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Inelegant balance vs elegant design - Page 3

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i)awn
Profile Joined October 2011
United States189 Posts
Last Edited: 2013-02-14 20:13:37
February 14 2013 19:52 GMT
#41
On February 15 2013 04:33 MstrJinbo wrote:
Show nested quote +
On February 15 2013 04:24 i)awn wrote:
Some really good points esp about the Terran tech tree. To be honest I think it's mostly unfinished work and Blizzard knows that. The spore +damage to bio and the mine +damage to shields aren't elegant at all. There is a lot to fix and polish.


This sort of comment is really irritating. Elegant and inelegant are completely meaningless terms used to complain about balance changes with giving any kind of thought to it. The way blizzard is putting in tiny moddifications to things like damage bonuses and cargo size are very clever ways to balance the game without as many wide reaching side effects. I'll put it this way. If you are David Kim what is your "elegant" solution to all of this?


It's not about whether things "look" elegant. The term has simply been used so I won't have to drill in the details why a modification is good or bad. I do not have a problem with a hellbat taking more cargo space as long as it addresses the problem. In fact if it really solves all issues; it will be an "elegant" solution to the hellbat drop problem. However as pointed out by the OP; the terran mech tech tree can actually use some modification. Another modification is the new spore +bio damage which was a result of poor design choice. I'll qoute Ben... on this as he really pointed it out:

On February 15 2013 03:41 Ben... wrote:
It feels like both with the muta patch and the hellbat patch, Blizzard has got into a cycle of breaking things then breaking other things or doing oddball patches in an attempt to unbreak them rather than simply revoking the bad patch and trying something else.They completely wrecked ZvZ and turned it into a muta war with the muta patch so instead of putting mutas back to how they were or buffing them in a different way that would maybe prevent muta wars they did that awkward patch to spores for ZvZ, then they also had to buff phoenixes to make it so Protoss didn't die to mass muta every game, but because of the buff is still forces muta vs. Protoss into being a really weird matchup where Protoss has to get mass phoenixes or starve and die because they can't expand or move out.
Targe
Profile Blog Joined February 2012
United Kingdom14103 Posts
February 14 2013 19:53 GMT
#42
On February 15 2013 03:20 Spyridon wrote:
+ Show Spoiler +
First I would like to note that it's really messed up that multiple of the people having complaints about this don't even play the beta. It's been really frustrating lately that you can't even have a logical debate/conversation with people here because they like to comment on balance of a game that they haven't even played and act like they know better than the people who do.

While I can understand some debate on Patch 13 (even though after fitting OL Speed in to my build order it's making a much bigger difference than I thought it would, and so far I've countered Mutas pretty well with Spore/Hydra - seems these changes have better results during testing than in theory) I disagree with the complaints about patch 14 completely.

Contrary to the complaints, Hellbats alone aren't the problem. How many times have you felt it was impossible to deal with Hellbats that marched across the map? That's not asking if you have ever lost to a push that involved Hellbats, that's asking if it seems impossible to deal with. They are easily counterable if used in that fashion. This indicates that Hellbats alone are not the problem.

The complaints about their cost of only minerals is pretty silly too. And this is coming from a Zerg player (when all Zergs units who counter Hellbats cost gas). You can't expect each race not to have their own advantages and disadvantages, and I wouldn't want to take this advantage away. This is more similar to BW balance where Vultures didn't cost gas either, while having different strengtths they were used for harass in every matchup and were completely game changing in some.

A lot of people have claimed the Medivac Thrusters are the problem, if that's the case then how come every other unit in the game isn't problematic when you patch them in to Medivacs? This makes it obvious that the problem isn't Medivacs, and Hellbats alone aren't a problem without Medivacs.

So whats the problem? It's their synergy. But the synergy between them DOES require a bit of micro, so it can be a good thing. That's why the change they did actually WAS an elegant change. It kept the synergy between the 2 units in the game, made it require EVEN MORE micro, it delayed the tech for the same early aggression enough for it to be defendable but still viable with good micro, and it didn't nerf the base units at all (which aren't havent issues in other circumstances).

I also find complaints about Hellbat supply silly. A lot of people try to attack this change for its "logic" and act like that has any basis on game balance or game design decisions, when it's neither. Considering it's relativity to everything else in the game, this is nothing but a nitpick. Where is the logic in fitting Thors in to a medivac, for fitting only 8 marines when you would be able to fit far more of them in a single vehicle? Where is the logic in Zerg cargo?

Let's not get it twisted, cargo size is NOT for the "logic", it's for the balance of the game, plain and simple. This is exactly why the change makes sense - because it's the best thing for balance. Anyone claiming this change is bad balance or bad game design should be ashamed of themselves because they aren't valuing either of those 2 ideals. Your suspension of disbelief is for some reason not applying to the cargo changes, but your still suspending your disbelief of dozens of other illogical things that happen in the game, because it's a game and not a simulation, and you have to suspend your disbelief in every game to sacrifice for game design and balance. Otherwise Battlecruisers would block the entire field and destroy as many units as 4 nukes can every time they came crashing to the ground.

I also find the arguments of the OP poorly thought out. He says "but now only 2 Hellbats can fit in a Medivac in arguably one of the most illogical, and inefectual, ways to nerf Hellbat drops". How could you say it's ineffectual? Have you actually played against it since patch? It's much easier to hold off. And I already explained the problem was with the synergy between the two units. This means it IS a logical change. It nerfs the synergy between the units, makes it come out at a later timing for the same amount of aggression, while still keeping it as a viable strat, just later in the game and requiring more micro. All the other people here who have proposed fixes would not accomplish all that this change did, and would cause other balance issues in the game. It's the most logical idea that anyone has discussed here... I don't understand how people could be so ignorant that they complain about things without actually testing them, or without actually analyzing what the actual problem is with the strategy...

Also the argument in the OP about "If Blizzard wants to retain the current power level of the Hellbats, then the problem Blizzard has to address is the timing of the Hellbat drops and the tech advancement of the Terran race."... That's exactly what this nerf did!!! How can you not see that? For a 4 hellbat drop it used to get in to the enemy base at 6:30, now you can get a 4 hellbat 2 medivac drop in the base at 7:12. This is directly addressing the timing of the drops. This is also in line with the early aggression for the other races as well. This shows how illogical this entire topic is, when it's masking itself as if it's discussing logic and good game design. Even the changes that were healthy for the game design and logical get complained about, and the arguments against them are completely illogical.

Then look at how the OP claims the problem is one thing, and then other posters claim it's other things. From Hellbats themselves, to Medivacs, to Terrans tech advancement. So apparently every aspect of the race is a problem. And people have problems with every other race too. People just complain about everything and it's in no way healthy at all. Thank god the game is not balanced or designed around this kind of mindset.

Then on to the issue of Reapers, which brings up another great example. When they first did the Reaper changes people were making just as big of a shit storm as they are making for the current changes. But now people are actually complaining about Reaper harass? This speaks volumes for how fickle the community is and how silly it is that they complain about every damn thing without trying the changes themselves. This is the exact thing that frustrates me and the reason I'm responding to this post. Even though people should have learned from the past, they still make the same mistakes, and go on complaining about everything when things didn't turn out how they expected last time either.

Also, the OP's Reaper complaints show a bit of ignorance about the balance of the game as well. Because if they go with a heavy harass based strat such as reapers in to hellbats they are sacrificing the strength of a mid game push significantly, leaving them vulnerable to aggression. Something that the OP goes on to say is a good thing in the next paragraphs. The strat being discussed has very big weaknesses that could be exploited, and isn't a problem in balance atm.

Widow mines in TvZ aren't a problem either. The harass can be deadly if you aren't ready for it, but can easily be countered if you scout and prepare for it, as it should be. Contrary to your claims you CAN be aggressive on a player that uses them for defense, it just requires micro. Likewise if the mines are microed well and have good placement they can be useful against Zerg. In both cases they require micro for both players (and not just drop one and forget) so what's the problem?

Let's not even get in to all the multitudes of ways that your proposed change of Overseer tech would be unhealthy for the game and unbalanced in every matchup, giving easy denial of tech strats for the early game that have the potential to ravage enemies early game, and far more powerful scouting with changelings, and by far the earliest mobile detection in game. Every matchup would be ravaged.

Also the claims that Zerg lost early game aggression... I'm a Zerg player who has off raced Terran a bit since HotS. Zerg did not lose early game aggression in any way, our early game aggression is even stronger than it was in WoL and we have more options than we did before. The ZvT matchup is an amazing matchup atm, probably the best in the game, and definitely way more exciting than it was in WoL. It honestly sounds like you aren't a Zerg player because if you were I doubt you would be claiming those things, which brings up the subject as to why you are complaining about balance of a race you dont play?

The fact that you need someone else to post it on the Blizzard forums basically proves what I was saying earlier... that you don't even play the beta yet are complaining about balance. Why is that even allowed on these forums?



This right here, I'm getting seriously fucking tired of people complaining the whole time about things when they don't even have beta access, the patch was well done, it wasn't inelegant, it wasn't inefficient, it solved the problem and didn't break either unit, well done to Blizzard for achieving this.
11/5/14 CATACLYSM | The South West's worst Falco main
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 14 2013 19:55 GMT
#43
On February 15 2013 04:33 MstrJinbo wrote:
Show nested quote +
On February 15 2013 04:24 i)awn wrote:
Some really good points esp about the Terran tech tree. To be honest I think it's mostly unfinished work and Blizzard knows that. The spore +damage to bio and the mine +damage to shields aren't elegant at all. There is a lot to fix and polish.


This sort of comment is really irritating. Elegant and inelegant are completely meaningless terms used to complain about balance changes with giving any kind of thought to it. The way blizzard is putting in tiny moddifications to things like damage bonuses and cargo size are very clever ways to balance the game without as many wide reaching side effects. I'll put it this way. If you are David Kim what is your "elegant" solution to all of this?


Well people use the word elegant because it brings the discussion to a really subjected debate about how the game should be balanced. A synonym for elegant is artistic or artful, which pretty much what most of the arm chair game designers argue they could add to the game. Artful balance and design, which they claim is lacking from SC2 and the balance therein. However, if you read a lot of the posts careful, most of the arm chair game designers offer no real solutions to the balance issue, but just double down and claim that the problem runs deeper in the “core design” of the game. If you ask them how that could be fixed, they say provide a bunch of abstract things that could be done to change the game, like “reward positional play” and “allow for more skillful gameplay that allows for a high skill ceiling”. Of course, when broken down, these phrases solve nothing and do not address any specific balance problem. But it does allow you to endlessly argue that SC2 is flawed because of a number of abstract reasons.

“Elegant balance and design” is a phrase used by game design philosophers who, like traditional philosophers, deal in the abstract rather than the practical.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
MstrJinbo
Profile Joined March 2011
United States1251 Posts
February 14 2013 20:01 GMT
#44
It's not about whether things "look" elegant. The term has simply been used so I won't have to drill in the details why a modification is good or bad.


Yeah that's kind of my point.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-02-14 20:27:19
February 14 2013 20:11 GMT
#45
On February 15 2013 04:06 Rabiator wrote:
Show nested quote +
On February 15 2013 03:20 Spyridon wrote:
The fact that you need someone else to post it on the Blizzard forums basically proves what I was saying earlier... that you don't even play the beta yet are complaining about balance. Why is that even allowed on these forums?


Because you only need functioning brains combined with the willpower to use them + Show Spoiler +
compared to "saving them for later" while not using them
to analyze the game and find the really big flaws in the whole design philosophy behind SC2. Obviously you must be open minded enough to allow yourself to think about such things ...


Everyone knows that things play on different in-game than they do on paper. To really understand a problem with the balance OR the design of the game, you have to have experience with it. Especially in an RTS game, because RTS games are not based unit-for-unit, instead they are balanced upon timings and counters.

By your logic, then the lead balance and lead game designers of SC2 don't even have to play the game, and that's completely illogical to say the least.

Especially many of the complaints you have stated specifically. You have brought up balance complaints when you know nothing about the balance - watching a game doesn't give you a chance to develop a strategy to counter a certain composition. You have brought up design problems, when you aren't even familiar with the problems. Hell, I even caught you multiple times not even aware of the current balance changes! All these things show you are completely unqualified to participate in a discussion about balance or design.

I've never studied the medical field. Although I did do quite a bit of googling on problems myself or my family had in the past. I've watched some webmd videos. If I decided to go volunteer at the VA hospital would I be qualified to participate in a discussion with the doctors, and furthermore argue with them that I know better than them, the people who have personal experience with the discussed medical problems?

Quite obviously you are right in that the Battle Hellions arent the real problem, but that doesnt change the fact that the last two patches have been rather dubious and highly specific changes which add more rules to the game and make it more complicated ... rather than the reverse. KISS ... its as easy as that. Blizzard is simply putting in too many special conditions and the game would be much better if it had fewer of those ... even if that means not putting in fancy new units.


I can understand some complaints about the spore changes to bio being a very specific change. But the cargo changes are in NO WAY the same situation.

As I stated before, if you haven't fought Hellbat strategies yourself, if you haven't tried to come up with a strategy to counter the usage of them dozens of times, you don't know what the real problem is with the strategy.

Me and my training partner had dozens of matches. We experimented different things. We used the new feature to take control of replays. Doing this we tried to come up with strategies to counter the specific strategy from the earliest point that you are able to scout it. Even in best case scenarios, it was extremely random due to how early the drops came (earlier than you can even have 6 Roaches out). Even if you drop a spine and spore crawler at each base, it was still random. The biggest culprit of this was that each Medivac could hold 4 Hellbats. You could literally trap unitsby dropping bats on each side of them.

Another problem was Hellbats vs Roaches that early in the game were a nearly even battle. Sure, Roaches are supposed to be strong vs Hellbats, and their range is supposed to be longer. But the part that isn't listed on paper, is if you are microing Roaches w/o speed upgrade, they can still hit you with their attack while you are kiting due to the little bit of a delay in the Roaches attack speed. So it's a near trade ON TOP of the fact that you are losing workers.

And as I said, it was extremely random. If you watch the resources lost after a harass, even weak harass resulted in Terran losing less resources than the opponent.

This solution isn't confusing, because units reguarly have different cargo sizes. It's no harder to learn than any other unit in the game.

Also many people are under the impression that Hellbats and Hellions are the "same unit". Even you Rab, as you are still calling them Battle Hellions. But the part you guys don't realize is that they are (mostly) different units. Nobody changes them in mid battle. Because they take 4 seconds just to switch forms, and actually slightly longer because of the animation delay, and during this time they are still as squishy as a Hellion. Even at the Factory you could build either a Hellion or a Hellbat. In effect they are basically different units. It's not even comparable to Tanks because of the difference in range, if you try deploying a Tank they go from low range to high range, Hellions go from higher range to minimal range. To get close enough for them to attack after changing forms you will get them killed. You need to treat them as different units, not the same ones.

Again I need to stress, the cargo changes are not a "special condition". They are just a cargo type for a different unit. That's like saying Corruptors and Broodlords are the same unit. Even if they developed a way to revert Broodlords in to Corruptors, they would still not be the same unit. That's all it comes down to from a balance and design perspective.

And if you have a problem with the "logic" of it, then try applying suspense of disbelief to every other unit in the game first, then come back to Hellion. You will find many more severe problems. If they really need to come up with a way to justify being able to heal them in Hellbat form and not Hellion form, they can do that if it would really make you feel better. But it's not worth the time for them since the important part is the balance of the game. If you'd like I can do it for you: In Terrans studying the Zerg larvae and how they evolve, they discovered a way to combine their mechanic technology with organic tissues and developed the Hellbat as a half-living organic battle suit. Happy now?
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 14 2013 20:27 GMT
#46
On February 15 2013 04:52 i)awn wrote:
Show nested quote +
On February 15 2013 04:33 MstrJinbo wrote:
On February 15 2013 04:24 i)awn wrote:
Some really good points esp about the Terran tech tree. To be honest I think it's mostly unfinished work and Blizzard knows that. The spore +damage to bio and the mine +damage to shields aren't elegant at all. There is a lot to fix and polish.


This sort of comment is really irritating. Elegant and inelegant are completely meaningless terms used to complain about balance changes with giving any kind of thought to it. The way blizzard is putting in tiny moddifications to things like damage bonuses and cargo size are very clever ways to balance the game without as many wide reaching side effects. I'll put it this way. If you are David Kim what is your "elegant" solution to all of this?


It's not about whether things "look" elegant. The term has simply been used so I won't have to drill in the details why a modification is good or bad. I do not have a problem with a hellbat taking more cargo space as long as it addresses the problem. In fact if it really solves all issues; it will be an "elegant" solution to the hellbat drop problem. However as pointed out by the OP; the terran mech tech tree can actually use some modification. Another modification is the new spore +bio damage which was a result of poor design choice. I'll qoute Ben... on this as he really pointed it out:

Show nested quote +
On February 15 2013 03:41 Ben... wrote:
It feels like both with the muta patch and the hellbat patch, Blizzard has got into a cycle of breaking things then breaking other things or doing oddball patches in an attempt to unbreak them rather than simply revoking the bad patch and trying something else.They completely wrecked ZvZ and turned it into a muta war with the muta patch so instead of putting mutas back to how they were or buffing them in a different way that would maybe prevent muta wars they did that awkward patch to spores for ZvZ, then they also had to buff phoenixes to make it so Protoss didn't die to mass muta every game, but because of the buff is still forces muta vs. Protoss into being a really weird matchup where Protoss has to get mass phoenixes or starve and die because they can't expand or move out.


So, wait, by your own admission, you don’t have a problem with the change itself as long as it gets the job done? So you want argue the “artistic merits” of the new balance changes? I mean, that’s is what these arguments are all about. If the balance changes have “natural lines” and if they are easily comprehended by the viewer and player. That flow of the balance and progression of the match ups are pleasing to peoples expectations of the gameplay and feel natural.

I mean, people can have that argument, but I would rather just play more SC2.(Can’t now, on break at work).
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Rucky
Profile Joined February 2008
United States717 Posts
February 14 2013 20:29 GMT
#47
On February 15 2013 03:20 Spyridon wrote:
First I would like to note that it's really messed up that multiple of the people having complaints about this don't even play the beta. It's been really frustrating lately that you can't even have a logical debate/conversation with people here because they like to comment on balance of a game that they haven't even played and act like they know better than the people who do.

While I can understand some debate on Patch 13 (even though after fitting OL Speed in to my build order it's making a much bigger difference than I thought it would, and so far I've countered Mutas pretty well with Spore/Hydra - seems these changes have better results during testing than in theory) I disagree with the complaints about patch 14 completely.

Contrary to the complaints, Hellbats alone aren't the problem. How many times have you felt it was impossible to deal with Hellbats that marched across the map? That's not asking if you have ever lost to a push that involved Hellbats, that's asking if it seems impossible to deal with. They are easily counterable if used in that fashion. This indicates that Hellbats alone are not the problem.

The complaints about their cost of only minerals is pretty silly too. And this is coming from a Zerg player (when all Zergs units who counter Hellbats cost gas). You can't expect each race not to have their own advantages and disadvantages, and I wouldn't want to take this advantage away. This is more similar to BW balance where Vultures didn't cost gas either, while having different strengtths they were used for harass in every matchup and were completely game changing in some.

A lot of people have claimed the Medivac Thrusters are the problem, if that's the case then how come every other unit in the game isn't problematic when you patch them in to Medivacs? This makes it obvious that the problem isn't Medivacs, and Hellbats alone aren't a problem without Medivacs.

So whats the problem? It's their synergy. But the synergy between them DOES require a bit of micro, so it can be a good thing. That's why the change they did actually WAS an elegant change. It kept the synergy between the 2 units in the game, made it require EVEN MORE micro, it delayed the tech for the same early aggression enough for it to be defendable but still viable with good micro, and it didn't nerf the base units at all (which aren't havent issues in other circumstances).

I also find complaints about Hellbat supply silly. A lot of people try to attack this change for its "logic" and act like that has any basis on game balance or game design decisions, when it's neither. Considering it's relativity to everything else in the game, this is nothing but a nitpick. Where is the logic in fitting Thors in to a medivac, for fitting only 8 marines when you would be able to fit far more of them in a single vehicle? Where is the logic in Zerg cargo?

Let's not get it twisted, cargo size is NOT for the "logic", it's for the balance of the game, plain and simple. This is exactly why the change makes sense - because it's the best thing for balance. Anyone claiming this change is bad balance or bad game design should be ashamed of themselves because they aren't valuing either of those 2 ideals. Your suspension of disbelief is for some reason not applying to the cargo changes, but your still suspending your disbelief of dozens of other illogical things that happen in the game, because it's a game and not a simulation, and you have to suspend your disbelief in every game to sacrifice for game design and balance. Otherwise Battlecruisers would block the entire field and destroy as many units as 4 nukes can every time they came crashing to the ground.

I also find the arguments of the OP poorly thought out. He says "but now only 2 Hellbats can fit in a Medivac in arguably one of the most illogical, and inefectual, ways to nerf Hellbat drops". How could you say it's ineffectual? Have you actually played against it since patch? It's much easier to hold off. And I already explained the problem was with the synergy between the two units. This means it IS a logical change. It nerfs the synergy between the units, makes it come out at a later timing for the same amount of aggression, while still keeping it as a viable strat, just later in the game and requiring more micro. All the other people here who have proposed fixes would not accomplish all that this change did, and would cause other balance issues in the game. It's the most logical idea that anyone has discussed here... I don't understand how people could be so ignorant that they complain about things without actually testing them, or without actually analyzing what the actual problem is with the strategy...

Also the argument in the OP about "If Blizzard wants to retain the current power level of the Hellbats, then the problem Blizzard has to address is the timing of the Hellbat drops and the tech advancement of the Terran race."... That's exactly what this nerf did!!! How can you not see that? For a 4 hellbat drop it used to get in to the enemy base at 6:30, now you can get a 4 hellbat 2 medivac drop in the base at 7:12. This is directly addressing the timing of the drops. This is also in line with the early aggression for the other races as well. This shows how illogical this entire topic is, when it's masking itself as if it's discussing logic and good game design. Even the changes that were healthy for the game design and logical get complained about, and the arguments against them are completely illogical.

Then look at how the OP claims the problem is one thing, and then other posters claim it's other things. From Hellbats themselves, to Medivacs, to Terrans tech advancement. So apparently every aspect of the race is a problem. And people have problems with every other race too. People just complain about everything and it's in no way healthy at all. Thank god the game is not balanced or designed around this kind of mindset.

Then on to the issue of Reapers, which brings up another great example. When they first did the Reaper changes people were making just as big of a shit storm as they are making for the current changes. But now people are actually complaining about Reaper harass? This speaks volumes for how fickle the community is and how silly it is that they complain about every damn thing without trying the changes themselves. This is the exact thing that frustrates me and the reason I'm responding to this post. Even though people should have learned from the past, they still make the same mistakes, and go on complaining about everything when things didn't turn out how they expected last time either.

Also, the OP's Reaper complaints show a bit of ignorance about the balance of the game as well. Because if they go with a heavy harass based strat such as reapers in to hellbats they are sacrificing the strength of a mid game push significantly, leaving them vulnerable to aggression. Something that the OP goes on to say is a good thing in the next paragraphs. The strat being discussed has very big weaknesses that could be exploited, and isn't a problem in balance atm.

Widow mines in TvZ aren't a problem either. The harass can be deadly if you aren't ready for it, but can easily be countered if you scout and prepare for it, as it should be. Contrary to your claims you CAN be aggressive on a player that uses them for defense, it just requires micro. Likewise if the mines are microed well and have good placement they can be useful against Zerg. In both cases they require micro for both players (and not just drop one and forget) so what's the problem?

Let's not even get in to all the multitudes of ways that your proposed change of Overseer tech would be unhealthy for the game and unbalanced in every matchup, giving easy denial of tech strats for the early game that have the potential to ravage enemies early game, and far more powerful scouting with changelings, and by far the earliest mobile detection in game. Every matchup would be ravaged.

Also the claims that Zerg lost early game aggression... I'm a Zerg player who has off raced Terran a bit since HotS. Zerg did not lose early game aggression in any way, our early game aggression is even stronger than it was in WoL and we have more options than we did before. The ZvT matchup is an amazing matchup atm, probably the best in the game, and definitely way more exciting than it was in WoL. It honestly sounds like you aren't a Zerg player because if you were I doubt you would be claiming those things, which brings up the subject as to why you are complaining about balance of a race you dont play?

The fact that you need someone else to post it on the Blizzard forums basically proves what I was saying earlier... that you don't even play the beta yet are complaining about balance. Why is that even allowed on these forums?



Ahh...that's the stuff.

True Tip: Play some HOTS!

It is majorly fun and the recent patches just made it overall better to play. To get a better experience and insight, play random. You will see that:

1) the hellbat fixed was actually a pretty "slick" fix and doesn't affect how it works in the main army
2) free siege tech makes perfect sense for a siege unit - want siege unit build siege unit
3) widow mines are very dynamic units and creates interesting play with its 3 second burrow (and the upgrades IS actually useful)
4) spores buff made defensive hydra/infestor play viable while a player with better muta control can still take games
5) zerg has no problem with early widow mines (you can already see them...just run 1 zergling in and you may pass) or any real need for early mobile detection
6) reapers are actually way better than it ever was. the trade off between damage and speed is at a fun state.

I won't get into protoss because the OP is specifically talking about T and Z. One thing I agree with the OP is that the blue flame will rarely be upgraded. Whether that is a problem is blizzards call on how they want the game to be. Blue flame to hellions is like cloak to banshees, you can use them to harass without it, but it'll make the harass stronger and requires more to defend it. Other than for that purpose it won't be used. I do feel that hellbats w/ medivacs are a bit overly strong early on against zealots and zerglings and makes you not want to build any zealots/zerglings as long as hellbats are on the field. Perhaps a fix would make the blue flame upgrade give the (+5 vs light) to hellbats as well and make hellbats do 18 + 7 light preupgrade.

Also, TBH the bio tag and healing doesn't bother me, a marauder is also a guy in a mechanical suit...so is the marine actually.

I've played 100+ games as random on HOTS
Beyond the Game
Big J
Profile Joined March 2011
Austria16289 Posts
February 14 2013 20:35 GMT
#48
OK... so I was expecting to see some analysis on things like "bio tag on a unit morphed from a car" or "too many damage/armor types in the game" after reading the thread title and the opening line. Instead you made a lengthy post about how hatch tech Overseers would have a similar effect on TvZ as hatch tech spore+overlord speed.

To be honest, you are hardly touching design concepts here. Tech requirements are in the game 90% for balance reasons to begin with.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-02-14 20:43:45
February 14 2013 20:40 GMT
#49
On February 15 2013 04:50 Beakyboo wrote:
I don't recall them making any awkward changes like this in WoL (although snipe +damage to psionic was a little strange) and it was reasonably balanced throughout its lifetime. There were stat tweaks here and there, but you never had oddly specific changes like +damage to shields.


Really?

Are you forgetting the biggest complaint of WoL was because nearly every single unit in the game was based upon hard-counters?

Are you forgetting the balance changes to Fungal, how Ultralisks used to be balance, how Reapers used to be, how Voids used to be, how Marauders used to be at release, their numerous changes to how massive unit counters worked? What about how bunker and turret pushes were at release and how they were handled through patches? And those are just a few of the examples I can think of off hand.

Things are much less specific than WoL was, and units in general are much less "hard counters" than they used to be in WoL. This is exactly why the matchups involve many more units than they used to in WoL. In WoL you could use the same strat with the same units in every game, and barely have to adapt based upon what you scout.

It's not like that anymore, theres much less early cheese, the early aggression timings are all ~7mins for all races and involve more scouting than before, and races have to adapt based upon what they scout much more rather than go the same path the whole game. Even Zerg (which had the least options in WoL) has many more options, and the other races got more variations than Zerg did in HotS (especially when it comes to early game). But even with the least amount of new options, Zergs in a much better state than they were in WoL.

It's funny that WoL got a ridiculous amount of complaints about these things, and they were problems through the entire lifetime of WoL, then they got changed in HotS for that specific reason... and now people are acting like they were never probs in WoL but are now??? It's crazy... People need to actually play the game before complaining.

On February 15 2013 05:35 Big J wrote:
To be honest, you are hardly touching design concepts here. Tech requirements are in the game 90% for balance reasons to begin with.


Exactly. But that's because you can't understand the design or balance decisions without actually playing the game. I guess sometimes a hater just gotta hate...
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
February 14 2013 20:51 GMT
#50
I do think that using the term "fundamental design issues" generally means you don't know what you're talking about. What often happens is that someone points out what he dislikes about the game, then adds the meaningless comment of "fundamental design issue" at the end to make it more ominous. A game is just a set of rules that end up creating gameplay, any particular ruleset might not give you the gameplay you like, but that's not the fault of the game, that's just a mismatch in expectations. (similar to music taste, really) And if enough people dislike something about a game, then that's cause for alarm, that's about it.

Elegant and inelegant are dangerous terms, since everyone will have different standards and different definitions of it, so obviously there's a risk for the discussion to devolve into arguing about semantics. Mind you that some people think that chess is an example of incredibly inelegant design thanks to all the different rules for the units, and they'll go post on chess forums that Go is the more elegant and better game, whereas I personally consider such debates annoying.

Furthermore, balance in a competitive game is something that's impossible to get right. Either you use bandaids or you accept that you won't have decent balance or even good gameplay. This would even include different armor types, a good example of bandaid fixes to allow units to work in exactly the way we'd like them to.

Personally I think that one should aim for, say, a solid foundation and then a sort of varnish on top of it to obscure all the slight imbalances. (Of course, this is very abstract and it's not something I can really use in an argument, as something the game measurably fails at. ) In this sense it's okay to come up with all these complicated rules for the hellbat, just to get it to work. I have some misgivings, however: varnish should only be applied to a finished product, this early in the metagame for HotS, such a set of specific rules for the hellbat seems like it would leave strange artifacts once the metagame progresses.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Cyro
Profile Blog Joined June 2011
United Kingdom20326 Posts
February 14 2013 20:57 GMT
#51
Why not give queens detection
jesus christ
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
llIH
Profile Joined June 2011
Norway2147 Posts
February 14 2013 21:01 GMT
#52
On February 15 2013 05:57 Cyro wrote:
Show nested quote +
Why not give queens detection
jesus christ


Haha indeed. Talk about giving the zerg everything :D
Topdoller
Profile Joined March 2011
United Kingdom3860 Posts
February 14 2013 21:09 GMT
#53
On February 15 2013 05:57 Cyro wrote:
Show nested quote +
Why not give queens detection
jesus christ



Yes my Son
Beakyboo
Profile Joined May 2010
United States485 Posts
February 14 2013 21:18 GMT
#54
On February 15 2013 05:40 Spyridon wrote:
Show nested quote +
On February 15 2013 04:50 Beakyboo wrote:
I don't recall them making any awkward changes like this in WoL (although snipe +damage to psionic was a little strange) and it was reasonably balanced throughout its lifetime. There were stat tweaks here and there, but you never had oddly specific changes like +damage to shields.


Really?

Are you forgetting the biggest complaint of WoL was because nearly every single unit in the game was based upon hard-counters?

Are you forgetting the balance changes to Fungal, how Ultralisks used to be balance, how Reapers used to be, how Voids used to be, how Marauders used to be at release, their numerous changes to how massive unit counters worked? What about how bunker and turret pushes were at release and how they were handled through patches? And those are just a few of the examples I can think of off hand.

Things are much less specific than WoL was, and units in general are much less "hard counters" than they used to be in WoL. This is exactly why the matchups involve many more units than they used to in WoL. In WoL you could use the same strat with the same units in every game, and barely have to adapt based upon what you scout.

It's not like that anymore, theres much less early cheese, the early aggression timings are all ~7mins for all races and involve more scouting than before, and races have to adapt based upon what they scout much more rather than go the same path the whole game. Even Zerg (which had the least options in WoL) has many more options, and the other races got more variations than Zerg did in HotS (especially when it comes to early game). But even with the least amount of new options, Zergs in a much better state than they were in WoL.

It's funny that WoL got a ridiculous amount of complaints about these things, and they were problems through the entire lifetime of WoL, then they got changed in HotS for that specific reason... and now people are acting like they were never probs in WoL but are now??? It's crazy... People need to actually play the game before complaining.

Show nested quote +
On February 15 2013 05:35 Big J wrote:
To be honest, you are hardly touching design concepts here. Tech requirements are in the game 90% for balance reasons to begin with.


Exactly. But that's because you can't understand the design or balance decisions without actually playing the game. I guess sometimes a hater just gotta hate...


All the WoL changes you mentioned were much more natural tweaks to the units than adding "+ damage to shields" or "+ damage to mutalisks." Changing the build/research time of something or changing its damage is hardly the kind of change being referred to here. I get the feeling that this concept is going right over your head.

You're rambling about a lot of stuff that's totally irrelevant here. This has nothing to do with balance. From a balance perspective I might want to individually tune every unit's damage against every other unit. Point is these changes are weird, and I'm pretty damn sure that there's more natural fixes.
Rucky
Profile Joined February 2008
United States717 Posts
February 14 2013 21:41 GMT
#55
On February 15 2013 06:18 Beakyboo wrote:
Show nested quote +
On February 15 2013 05:40 Spyridon wrote:
On February 15 2013 04:50 Beakyboo wrote:
I don't recall them making any awkward changes like this in WoL (although snipe +damage to psionic was a little strange) and it was reasonably balanced throughout its lifetime. There were stat tweaks here and there, but you never had oddly specific changes like +damage to shields.


Really?

Are you forgetting the biggest complaint of WoL was because nearly every single unit in the game was based upon hard-counters?

Are you forgetting the balance changes to Fungal, how Ultralisks used to be balance, how Reapers used to be, how Voids used to be, how Marauders used to be at release, their numerous changes to how massive unit counters worked? What about how bunker and turret pushes were at release and how they were handled through patches? And those are just a few of the examples I can think of off hand.

Things are much less specific than WoL was, and units in general are much less "hard counters" than they used to be in WoL. This is exactly why the matchups involve many more units than they used to in WoL. In WoL you could use the same strat with the same units in every game, and barely have to adapt based upon what you scout.

It's not like that anymore, theres much less early cheese, the early aggression timings are all ~7mins for all races and involve more scouting than before, and races have to adapt based upon what they scout much more rather than go the same path the whole game. Even Zerg (which had the least options in WoL) has many more options, and the other races got more variations than Zerg did in HotS (especially when it comes to early game). But even with the least amount of new options, Zergs in a much better state than they were in WoL.

It's funny that WoL got a ridiculous amount of complaints about these things, and they were problems through the entire lifetime of WoL, then they got changed in HotS for that specific reason... and now people are acting like they were never probs in WoL but are now??? It's crazy... People need to actually play the game before complaining.

On February 15 2013 05:35 Big J wrote:
To be honest, you are hardly touching design concepts here. Tech requirements are in the game 90% for balance reasons to begin with.


Exactly. But that's because you can't understand the design or balance decisions without actually playing the game. I guess sometimes a hater just gotta hate...


All the WoL changes you mentioned were much more natural tweaks to the units than adding "+ damage to shields" or "+ damage to mutalisks." Changing the build/research time of something or changing its damage is hardly the kind of change being referred to here. I get the feeling that this concept is going right over your head.

You're rambling about a lot of stuff that's totally irrelevant here. This has nothing to do with balance. From a balance perspective I might want to individually tune every unit's damage against every other unit. Point is these changes are weird, and I'm pretty damn sure that there's more natural fixes.


I don't see what's the big deal of +damage to shield or +damage to bio. It's not unnatural. It's not like the +damage to bio or +damage to shield is anything new. Archons have +damage to bio. EMP is practically +damage to shield. removing 100 shield....same thing. Technically widow mines attacks are spells to begin with so you can just think of it as a rocket that does damage with a mini emp shell attached. These changes aren't any weirder than what is already in the game.
Beyond the Game
Niska
Profile Joined March 2011
31 Posts
February 14 2013 21:48 GMT
#56
There is a simple way to stop all noob bitching in its tracks. Since TL won't have users connect their BNET accounts to TL so we can see how noob these noobs really are, we should instead FORCE a replay. If you have a problem with balance please show a replay where you encountered this problem. I bet these forums would die down a lot! But TL won't get its view numbers if they do this.
It won't happen but anyone without a replay I take with a grain of salt and a rip of a bong. To many illinformed posts going around and its aggrivating to those who want to help Blizzard and help SC2 become even better. There will still be stupid posts but at least we can say hey your silver and in your replay you clearly did not even see the medivac coming a mile away and drop BH in your mineral line, and then the silver player can't spew BS like he is GM.
Spyridon
Profile Joined April 2010
United States997 Posts
Last Edited: 2013-02-14 22:11:58
February 14 2013 22:09 GMT
#57
On February 15 2013 06:18 Beakyboo wrote:
Show nested quote +
On February 15 2013 05:40 Spyridon wrote:
On February 15 2013 04:50 Beakyboo wrote:
I don't recall them making any awkward changes like this in WoL (although snipe +damage to psionic was a little strange) and it was reasonably balanced throughout its lifetime. There were stat tweaks here and there, but you never had oddly specific changes like +damage to shields.


Really?

Are you forgetting the biggest complaint of WoL was because nearly every single unit in the game was based upon hard-counters?

Are you forgetting the balance changes to Fungal, how Ultralisks used to be balance, how Reapers used to be, how Voids used to be, how Marauders used to be at release, their numerous changes to how massive unit counters worked? What about how bunker and turret pushes were at release and how they were handled through patches? And those are just a few of the examples I can think of off hand.

Things are much less specific than WoL was, and units in general are much less "hard counters" than they used to be in WoL. This is exactly why the matchups involve many more units than they used to in WoL. In WoL you could use the same strat with the same units in every game, and barely have to adapt based upon what you scout.

It's not like that anymore, theres much less early cheese, the early aggression timings are all ~7mins for all races and involve more scouting than before, and races have to adapt based upon what they scout much more rather than go the same path the whole game. Even Zerg (which had the least options in WoL) has many more options, and the other races got more variations than Zerg did in HotS (especially when it comes to early game). But even with the least amount of new options, Zergs in a much better state than they were in WoL.

It's funny that WoL got a ridiculous amount of complaints about these things, and they were problems through the entire lifetime of WoL, then they got changed in HotS for that specific reason... and now people are acting like they were never probs in WoL but are now??? It's crazy... People need to actually play the game before complaining.

On February 15 2013 05:35 Big J wrote:
To be honest, you are hardly touching design concepts here. Tech requirements are in the game 90% for balance reasons to begin with.


Exactly. But that's because you can't understand the design or balance decisions without actually playing the game. I guess sometimes a hater just gotta hate...


All the WoL changes you mentioned were much more natural tweaks to the units than adding "+ damage to shields" or "+ damage to mutalisks." Changing the build/research time of something or changing its damage is hardly the kind of change being referred to here. I get the feeling that this concept is going right over your head.

You're rambling about a lot of stuff that's totally irrelevant here. This has nothing to do with balance. From a balance perspective I might want to individually tune every unit's damage against every other unit. Point is these changes are weird, and I'm pretty damn sure that there's more natural fixes.


+damage to anything has to do with balance. And it's in no way irrelevant. Your complaint was about units having +damage to a specific unit type. I gave many examples of WoL having more widespread usage for nearly every unit compared to HotS. You even gave an example of +psionic yourself, basically proving your own point false.

They are all +damage to a specific unit type. Yet you decide to determine which are natural or not. So I guess psionic is more natural than shields or bio, or more natural than nearly every unit hard-countering a specific unit type such as it was in WoL. Okay then...

What about the fact that everyone praises BW for it's balance, and they had specific damage types that ALWAYS did extra damage to shields? Also people act like having +damage to something specific will make the game "too hard and complicated to learn", when BW's damage types were in no way transparent to anyone who didn't do research. And the effect of unit specific abilities were much harder to understand without testing, for example how Devourer spores didn't affect Carriers, etc.

BTW, Mutas arent the only air bio unit. So just the fact that you have to word it as "+damage to Mutalisks" shows how much you are reaching and how desperate you are to find something to complain about.

How could you claim none of this has to do with balance? Everything that has to do with damage factors in to balance. The fact of the matter is there are much less hard-counters in HotS than WoL, you are using more units, and more micro. This means HotS is much more similar to BW than WoL. Yet people still complain...

On February 15 2013 06:48 Niska wrote:
There is a simple way to stop all noob bitching in its tracks. Since TL won't have users connect their BNET accounts to TL so we can see how noob these noobs really are, we should instead FORCE a replay. If you have a problem with balance please show a replay where you encountered this problem. I bet these forums would die down a lot! But TL won't get its view numbers if they do this.


That would be marvelous.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
February 14 2013 22:11 GMT
#58
Between emp mines and overweight hellions Blizz is chucking flavor out the window
Hark, what baseball through yonder window breaks?
Qikz
Profile Blog Joined November 2009
United Kingdom12025 Posts
February 14 2013 22:20 GMT
#59
On February 15 2013 07:11 Thieving Magpie wrote:
Between emp mines and overweight hellions Blizz is chucking flavor out the window


This really doesn't actually mean anything at all.

The added damage to shields on widow mines was to make them actually good against toss again without making them crazy, crazy strong against zerg and terran. The big thing with the mines is that the only race before that patch they were useless against was Toss and if anything it was against Toss that they needed to be good. They couldn't even kill a damn zealot :p

After the patch I've definately found a lot more use for widow mines in TvP (I play Tank/Hellion/Hellbat/Viking) and it's great. I finally have a support unit that can defend against flanks, although I would prefer if it was 1 supply. My army always suffers because of it and having them close to my army causes more minedrags than good :p

Flavour doesn't matter. Game balance does.

They couldn't buff spores against toss or Terran as they're already amazing, so to help against mutas they gave some bonus damage to them. There's nothing wrong with it, Broodwar had tons of that sort of stuff it's just it wasn't written in game.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Logo
Profile Blog Joined April 2010
United States7542 Posts
February 14 2013 22:25 GMT
#60
On February 15 2013 07:20 Qikz wrote:
They couldn't buff spores against toss or Terran as they're already amazing, so to help against mutas they gave some bonus damage to them. There's nothing wrong with it, Broodwar had tons of that sort of stuff it's just it wasn't written in game.


Could you give examples of stuff like that in BW?
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