• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 09:24
CEST 15:24
KST 22:24
  • 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
[ASL19] Finals Recap: Standing Tall9HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0TL Team Map Contest #5: Presented by Monster Energy6
Community News
Flash Announces Hiatus From ASL62Weekly Cups (June 23-29): Reynor in world title form?13FEL Cracov 2025 (July 27) - $8000 live event21Esports World Cup 2025 - Final Player Roster16Weekly Cups (June 16-22): Clem strikes back1
StarCraft 2
General
Program: SC2 / XSplit / OBS Scene Switcher The SCII GOAT: A statistical Evaluation Statistics for vetoed/disliked maps Weekly Cups (June 23-29): Reynor in world title form? PiG Sty Festival #5: Playoffs Preview + Groups Recap
Tourneys
RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament WardiTV Mondays FEL Cracov 2025 (July 27) - $8000 live event Korean Starcraft League Week 77
Strategy
How did i lose this ZvP, whats the proper response Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome Mutation # 478 Instant Karma Mutation # 477 Slow and Steady
Brood War
General
Player “Jedi” cheat on CSL SC uni coach streams logging into betting site Flash Announces Hiatus From ASL Practice Partners (Official) ASL20 Preliminary Maps
Tourneys
[BSL20] Grand Finals - Sunday 20:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL20] GosuLeague RO16 - Tue & Wed 20:00+CET
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread Nintendo Switch Thread What do you want from future RTS games? Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Summer Games Done Quick 2025! Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion NBA General Discussion TeamLiquid Health and Fitness Initiative For 2023 NHL Playoffs 2024
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Blogs
Culture Clash in Video Games…
TrAiDoS
from making sc maps to makin…
Husyelt
Blog #2
tankgirl
StarCraft improvement
iopq
Trip to the Zoo
micronesia
Customize Sidebar...

Website Feedback

Closed Threads



Active: 715 users

Dustin Browder and Zerg Army Diversity - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 9 Next All
ROOTslush
Profile Joined March 2010
Canada170 Posts
April 01 2010 16:14 GMT
#141
Zerg needs another utility/spell caster unit AND a defensive unit (lurker)
cyllu2
Profile Joined February 2010
Sweden74 Posts
April 01 2010 17:02 GMT
#142
About the Infestor: Fungal is an ok spell, but the other two spells are ridiculous. I mean, Dark Archon had a permanent, long-range mind control in bw and no one ever used it. In this game, it's not permanent, it has a short range, and it's telegraphed which unit is doing the mind controlling. Also, they first had it limited to BIONIC units. That's mind-boggingly stupid. Then all this talk about making it a core part of the gameplay, and a few days later they nerf it. Stuff like that is why I have no hope left for Zerg and why I'm attempting to switch to Terran despite their being kinda broken as well.
what
Jyxz
Profile Joined November 2009
United States117 Posts
April 01 2010 17:16 GMT
#143
SC1: terran has 12 units
toss has 13
zerg 10
This is Jimmy
reallogic
Profile Joined October 2008
United States65 Posts
Last Edited: 2010-04-01 19:53:23
April 01 2010 19:27 GMT
#144
I don't know if its really been suggested but I think this might be an interesting way to put lurkers back into the game.

In broodwar lurkers gave zerg a very tactical T2 unit that allowed for many many options when fighting terran, and protoss. It opened the door for solid containment strategies, harassment options with drop or run bys to areas of the opponents base with out detection. However, the lurker was removed from SC2 due to it "not being used" in internal testing, which personally I feel was due to it's placement at T3.

My suggestion is as follows. Put the lurker back in as a T2.5 unit, but instead of upgrading from the hydralisk make it upgrade from the roach, after researching lurker aspect at the roach warren after the lair completes. As for dmg from the lurker I think having 8x3 + 6 vs armored would be a good starting point as it would allow them to 2 shot marines (as per BW) and 3 shot Marauders, it would also mean that the +1 armor upgrade for terran infantry would make them 3 shot marines and 4 shot marauders. This would definitely allow for much more tactical play from zergs than we are currently seeing. It would also open up many more strategies in which roaches are not playing such a dominant role as they are being morphed to lurkers.

edit: I also think that this would flesh out T2 enough to allow the infestor to be moved to T3 or to at least have some T3 upgrades to make it a more viable late game caster. Obviously I'm not saying bring back dark swarm but maybe removing infested terran and replacing it with a T3 upgradeable spell would help add even more diversity to the zerg as a whole.

I posted this on the beta suggestion forums as well.
"Reality is merely an illusion, albeit a very persistent one." - Albert Einstein
Postaljester
Profile Joined December 2002
United States128 Posts
April 01 2010 20:18 GMT
#145
why do zerg need the same number of combat units as the other races? if protoss wants to switch from ground to air is has to mass up stargates. if zerg wants to they only need to build 1 building.
If you cant do something well, learn to enjoy doing it poorly
reallogic
Profile Joined October 2008
United States65 Posts
Last Edited: 2010-04-01 20:21:54
April 01 2010 20:21 GMT
#146
On April 02 2010 05:18 Postaljester wrote:
why do zerg need the same number of combat units as the other races? if protoss wants to switch from ground to air is has to mass up stargates. if zerg wants to they only need to build 1 building.


I don't think any one is saying they need the same number of combat units. People are mostly saying that they lack diversity and that the easiest way to introduce more diversity into the zerg race as a whole, at this point, is going to be adding in just one more combat unit.

As per my last post, I think that that would open up a lot of options for blizzard to diversify the zerg race on the whole and make it more interesting for everyone to play and play against.
"Reality is merely an illusion, albeit a very persistent one." - Albert Einstein
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 01 2010 20:52 GMT
#147
The key to army diversity isn't more units, it's modifying the existing units to handle much differently from each other and assume different roles. I feel that there's just too much overlap between units and too little diversity of use. Because Zerg is supposed to be the race that is most able to mass up units, there should be a few "core" units that are easily massable and a few "support" units that are used mainly for holding position, casting abilities, or defending expansions. I think the diversity problem arises because Zerg is given too many units that are made to mass and not enough units that are usually fewer in number due to supply cost/tech cost/resource cost but play crucial supporting roles. This also comes from the fact that units are made to be effective enough on their own.
REEBUH!!!
reallogic
Profile Joined October 2008
United States65 Posts
Last Edited: 2010-04-01 21:25:19
April 01 2010 21:24 GMT
#148
On April 02 2010 05:52 LunarC wrote:
The key to army diversity isn't more units, it's modifying the existing units to handle much differently from each other and assume different roles. I feel that there's just too much overlap between units and too little diversity of use. Because Zerg is supposed to be the race that is most able to mass up units, there should be a few "core" units that are easily massable and a few "support" units that are used mainly for holding position, casting abilities, or defending expansions. I think the diversity problem arises because Zerg is given too many units that are made to mass and not enough units that are usually fewer in number due to supply cost/tech cost/resource cost but play crucial supporting roles. This also comes from the fact that units are made to be effective enough on their own.


LunarC,

I pretty much agree with everything you said here. However, I feel that you can't really give each unit completely different roles if you don't have a large enough unit base. I mean you can very well introduce diversity by modifying existing units and re-defining their roles. However, this becomes much easier to do with a larger unit base.

The Zerg at the moment have 2 - 3 less combat units than the other races. By adding one unit that offers many tactical options, such as the lurker, you open up a lot of doors for the rest of the units to become more specialized. Personally I don't feel that you can diversify the units Zerg has enough to make the difference we would like to see as a whole, because doing so with so few units would narrow the options the Zerg have in any given situation.

To me it just seems because of the limited unit count Zerg has, not adding a unit while specializing each of the Zerg units, that are currently in the game, would lead to more hard counters when that is definitely not what the community on the whole has shown that they want to have happen.
"Reality is merely an illusion, albeit a very persistent one." - Albert Einstein
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 02 2010 01:05 GMT
#149
Blizzard has already said that the Lurker isn't in place because the Baneling overlaps this role.

Hard counters are specific numerical advantages given to a unit, such as the Roach with high hitpoints, attack, and 2 armor. What I mean when I talk about different roles is modifying existing units to have multiple situational uses. For example, in Starcraft 1 the Lurker was used to hold position either outside of the opponent's base, or was used defensively to hold expansions. The Baneling is the best example of a unit that has diverse use, in this case.

Right now I think that many of the new units, such as the Roach and the Corruptor, have the potential to really diversify the Zerg race. Each has a special ability, but neither really encourage diverse use of the unit. Perhaps if Blizzard can modify numbers and give them abilities that make them work very differently from other units rather than abilities that encourage cute tactics like sneaking into bases or corrupting buildings, it would make the Zerg race feel more diverse.

Example: For Roach, replace Tunneling Claws with Calcification, allowing a Roach to temporarily morph into an immobile Chrysalis with 200 hitpoints and 4 armor. Takes 3 seconds to morph in and out and retains identical percentage damage. A Chrysalis can be burrowed, but a Roach cannot be Calcified when burrowed. Attack priority on a Chrysalis is lowest, as workers should be -,-

The Infestor could also stand to have more interesting abilities. It's just that the abilities don't have enough of an impact. Actually, I'd advocate buffing every single ability in the game.
REEBUH!!!
0mgVitaminE
Profile Joined February 2009
United States1278 Posts
April 02 2010 01:21 GMT
#150
On April 02 2010 02:16 Jyxz wrote:
SC1: terran has 12 units
toss has 13
zerg 10

Even so, zerg in sc1 was much more diverse than it is in sc2. Each matchup had different unit compositions, and even if you used the same composition how you used each unit changed. Mutas are a great example of this, as their role changes drastically from mid game ZvT to ZvP.
Hi there. I'm in a cave, how bout you?
reallogic
Profile Joined October 2008
United States65 Posts
Last Edited: 2010-04-02 01:49:24
April 02 2010 01:47 GMT
#151
On April 02 2010 10:05 LunarC wrote:
Blizzard has already said that the Lurker isn't in place because the Baneling overlaps this role.


Do you have a link to where Blizzard said this?

As far as I know the only Blizz said about removing the Lurker was that it was due to it being under used.

On April 02 2010 10:05 LunarC wrote:
Hard counters are specific numerical advantages given to a unit, such as the Roach with high hitpoints, attack, and 2 armor.


Yes, I would agree. Hard counters are numerical advantages given to certain units when facing off against other units to such an extent that unless the unit being counters has vastly superior numbers the hard counter is always going to win, ala roach vs immortal.

On April 02 2010 10:05 LunarC wrote:
What I mean when I talk about different roles is modifying existing units to have multiple situational uses. For example, in Starcraft 1 the Lurker was used to hold position either outside of the opponent's base, or was used defensively to hold expansions. The Baneling is the best example of a unit that has diverse use, in this case.


See I don't know if the current Zerg units have the ability to be modified to an extent to allow for the flexibility and tactical diversity that units like the Lurker and even the BW Mutalisk had. Don't get me wrong I have faith that Blizzard will get things worked out as they have proven to be very responsive to the community through out the beta thus far. I just really feel that the small number of units compared to Protoss and Terran is limiting what Blizzard is currently able to do with the Zerg.

On April 02 2010 10:05 LunarC wrote:
Right now I think that many of the new units, such as the Roach and the Corruptor, have the potential to really diversify the Zerg race. Each has a special ability, but neither really encourage diverse use of the unit. Perhaps if Blizzard can modify numbers and give them abilities that make them work very differently from other units rather than abilities that encourage cute tactics like sneaking into bases or corrupting buildings, it would make the Zerg race feel more diverse.


I agree that adding new abilities to current units could definitely help diversity. I also feel that adding in a new unit or the lurker back to T2 as a morphed unit from the roach would be a good start. Like I said before I just don't feel Zerg has enough units to truly have each unit be specialized with out causing them to become hard counters in a lot of situation.

"Reality is merely an illusion, albeit a very persistent one." - Albert Einstein
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
April 02 2010 02:04 GMT
#152
On April 02 2010 10:47 reallogic wrote:
See I don't know if the current Zerg units have the ability to be modified to an extent to allow for the flexibility and tactical diversity that units like the Lurker and even the BW Mutalisk had. Don't get me wrong I have faith that Blizzard will get things worked out as they have proven to be very responsive to the community through out the beta thus far. I just really feel that the small number of units compared to Protoss and Terran is limiting what Blizzard is currently able to do with the Zerg.


To be totally honest, this is the kind of problem that I would prefer to see solved in an expansion. After all, Lurkers weren't in SC1; they were in SC1's expansion. And didn't the Zerg have the same problems in SC1 compared to BW? A bunch of A-move units, right? Zerglings, Hydralisks, Mutalisks. Queens were useless, so Zerg play centered around surviving Tier 2 to get to Tier 3.

The Infestor should get some improvements. A simple buff to Infested Terrans would be a strong start; make them more dangerous. And allowing Neural Parasite to work at longer ranges would also help. But it's current suite of spells is reasonably functional.

Even so, I think that the Zerg are a fairly full race at present. They cover all the bases and all of their units seem legitimately useful, if somewhat circumstantial for some (though Corruptors really need a damage buff).

I think that the key to dealing with the problem is seeing how Zerg play evolves as players learn how to play Zerg. And beta, unless it's a good year or so long, is probably not long enough to see that. To know what you need to add to the Zerg to make them better, you need to see how the Zerg are currently being used. You need to make sure that the core Zerg units are doing their jobs. Then, you can branch out into more "gimmicky" units, for want of a better term.

In short, I would rather that they make the Zerg solid for SC2's release, and then use the expansions to give them more flavor.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
reallogic
Profile Joined October 2008
United States65 Posts
Last Edited: 2010-04-02 02:13:02
April 02 2010 02:12 GMT
#153
On April 02 2010 11:04 NicolBolas wrote:
To be totally honest, this is the kind of problem that I would prefer to see solved in an expansion. After all, Lurkers weren't in SC1; they were in SC1's expansion. And didn't the Zerg have the same problems in SC1 compared to BW? A bunch of A-move units, right? Zerglings, Hydralisks, Mutalisks. Queens were useless, so Zerg play centered around surviving Tier 2 to get to Tier 3.


Honestly though this is a serious problem that can be solved now and should be before release. Saying that it can be solved in an expansion is a very true statement. However, why would you make all the Zerg players wait a year or more before their race is as diverse and fun to play as Protoss and Terran?
"Reality is merely an illusion, albeit a very persistent one." - Albert Einstein
LunarC
Profile Blog Joined October 2009
United States1186 Posts
Last Edited: 2010-04-02 05:59:42
April 02 2010 05:58 GMT
#154
On April 02 2010 10:47 reallogic wrote:
Show nested quote +
On April 02 2010 10:05 LunarC wrote:
Blizzard has already said that the Lurker isn't in place because the Baneling overlaps this role.


Do you have a link to where Blizzard said this?

As far as I know the only Blizz said about removing the Lurker was that it was due to it being under used.


The 9th post:
http://forums.battle.net/thread.html?topicId=23766988609&sid=3000

Text:
+ Show Spoiler +
The developers say that Lurkers were taken out because their goal is to keep the unit count of the game as small as possible so that players know their choices and understand their enemy choices as well. They feel that the Roach uses the Lurker's burrow ability well, while Ultralisks and Banelings have the splash damage covered. Many units took over Lurkers’ roles over the period of development, so they didn't think they were as valuable anymore. But we all do miss them!

Well this is our point of view. I think that Lurkers should not really be Tier2 in the current build, because they don't really fit in there and they wouldn't really be a good counter to Roaches, given the fact that ZvZ is a very dynamic matchup and you would probably still prefer Ultralisks or Broodlords at T3. What do you think about it?

RTS Community Team
Blizzard Europe


I agree with the devs except for the fact that Lurkers were placed in a position on the tech-tree that allowed Zerg to smoothly transition into other units rather than having to devote an entire building to it, and that while Lurkers are fairly long-lived and effective in relatively small numbers for offensive and defensive purposes, Banelings demand constant production, using up precious larvae and resources. The main difference between Lurkers and Banelings is that Banelings require much more commitment and are more difficult to transition out of.

The Ultralisk is placed at a very high position in the tech tree and requires many bases to produce in effective numbers. This defeats the purpose of the Lurker which was used either to secure Zerg bases or to restrict the opponent's movements until higher tech units could be produced.

Ideally, I want to see the Roach modified to fit the previous role of the Lurker: Restricting army movement and protecting expansions. The Calcification ability I proposed does exactly this.
REEBUH!!!
IaniAniaN
Profile Joined September 2007
Canada555 Posts
Last Edited: 2010-04-02 07:46:43
April 02 2010 07:46 GMT
#155
I think the problem with them saying that baneling fills that role already is that it shouldn't be looked at that way. For example, looking at the protoss tech tree we can say that collosus and templar serve the same role: killing masses of light/small units. However, both of them are produced and are products of diverging tech trees, that of templar and that of the robo-bay, and they function with different mechnics/skills.

There's no reason lurkers and banelings can't over-lap slightly so long as they are products of diverging tech trees, I mean this happens already with say roaches and hydras to an extent. 'Course I kinda doubt they'll even try to make this kind of change until the next expansion, with the game in this state they can observe the meta-game evolve before deciding on what to add to either spice up, or balance the game further.
newbcake
Profile Joined March 2010
United States57 Posts
April 02 2010 09:02 GMT
#156
maybe it's just me but i don't feel zerg really benefits from varying units. 90% of the time you can get away with building absolutely nothing but drones, zerglings, and mutalisks, or drones, hydras, and roaches. adding some mutas or zerglings to a hydraroach army really doesn't have any impact the way adding some tanks or thors or medivacs would to a terran army.
LunarC
Profile Blog Joined October 2009
United States1186 Posts
April 02 2010 09:42 GMT
#157
Exactly. That's why opposing races should have stronger counters to massed units (Tanks, HSM, Storm) and Zerg units should be modified ability and stat-wise to promote diversity of use. I think all races could benefit from nerfed "easily massable" units and buffed support/special use units. Banelings classify too much as an "easily massable" unit to compare to the Lurker, and Marauders and Roaches are way too beefy to be made "easily massable", yet they are both easily massable.
REEBUH!!!
NicolBolas
Profile Blog Joined March 2009
United States1388 Posts
April 05 2010 10:35 GMT
#158
For example, looking at the protoss tech tree we can say that collosus and templar serve the same role: killing masses of light/small units. However, both of them are produced and are products of diverging tech trees, that of templar and that of the robo-bay, and they function with different mechnics/skills.


True. But this is as much a function of race differences.

Protoss will have a lot of Gateways/WarpGates. Every Robo Facility they make is one (or more) fewer Gateways. And because their tech tree diverges, if you get down to the support Bay, you have gotten no closer to High Templar. Likeways, if you have a Templar Archives, you are no closer than you were before to Colossi.

Zerg do not work like that. They cannot work like that. Their tech tree does not branch. Each building allows the production of one unit, two in a few rare cases. Upgraded units require researching something, morphing a building, or making a new building outright. Upgrading units is the closest thing the Zerg have to a branching tech tree. And even that is fairly minimal, compared to Protoss having divergent tech choices.

Protoss need some overlap between the three trees. Similarly, Terrans need some degree of coverage of the basics from each of the three production buildings; this allows them to pick a building and mass them up, using only a few supporting units from the other buildings.

The Zerg have no such need because their tech tree and production mechanics are fundamentally different. Centralized production means that there is no need to pick what production building to use beforehand; you make your choices when you produce the unit. Because of this, each Zerg unit needs to have a specific function, a single purpose that no other unit steps on or messes with.

Remember, for any given tech level, the Zerg are almost always one building away from being able to mass produce that unit (resource limitations apply, of course).

Now, you could restructure the Zerg tech tree. But if you haven't noticed, the basic structure of the tech trees is something that Blizzard has tried very hard to leave unchanged. So they're almost certainly not going to suddenly break the Zerg tree into some Protoss like fork. It also isn't useful towards the Zerg's nature; it doesn't synergize well with centralized production and so forth.
So you know, cats are interesting. They are kind of like girls. If they come up and talk to you, it's great. But if you try to talk to them, it doesn't always go so well. - Shigeru Miyamoto
Sigge
Profile Joined November 2005
Sweden14 Posts
Last Edited: 2010-04-06 12:24:52
April 06 2010 11:53 GMT
#159
Quite interesting thread!
I posted something similar amongst my first thoughts on the beta on the official forums a while a go.

Either way, I'm currently playing platinum 1on1 and I've got quite some plat 2on2 experience as well and I must say that even though I love Zerg, they are by far the least interesting/fun race to play right now.
They lack diversity and interesting skills for their units.

I really have to agree with the people who suggested to tone down hydras, put them in T1 and give us Lurkers back for T2!
It's really not that strange that they where hardly used before, seeing as they were T3!
We need an offensive spell caster in the lines of the defiler, would be sorta cool to be able to evolve an Infestor into something else T3 which has an offensive set of spells.
Although, already by bringing lurkers back I could already see fungal growth becoming a lot cooler for obvious reasons!

Last but not least I just had to mention the fact that Ultralisks feel quite week/squishy for their cost which is sort of a disappointment..
Lets see who stands when the smoke cleares
Koffiegast
Profile Joined February 2010
Netherlands346 Posts
April 06 2010 15:27 GMT
#160
How about,

hydra to t1 with small dmg nerf
roach to t3 with some tank capacities (better regen/armor)
ultralisk to t2 with some hp/armor nerf and dmg adjusted for t2.

Just a random thought i had 5 secs ago.
Wut
Prev 1 6 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV European League
12:00
Swiss Groups Day 2
WardiTV1007
TKL 389
Liquipedia
FEL
12:00
Cracov 2025: Qualifier #2
IndyStarCraft 307
CranKy Ducklings88
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 421
IndyStarCraft 307
Rex 109
MindelVK 30
StarCraft: Brood War
Sea 10931
Calm 10459
Rain 7347
Bisu 2854
Horang2 2306
Jaedong 1371
Hyuk 1357
Rush 566
Shuttle 500
EffOrt 294
[ Show more ]
Stork 282
Leta 267
Last 265
Mini 254
PianO 194
Hyun 145
ToSsGirL 141
ZerO 92
Movie 74
TY 51
hero 51
JYJ41
Killer 35
ajuk12(nOOB) 23
GoRush 21
JulyZerg 20
Sacsri 19
Free 19
Barracks 15
HiyA 13
Terrorterran 6
ivOry 2
Icarus 2
Dota 2
qojqva3747
XcaliburYe487
canceldota98
League of Legends
singsing3064
Counter-Strike
x6flipin535
zeus470
byalli192
Heroes of the Storm
Khaldor344
Other Games
Gorgc3230
B2W.Neo1518
DeMusliM619
crisheroes379
Fuzer 328
Hui .308
XaKoH 287
RotterdaM155
ArmadaUGS80
KnowMe66
ZerO(Twitch)19
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 59
• iHatsuTV 9
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV808
• Ler96
Upcoming Events
BSL: ProLeague
4h 36m
Dewalt vs Bonyth
Replay Cast
1d 10h
Sparkling Tuna Cup
1d 20h
WardiTV European League
2 days
The PondCast
2 days
Replay Cast
3 days
RSL Revival
3 days
ByuN vs SHIN
Clem vs Reynor
Replay Cast
4 days
RSL Revival
4 days
Classic vs Cure
FEL
5 days
[ Show More ]
RSL Revival
5 days
FEL
5 days
FEL
6 days
Sparkling Tuna Cup
6 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL 2v2 Season 3
HSC XXVII
Heroes 10 EU

Ongoing

JPL Season 2
BSL Season 20
Acropolis #3
KCM Race Survival 2025 Season 2
CSL 17: 2025 SUMMER
Copa Latinoamericana 4
Jiahua Invitational
Championship of Russia 2025
RSL Revival: Season 1
Murky Cup #2
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025

Upcoming

2025 ACS Season 2: Qualifier
CSLPRO Last Chance 2025
2025 ACS Season 2
CSLPRO Chat StarLAN 3
K-Championship
uThermal 2v2 Main Event
SEL Season 2 Championship
FEL Cracov 2025
Esports World Cup 2025
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #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 © 2025 TLnet. All Rights Reserved.