dozen medivacs. Thats the reason (and not the movementspeed) that people just dont go muta anymore. Buffing bio and phoenixes will make mutas even more weak

I also feel like, especially regarding the medivac changes, that zerg really needs an anticaster spell like feedback or emp. but it seems like blizzard doesnt feel that way, they rather keep stupid things like neural parasite
I totally agree, Zerg gonna be a joke to try and play for a while, nothing they have will be able to beat just a plain ol' Bio/Medi/Tank push. I don't see Zerg needing an anti-caster unit, if they just had some unit that was a reliable form of anti-light that'd be enough. Terran gets Siege Tanks, Protoss gets Colossus, Zerg used to have Infestors [yay] and now they only have Banelings which drastically lose utility in the midgame.

Did they remove Infestors? Because i am quite sure that they only nerfed Infestors slightly. 8 range is still very long and honestly, i don't think that you are going to see anyone lower than Master League being able to dodge Fungals. It is going to be about as hard as it is to dodge EMP
Neural parasite is nearly useless, so it's as good as non-existant. Infested terrans deal 40% less damage in the late game, and 3 less armor (now take 50–100% more damage vs low damage targets in the late game).
Targets of a fungal growth at max range can now dodge the blast in an ideal scenario(I haven't tested the exact effects) for units like mutalisks, reapers, hellions, phoenix, or medivacs. Aside from that fact, even if the target is moving in a relatively straight line, it takes lots of prediction to be able to hit a target now, and will be unable to hit a fleeing target within a certain range. The range to hit a fleeing mutalisk/medivac travelling in a straight line will now be 4.6 (if I did my math correctly); If it's trying to dodge the FG(not travelling in a straight line), it may not hit altogether. Stalkers are nearly immune to FG now if they have blink. This is not a SMALL change, this is a HUGE nerf.
Blizzard tried changing FG to a projectile before, and went against it (why they're trying it again is unknown to me).

For the record, I'm not against the possibility of it being a projectile, it's just that as a projectile, it should have a longer range (at least 10) and/or should be faster.



Good point.
The fact that it's a projectile means it gets less range. There's no need to nerf its range in addition to that.
And yeah, Infested Terrans will be useless. By the time you have enough Infestors your opponent will be at 2-2, minimum. It's really a massive nerf to the Infestor.

They still haven't done anything about the Corruptor either.


It's a massive nerf to mass infestors. It's not a particularly big nerf to say, 5 or 6 of them. You'll just need to be more careful how you use energy now. You won't be able to throw away 3 fungals killing one medivac.

6 infestors can throw down around 24 infested terrans assuming 100 energy from range 9 which is still pretty damn good. They'll be easier to deal with, true, but spread them wide enough and they will waste a ton of time either focusing them or storming them and they will pay for themselves.

Infestor swarm host will be something to watch for, I think.
Everlong
Profile Joined April 2010
Czech Republic1973 Posts
December 06 2012 15:02 GMT
#1400
On December 06 2012 23:56 Millet wrote:
Show nested quote +
On December 06 2012 23:45 Bagi wrote:
On December 06 2012 23:43 Millet wrote:
Seems like really great changes, I'm proud of blizzard!

One thing I don't get is the thors high impact damage thing.. So to illustrate, I will compare what we know with the standard anti light air javelin thing the thor currently has:

Javelin rocket anti air (current):
Range: 10
Damage: 6 (+6 vs light) x 4 = 24 (48 vs light)
Upgrade increase: 4 per upgrade, 8 vs light per upgrade

High impact damage mode (new):
Range: 10
Ramage 24 (24 vs light also)
Upgrade increase: 3 per upgrade (according to traditional upgrade norms)

Comparing them makes the original better in all ways basically.. so why would you ever transform?

The new attack is much faster, cooldown is 2 seconds compared to 3 seconds on the old one.

Where did you read this? I couldn't find it anywhere (oh, you checked in game maybe)?


Open beta editor and try all units yourself against whatever..
Prev 1 68 69 70 71 72 115 Next
Please log in or register to reply.
Live Events Refresh
Next event in 4h 59m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 169
StarCraft: Brood War
GuemChi 6454
Stork 202
Leta 148
ggaemo 87
Nal_rA 42
Noble 15
Icarus 8
Dota 2
monkeys_forever686
NeuroSwarm455
League of Legends
JimRising 739
Counter-Strike
Stewie2K973
m0e_tv498
Super Smash Bros
Mew2King41
Heroes of the Storm
Trikslyr40
Other Games
Fnx 1018
C9.Mang0577
Maynarde161
RuFF_SC275
ViBE68
Organizations
Other Games
gamesdonequick1147
BasetradeTV247
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• practicex 46
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 51
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Rush1332
• Stunt538
Upcoming Events
Escore
4h 59m
RSL Revival
11h 59m
Big Brain Bouts
11h 59m
PiG vs DeMusliM
Reynor vs Bunny
Replay Cast
18h 59m
WardiTV Map Contest Tou…
1d 5h
Classic vs SHIN
MaxPax vs Percival
herO vs Clem
ByuN vs Rogue
Ladder Legends
1d 9h
uThermal 2v2 Circuit
1d 9h
BSL
1d 13h
Sparkling Tuna Cup
2 days
WardiTV Map Contest Tou…
2 days
[ Show More ]
Ladder Legends
2 days
BSL
2 days
CranKy Ducklings
2 days
Replay Cast
3 days
Wardi Open
3 days
Afreeca Starleague
3 days
Soma vs hero
Monday Night Weeklies
3 days
Replay Cast
3 days
Replay Cast
4 days
Afreeca Starleague
4 days
Leta vs YSC
Replay Cast
5 days
The PondCast
6 days
KCM Race Survival
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-04-22
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Escore Tournament S2: W4
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

Escore Tournament S2: W5
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
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.