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Do the blizzard people nerf ultralisk on purpose? - Page 3

Forum Index > SC2 General
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Sirot
Profile Joined March 2010
48 Posts
May 23 2010 05:03 GMT
#41
I am surprised that Frenzy is not like Defensive Matrix. Give the Ultralisk a damage shield and protect it from effects that could stop it dead in its track. Reapply the shield as it takes more damage.
MasterAsia
Profile Joined November 2009
United States170 Posts
May 23 2010 05:11 GMT
#42
On May 23 2010 13:57 cartoon]x wrote:
Show nested quote +
On May 23 2010 13:46 MasterAsia wrote:
On May 23 2010 13:25 cartoon]x wrote:
For corruptors, the 20 percent damage increase spell compensates for the attack decrease against colossus somewhat. Although the casting time does translate into a damage reduction. But it also contributes to damage received by ground units. So really, whether it's a nerf to damage against the colossus is debatable and really kind of sketchy. I think the old corruption was more useful, though. I am skeptical about these Ultra changes but I haven't had much experience with them.. Keep in mind, though, zerg already has two great ways of killing light - banelings & fungal growth. I am pretty much certain Ultras do more damage to armored now .. not less. Where did you get this statistic they do less? Did you make it up?
The Frenzy spell cost 25 energy. Let's pretend you have an infestor with 100 energy. It casts fungal growth. Now it has 25 energy left. What do you use it on? You use it on a frenzy.. There are situations where casting Frenzy is worth it. That is unavoidable.


Here is the discussion on why ultralisks do less damage to armored army now:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=126619

No. You must not of read the entire thread. The first part of the analysis does not take into account the increased splash radius, which is designed to make the Ultras splash more effective against armored units which are typically more spread out.
This is the final analysis:
Show nested quote +
On May 22 2010 11:11 phyvo wrote:
Basically, the old ultra was better vs marines, hellions, 3 marauders, and 3 vikings. The new ultra is better vs everything else. Ultras should do about 2.5 X as much damage vs marauder balls, tank balls, thor balls, 2 X damage vs viking balls, 0.75 X damage vs marine balls.


Do not spread lies and cause alarm.


Where do you get the result? I doubt "Ultras should do about 2.5 X as much damage vs marauder balls".

Another fact is that in the previous patch, the ultralisk can 5 shots kill a ball of marauders. Now it takes 10 shots to kill them. Even with large balls you deal more damage, the enemy die much slower, which means you die much faster.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
May 23 2010 05:13 GMT
#43
What are your thoughts on giving Ultras the armor upgrade by default?
ModeratorNow I'm distant, dark in this anthrobeat
wassbix
Profile Joined October 2009
Canada499 Posts
May 23 2010 05:15 GMT
#44
On May 23 2010 13:47 cartoon]x wrote:
3 ultras compared with 3 mind controlled ultras .. That's a big swing considering the damage they do to armored at this point. you're talking about losing 18 food then the opponent gaining 18 food. You're wrong .. It's better to cast the frenzy.


Best decision would have been not making ultras. Then you never have to waste infestor mana on frenzy, instead use it on more useful ZvZ spell fungal growth hth.
Actinium
Profile Joined April 2010
United States13 Posts
May 23 2010 05:30 GMT
#45
If frenzy were self cast from the ultralisk even if it had a greatly increased energy cost to duration ratio it only has to last about 15 seconds to have 100% uptime during combat since fights involving ultras tend to be over that fast one way or another and if that's the case why not just have those things be passive, which would be dumb.
I have much the same problem with the new corruption. If you're only making corrupters to fight massive units and you're mostly only bothering to cast corruption on those massive units what's the point of having it be a spell and not a passive effect? At least in this cast there's always the off chance that you make corrupters to fight, say, vikings and then after that's done you can spit up on a thor or 2 to make things easier on your hydras but ultimately these spells feel like placeholders rather then important pieces of the zerg puzzle.
Twinweapon
Profile Joined April 2010
United States90 Posts
May 23 2010 05:33 GMT
#46
They did the hp nerf because there testers are good enough to bring queens to the battle and transfuse the Ultras while giving them the Frenzy ability. This was suppose to make the game more micro intensive for zerg as many players had complaints about how little micro was required. Now it requires quite a bit of micro and macro to pull it off.

Thats my opinion for why they lowered the hp and gave the infestor a new ability that costs very little energy.

The problem is that people at MOST(often it is one queen at base and 2 at natural imo) will make 2 queens at each base depending on the situation and will keep them there as a sort of static defense/ keep the larva count up. Rarely do they make more then that unless they are trying to defend against an early air push. If players keep spawning queens or spawn a large number before a battle to heal there tanking unit and give it the infestor's frenzy ability (Ultra) they could just keep transfusing every time a unit is at low health, unless the player decides to target fire each ultra so they die instantly which will allow other units to actually reach the fight making ultras viable. They gave the queen a heal ability for a reason >.>, not for just defending pushes, but being on the offensive as well.

Thats my opinion why it doesn't work by most players standards. They don't use the queens transfusion ability to its full extent.

I bet first post against this will be a flame or a argument against me.
Rucky
Profile Joined February 2008
United States717 Posts
May 23 2010 05:35 GMT
#47
Maybe it's because ultralisks were actually pretty strong...
Beyond the Game
Ideas
Profile Blog Joined April 2008
United States8125 Posts
May 23 2010 05:40 GMT
#48
when i 1st heard blizzard say that they were re-arranging the zerg spells a bit I got really excited. I was a bit optimistic about frenzy but now I just hate it. So disapointed that Zerg spellcasting is still so lame. Personally I'll be happy if they replace frenzy with something that isnt so stupid and maybe just a LITTLE creative (JUST A LITTLE FFS), and replace infested terrans on the overseer lol.

maybe if frenzy also made the unit affected by it immune to bonus damages...
Free Palestine
CursOr
Profile Blog Joined January 2009
United States6335 Posts
May 23 2010 05:41 GMT
#49
I agree that with the nerf, and the addition to ZERG of all races, of all these single target buff/debuff spells...
tells me that they have no idea what they are doing. They seem confused.
CJ forever (-_-(-_-(-_-(-_-)-_-)-_-)-_-)
Backpack
Profile Blog Joined March 2010
United States1776 Posts
May 23 2010 05:42 GMT
#50
On May 23 2010 13:24 travis wrote:
Show nested quote +
On May 23 2010 13:23 Backpack wrote:
The fact that people seem to think they can balance the game better than a company who has made Starcraft, WC3, and WoW, baffles me.


what makes u think many of us couldn't?
we could certainly beat them at their games so...


We are all inherently biased.

Contrary to popular belief, Blizzard knows what they're doing, whether you agree with them or not. None of us are SC developers, so lets stop pretending like we are.
"You people need to just generally care a lot less about everything." -Zatic
Wire
Profile Joined July 2009
United States494 Posts
May 23 2010 05:46 GMT
#51
On May 23 2010 14:13 Jibba wrote:
What are your thoughts on giving Ultras the armor upgrade by default?


People need to realize that giving units traits by "default" is not a solution to a problem -.-

The whole reason for the ultra nerf in stats is because without it frenzy would make it too OP. But, no one's using frenzy, so now the ultra looks nerfed in comparison. Personally I'm really with the "1 spell does not make the game" camp. Sure you have great spells like storm and fungal but lately I've just seen so much tinkering with 1 spell aimed at 1 unit and it's really frustrating because SC is suppose to be an rts, not a rpg. Things like fine tuning neural parasite and the whole ordeal with corruption and all the mothership madness and now this frenzy thing makes sc2 much less like its predecessor in the way it's played.

I guess my point is at this point the intended buff backfired. I can't see anyone getting spending resources to buff a unit that prior to this patch had no really good use, and post patch is even more useless unless you get the spell.

The best solution I believe would be to make it an ability (researchable or not thats a different discussion) that comes with the ultra. I think that not only exemplifies what Blizz wants to see but also solves the problem of the lack of frenzy usage due to fungal dominance.
"You sacced your ovie, which is great, but then you didn't watch it die, which is bad :("
Trok67
Profile Joined May 2010
France384 Posts
May 23 2010 05:52 GMT
#52
On May 23 2010 14:41 cursor wrote:
I agree that with the nerf, and the addition to ZERG of all races, of all these single target buff/debuff spells...
tells me that they have no idea what they are doing. They seem confused.


They also seem not to have any creativity or imagination anymore. Last 4 spells added to zerg :

- Corrupter +20% dommage ability
- Fenzy for infestor
- Overseer who instead of getting new spell get some old one (infested terran who is even more useless than before and corruption from corruptor)

They seem to be totally unable to find cool spell anymore and they give us shit spell. I can't wait to see the next spell they invented: maybe some thing giving +2,34 strengh, +54 hp and +65 agility to the target unit ?
Jibba
Profile Blog Joined October 2007
United States22883 Posts
May 23 2010 05:54 GMT
#53
On May 23 2010 14:33 Twinweapon wrote:
They did the hp nerf because there testers are good enough to bring queens to the battle and transfuse the Ultras while giving them the Frenzy ability. This was suppose to make the game more micro intensive for zerg as many players had complaints about how little micro was required. Now it requires quite a bit of micro and macro to pull it off.

Thats my opinion for why they lowered the hp and gave the infestor a new ability that costs very little energy.

The problem is that people at MOST(often it is one queen at base and 2 at natural imo) will make 2 queens at each base depending on the situation and will keep them there as a sort of static defense/ keep the larva count up. Rarely do they make more then that unless they are trying to defend against an early air push. If players keep spawning queens or spawn a large number before a battle to heal there tanking unit and give it the infestor's frenzy ability (Ultra) they could just keep transfusing every time a unit is at low health, unless the player decides to target fire each ultra so they die instantly which will allow other units to actually reach the fight making ultras viable. They gave the queen a heal ability for a reason >.>, not for just defending pushes, but being on the offensive as well.

Thats my opinion why it doesn't work by most players standards. They don't use the queens transfusion ability to its full extent.

I bet first post against this will be a flame or a argument against me.

Yeah, because you're wrong. I brought up the idea of infusion + ultra about a month ago, and it turned out to be terrible. Infusion costs 50 energy for 150 hp (which is actually not a great deal) and has a very small casting range. There's no way you can have a slow queen chasing down an ultra to infuse it during battle. The ultra will outrun it and go pop, just the same as it does now. Keeping the ultra near the queen means it'll take longer to get to its target, so then the ultra and the queen go pop before they reach the target.
ModeratorNow I'm distant, dark in this anthrobeat
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2010-05-23 06:05:32
May 23 2010 05:58 GMT
#54
On May 23 2010 14:46 Wire wrote:
Show nested quote +
On May 23 2010 14:13 Jibba wrote:
What are your thoughts on giving Ultras the armor upgrade by default?


People need to realize that giving units traits by "default" is not a solution to a problem -.-

The ultra's primary problem in this case is survivability and composition. The damage is completely overblown; the change in damage pales in comparison to the change in hp. Ultras were never the primary DDs in BW armies. They kind of increased the damage at the cost of survivability, which just exacerbates one of the major problems with using ultralisks.

The 2 upgrades are slow as hell, and no one is going to build 2 caverns for it, yet you basically need both of them for the unit to be viable.

I'm not saying that's the solution, I'm just asking if the op thinks it'd work, since he probably has more experience with ultras than anyone else.
ModeratorNow I'm distant, dark in this anthrobeat
Ideas
Profile Blog Joined April 2008
United States8125 Posts
Last Edited: 2010-05-23 06:03:02
May 23 2010 05:59 GMT
#55
On May 23 2010 14:54 Jibba wrote:
Show nested quote +
On May 23 2010 14:33 Twinweapon wrote:
They did the hp nerf because there testers are good enough to bring queens to the battle and transfuse the Ultras while giving them the Frenzy ability. This was suppose to make the game more micro intensive for zerg as many players had complaints about how little micro was required. Now it requires quite a bit of micro and macro to pull it off.

Thats my opinion for why they lowered the hp and gave the infestor a new ability that costs very little energy.

The problem is that people at MOST(often it is one queen at base and 2 at natural imo) will make 2 queens at each base depending on the situation and will keep them there as a sort of static defense/ keep the larva count up. Rarely do they make more then that unless they are trying to defend against an early air push. If players keep spawning queens or spawn a large number before a battle to heal there tanking unit and give it the infestor's frenzy ability (Ultra) they could just keep transfusing every time a unit is at low health, unless the player decides to target fire each ultra so they die instantly which will allow other units to actually reach the fight making ultras viable. They gave the queen a heal ability for a reason >.>, not for just defending pushes, but being on the offensive as well.

Thats my opinion why it doesn't work by most players standards. They don't use the queens transfusion ability to its full extent.

I bet first post against this will be a flame or a argument against me.

Yeah, because you're wrong. I brought up the idea of infusion + ultra about a month ago, and it turned out to be terrible. Infusion costs 50 energy for 150 hp (which is actually not a great deal) and has a very small casting range. There's no way you can have a slow queen chasing down an ultra to infuse it during battle. The ultra will outrun it and go pop, just the same as it does now. Keeping the ultra near the queen means it'll take longer to get to its target, so then the ultra and the queen go pop before they reach the target.


sounds like infusion should be given to the infestor over frenzy lol

actually, -I don't really play zerg any more so it's just speculation-, but has anyone tried researching overlord drop and just carrying around 2-4 queens in overlord (how many can fit in an overlord btw?) so you can have them stay with your army better shuttle/reaver style and use them to transfusion ultras/provide more AA? seems like it could work moderately well...

edit- I mean theoretically, 150 minerals for potentially 600 more HP on an ultra sounds like a pretty good deal (especially in the late game).
Free Palestine
0neder
Profile Joined July 2009
United States3733 Posts
May 23 2010 06:03 GMT
#56
Clearly Blizzard needs to get a clue and hire real pro-level players to do in-house testing.

They were smart enough to hire Nick Plott for Blizzcon casting, so why can't they get it for players? David Kim and Matt "cowgomoo" Cooper are great, but not top level.
Jibba
Profile Blog Joined October 2007
United States22883 Posts
Last Edited: 2010-05-23 06:08:11
May 23 2010 06:07 GMT
#57
On May 23 2010 14:59 Ideas wrote:
Show nested quote +
On May 23 2010 14:54 Jibba wrote:
On May 23 2010 14:33 Twinweapon wrote:
They did the hp nerf because there testers are good enough to bring queens to the battle and transfuse the Ultras while giving them the Frenzy ability. This was suppose to make the game more micro intensive for zerg as many players had complaints about how little micro was required. Now it requires quite a bit of micro and macro to pull it off.

Thats my opinion for why they lowered the hp and gave the infestor a new ability that costs very little energy.

The problem is that people at MOST(often it is one queen at base and 2 at natural imo) will make 2 queens at each base depending on the situation and will keep them there as a sort of static defense/ keep the larva count up. Rarely do they make more then that unless they are trying to defend against an early air push. If players keep spawning queens or spawn a large number before a battle to heal there tanking unit and give it the infestor's frenzy ability (Ultra) they could just keep transfusing every time a unit is at low health, unless the player decides to target fire each ultra so they die instantly which will allow other units to actually reach the fight making ultras viable. They gave the queen a heal ability for a reason >.>, not for just defending pushes, but being on the offensive as well.

Thats my opinion why it doesn't work by most players standards. They don't use the queens transfusion ability to its full extent.

I bet first post against this will be a flame or a argument against me.

Yeah, because you're wrong. I brought up the idea of infusion + ultra about a month ago, and it turned out to be terrible. Infusion costs 50 energy for 150 hp (which is actually not a great deal) and has a very small casting range. There's no way you can have a slow queen chasing down an ultra to infuse it during battle. The ultra will outrun it and go pop, just the same as it does now. Keeping the ultra near the queen means it'll take longer to get to its target, so then the ultra and the queen go pop before they reach the target.


sounds like infusion should be given to the infestor over frenzy lol

actually, -I don't really play zerg any more so it's just speculation-, but has anyone tried researching overlord drop and just carrying around 2-4 queens in overlord (how many can fit in an overlord btw?) so you can have them stay with your army better shuttle/reaver style and use them to transfusion ultras/provide more AA? seems like it could work moderately well...

edit- I mean theoretically, 150 minerals for potentially 600 more HP on an ultra sounds like a pretty good deal (especially in the late game).

I don't remember if it has a cast time or not, but part of the problem when I tried it is just that 150 hp drops very quickly and you've got other things to do. If it were preemptive like D-matrix, that might make it more helpful.
ModeratorNow I'm distant, dark in this anthrobeat
Andtwo
Profile Joined June 2009
United States126 Posts
May 23 2010 06:10 GMT
#58
On May 23 2010 14:33 Twinweapon wrote:
They did the hp nerf because there testers are good enough to bring queens to the battle and transfuse the Ultras while giving them the Frenzy ability. This was suppose to make the game more micro intensive for zerg as many players had complaints about how little micro was required. Now it requires quite a bit of micro and macro to pull it off.


This requires an awful lot of creep and queen energy buildup as well as infestor energy...that's an interesting idea, but the practicality of it (build queens, get lots of energy on lots of queens, getting queens to the ultras) seems situational at best. Transfusion isn't exactly cheap and you would need A LOT of queens and I can't think of many situations that this would be useful in that better use of pop/resources would be advisable.
Twinweapon
Profile Joined April 2010
United States90 Posts
Last Edited: 2010-05-23 06:37:15
May 23 2010 06:35 GMT
#59
[/QUOTE]
Yeah, because you're wrong. I brought up the idea of infusion + ultra about a month ago, and it turned out to be terrible. Infusion costs 50 energy for 150 hp (which is actually not a great deal) and has a very small casting range. There's no way you can have a slow queen chasing down an ultra to infuse it during battle. The ultra will outrun it and go pop, just the same as it does now. Keeping the ultra near the queen means it'll take longer to get to its target, so then the ultra and the queen go pop before they reach the target.[/QUOTE]

When you attempted this did you have your queens on creep? hence why the queen is also given the ability to spread creep with creep tumors and overlords which are the zergs supply unit(So you will always have them) and if morphed into overseer harass unit. Spreading the creep allows for a faster movement which most players do across the map as zerg anyways so why not do it all the way to your enemy's base or use the hatchery trick and build creep right in front of his base where you need it most, on the offensive. And when I mean have queens use infusion, I mean have QUEENS as if you were massing them(8+ for the offensive).

Of coarse tho you would need to harass with muta/overseer to slow down the production of certain units for units that your opponent will need to survive the harass and prevent it. Morphing a few overseers to slow down production of factories(as I assume it is mostly Terran zerg players are talking about) and other critical buildings that are required to fight zerg effectively as that will also throw off timings and will force the other player to make static defense around his production buildings.

Just need to use all the abilities that are given to you as best as possible and I'm sure you will fine. Their PROFESSIONAL TESTERS obviously found a way to make use of ultra's or else they wouldn't have nerf'ed the hp. Now all you have to do is find out what they did to make them so effective that they would throw the balance of the game off in favor of the zerg. Meh, I'm tired.
GL and HF.
mousepad
Profile Joined April 2010
United States136 Posts
Last Edited: 2010-05-23 07:05:42
May 23 2010 07:03 GMT
#60
On May 23 2010 14:52 Trok67 wrote:
Show nested quote +
On May 23 2010 14:41 cursor wrote:
I agree that with the nerf, and the addition to ZERG of all races, of all these single target buff/debuff spells...
tells me that they have no idea what they are doing. They seem confused.


They also seem not to have any creativity or imagination anymore. Last 4 spells added to zerg :

- Corrupter +20% dommage ability
- Fenzy for infestor
- Overseer who instead of getting new spell get some old one (infested terran who is even more useless than before and corruption from corruptor)

They seem to be totally unable to find cool spell anymore and they give us shit spell. I can't wait to see the next spell they invented: maybe some thing giving +2,34 strengh, +54 hp and +65 agility to the target unit ?


I wouldn't say its lack of creativity -- more like lack of time. Theres 2 months before the game's release and the dev team doesn't have the time to create new animations or funky abilities. There's a whole lot of bug testing and quality assurance that still needs to be done. They're opting for the easiest abilities/spells that they can think of by using (1) Spells they already have (2) Assets in the game that are easily alterable.

I wouldn't be surprised if frenzy's aura came from a scrapped dark swarm spell

Not saying its the right thing to do, but I just don't think we should expect huge changes with the release date around the corner.
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