• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:43
CEST 02:43
KST 09:43
  • 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
Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun12[ASL21] Ro8 Preview Pt1: Inheritors16[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists22[ASL21] Ro16 Preview Pt1: Fresh Flow9
Community News
Code S Season 1 (2026) - RO12 Results02026 GSL Season 1 Qualifiers25Maestros of the Game 2 announced92026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1
StarCraft 2
General
Code S Season 1 (2026) - RO12 Results Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun Team Liquid Map Contest #22 - The Finalists Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool MaNa leaves Team Liquid
Tourneys
RSL Revival: Season 5 - Qualifiers and Main Event GSL Code S Season 1 (2026) SC2 INu's Battles#15 <BO.9 2Matches> WardiTV Spring Cup SEL Masters #6 - Solar vs Classic (SC: Evo)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 523 Firewall Mutation # 522 Flip My Base Mutation # 521 Memorable Boss
Brood War
General
[BSL22] RO16 Group A - Sunday 21:00 CEST [BSL22] RO16 Group B - Saturday 21:00 CEST Pros React To: Leta vs Tulbo (ASL S21, Ro.8) RepMastered™: replay sharing and analyzer site BW General Discussion
Tourneys
Escore Tournament StarCraft Season 2 [BSL22] RO16 Group Stage - 02 - 10 May [Megathread] Daily Proleagues [ASL21] Ro8 Day 2
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend?
Other Games
General Games
Daigo vs Menard Best of 10 Stormgate/Frost Giant Megathread Nintendo Switch Thread Dawn of War IV Diablo IV
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread European Politico-economics QA Mega-thread Russo-Ukrainian War Thread 3D technology/software discussion Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1777 users

Ultralisk bug/issue with patch 1.1.1 - Page 19

Forum Index > SC2 General
Post a Reply
Prev 1 17 18 19 20 21 38 Next All
Karkadinn
Profile Joined August 2010
United States132 Posts
September 28 2010 21:42 GMT
#361
On September 29 2010 06:19 SugarBear wrote:
Show nested quote +
On September 29 2010 06:17 aRRR wrote:
Ultra's really needed a nerf BUT; Zerg as a race overall needs a buff and its only a matter of time when that will happen.


I think that's what everyone is upset about. The nerf came immediately, but the buff "is only a matter of time". It really feels like a slap in the face to zerg players that blizzard fixes this within a week while zerg has had problems at highly competitive levels for months.


This is standard for Blizzard. If they see a bug or unintended gameplay effect they don't like, they'll nuke it ASAP, regardless of any related factors. It doesn't help that sometimes the nuke is rather poorly aimed. But (and this goes for Zerg posters in general), please remember that they don't intentionally want Zerg to be a bad playing experience. Zerg just happened to have the bad luck to catch a bug at an inopportune time. Blizzard would have done the exact same thing if the bug had been in a Terran unit, or a Protoss one. And they're doing the right thing in fixing it, too, although the exact method they chose to do so is, as it so often is, very debatable.
Zips
Profile Joined August 2010
United States146 Posts
September 28 2010 21:43 GMT
#362
Has anyone tested to see if ultra's actually do more damage to buildings now vs when they had the head butt attack?
AssuredVacancy
Profile Blog Joined September 2008
United States1167 Posts
Last Edited: 2010-09-28 21:43:44
September 28 2010 21:43 GMT
#363
On September 29 2010 06:38 Sprouter wrote:
I want to see how ultra splash looked like pre-1.1.0. obviously 1.1.1 is going to look like a huge nerf compared to 1.1.0's UNINTENTIONAL BUFF/BUG.


Ultra splash looked exactly the same 1.1.0 as it did from the end of the first phase beta.
We spend our youth attaining wealth, and our wealth attaining youth.
EnderCN
Profile Joined May 2010
United States499 Posts
September 28 2010 21:43 GMT
#364
On September 29 2010 06:40 lololol wrote:
Show nested quote +
On September 29 2010 06:38 Sprouter wrote:
I want to see how ultra splash looked like pre-1.1.0. obviously 1.1.1 is going to look like a huge nerf compared to 1.1.0's UNINTENTIONAL BUFF/BUG.


It looked the same vs units and did not work vs buildings. They also dealt more to armored.


I'd like to see an actual video of it though because as I said earlier while looking at old replays and from actually testing things in the unit tester this really doesn't seem true. Everyone is saying it but nobody seems to be able to back it up with any proof.

It almost looks like they changed where the splash originates from in 1.1 from watching old replays. The splash definitely looks different even against units though.
DTown
Profile Blog Joined April 2010
United States428 Posts
Last Edited: 2010-09-28 21:47:03
September 28 2010 21:46 GMT
#365
On September 29 2010 06:42 Karkadinn wrote:
Zerg just happened to have the bad luck to catch a bug at an inopportune time. Blizzard would have done the exact same thing if the bug had been in a Terran unit, or a Protoss one. And they're doing the right thing in fixing it, too, although the exact method they chose to do so is, as it so often is, very debatable.

On September 29 2010 06:35 Logo wrote:
Just for example, where was the hotfix to fix scvs repairing from inside a bunker?


lololol
Profile Joined February 2006
5198 Posts
September 28 2010 21:49 GMT
#366
On September 29 2010 06:43 EnderCN wrote:
Show nested quote +
On September 29 2010 06:40 lololol wrote:
On September 29 2010 06:38 Sprouter wrote:
I want to see how ultra splash looked like pre-1.1.0. obviously 1.1.1 is going to look like a huge nerf compared to 1.1.0's UNINTENTIONAL BUFF/BUG.


It looked the same vs units and did not work vs buildings. They also dealt more to armored.


I'd like to see an actual video of it though because as I said earlier while looking at old replays and from actually testing things in the unit tester this really doesn't seem true. Everyone is saying it but nobody seems to be able to back it up with any proof.

It almost looks like they changed where the splash originates from in 1.1 from watching old replays. The splash definitely looks different even against units though.


I am looking at the EffectData.xml files and they are the same between 1.0.2 and 1.1, with the exception of the normal attack being able to target buildings, of course.
I haven't tested in game, but the "Extend By Unit Radius" flag is there in both versions and matches the behavior.
I'll call Nada.
Zihn
Profile Joined September 2010
Denmark50 Posts
September 28 2010 21:51 GMT
#367
Just to clarify

During the beta cleave splash was as it is now but along with the patch that changed ultra from 600 hp 25 dmg to 400 hp 15+25 armoured dmg there was an undocumented change where ppl thought cleave splash was increased, it was not it was just the bug that got introduced that was now fixed.

This was all around the time where most splash was changed from being applied to a point on the map to being centered on targeted unit to help ranged units splash where you could miss the targeted unit when targeting fast units like mutas and ling and only hitting them with the lower dmg zones instaid of direct hits.

Anyway ppl just ate the introduction of this bug as a ninja buff for the ultras splash area and never thought to question it

This was on one of the last patches of the beta so ppl didn't play around with the ultra mutch as it allready considered useless back then, then the next patch did incease it's hp to 500 and gave it the speedupgrade as preresearched and beta ended shortly thereafter (timeline was something like this but i'm too lazy to check the beta patch compilation thread to verify, but it's this or very close to)
Mr Tambourine Man
Profile Joined September 2010
Netherlands190 Posts
September 28 2010 21:53 GMT
#368
On September 29 2010 06:26 Sapphire.lux wrote:
Late game mas ultra was impossible to stop by mech. A transition to bio is...well, not possible and the splash was just to big for thors to fight them. Ultras are to break siege tank lines and they do that i think no? If Thors do not beat Ultras then terran has nothing to fight them (mech).

Zerg needs help for sure, but this Ultra splash nerf was a must.


Wow, this is just such an absolutely silly thing to say. It really shows the mentality some terran players seem to have. Are you seriously saying that just because you can't produce a counter against ultras from the factory, ultras are overpowered?? That is like a protoss player complaining that the robotics facility doesn't produce a unit that can counter a battlecruiser. It is an absolutely ridiculous argument.
Fa1nT
Profile Joined September 2010
United States3423 Posts
September 28 2010 22:01 GMT
#369
On September 29 2010 06:51 Zihn wrote:
Just to clarify

During the beta cleave splash was as it is now but along with the patch that changed ultra from 600 hp 25 dmg to 400 hp 15+25 armoured dmg there was an undocumented change where ppl thought cleave splash was increased, it was not it was just the bug that got introduced that was now fixed.

This was all around the time where most splash was changed from being applied to a point on the map to being centered on targeted unit to help ranged units splash where you could miss the targeted unit when targeting fast units like mutas and ling and only hitting them with the lower dmg zones instaid of direct hits.

Anyway ppl just ate the introduction of this bug as a ninja buff for the ultras splash area and never thought to question it

This was on one of the last patches of the beta so ppl didn't play around with the ultra mutch as it allready considered useless back then, then the next patch did incease it's hp to 500 and gave it the speedupgrade as preresearched and beta ended shortly thereafter (timeline was something like this but i'm too lazy to check the beta patch compilation thread to verify, but it's this or very close to)

source please.
lololol
Profile Joined February 2006
5198 Posts
Last Edited: 2010-09-28 22:08:40
September 28 2010 22:03 GMT
#370
On September 29 2010 06:51 Zihn wrote:
Just to clarify

During the beta cleave splash was as it is now but along with the patch that changed ultra from 600 hp 25 dmg to 400 hp 15+25 armoured dmg there was an undocumented change where ppl thought cleave splash was increased, it was not it was just the bug that got introduced that was now fixed.

This was all around the time where most splash was changed from being applied to a point on the map to being centered on targeted unit to help ranged units splash where you could miss the targeted unit when targeting fast units like mutas and ling and only hitting them with the lower dmg zones instaid of direct hits.

Anyway ppl just ate the introduction of this bug as a ninja buff for the ultras splash area and never thought to question it

This was on one of the last patches of the beta so ppl didn't play around with the ultra mutch as it allready considered useless back then, then the next patch did incease it's hp to 500 and gave it the speedupgrade as preresearched and beta ended shortly thereafter (timeline was something like this but i'm too lazy to check the beta patch compilation thread to verify, but it's this or very close to)


Splash starting from the center of the targeted unit or the closest point of that unit is because of a flag, named "offset by unit radius". This is the reason splash was around the target.
The reason the splash became huge when attacking huge targets is the "extend by unit radius" flag and the other splash attacks don't have that. If they kept that one, the splash would still become huge, when attacking huge targets, even if it's centered on the closest point of the target, instead of it's center.
That change could've been made during beta without notice, but it's not equivalent to the other splash attacks.
I'll call Nada.
Zihn
Profile Joined September 2010
Denmark50 Posts
September 28 2010 22:09 GMT
#371
http://www.teamliquid.net/forum/viewmessage.php?topic_id=126619
source for discussion on the undocumented change of cleave AoE during beta (patch 12~13)
Rybka
Profile Joined March 2010
United States836 Posts
September 28 2010 22:11 GMT
#372
On September 29 2010 06:51 Zihn wrote:
Just to clarify

During the beta cleave splash was as it is now but along with the patch that changed ultra from 600 hp 25 dmg to 400 hp 15+25 armoured dmg there was an undocumented change where ppl thought cleave splash was increased, it was not it was just the bug that got introduced that was now fixed.

This was all around the time where most splash was changed from being applied to a point on the map to being centered on targeted unit to help ranged units splash where you could miss the targeted unit when targeting fast units like mutas and ling and only hitting them with the lower dmg zones instaid of direct hits.

Anyway ppl just ate the introduction of this bug as a ninja buff for the ultras splash area and never thought to question it

This was on one of the last patches of the beta so ppl didn't play around with the ultra mutch as it allready considered useless back then, then the next patch did incease it's hp to 500 and gave it the speedupgrade as preresearched and beta ended shortly thereafter (timeline was something like this but i'm too lazy to check the beta patch compilation thread to verify, but it's this or very close to)


Three points I'd like to make:

1) Fair enough, but so what if it was a "bug." The fact that it was an unintended consequence doesn't, in and of itself, mean that it's imbalanced.

2) It's not like the the extra splash damage offers Zerg some kind of crazy advantage. After all, to get the full advantage of the "bug" I have to get ULTRALISKS INSIDE YOUR BASE.

3) Saying that Zergs "ate the introduction of this bug as a ninja buff for the ultras" is a distortion of facts. I've played in many many betas. Specifically in Blizzard betas, their marketing line is "Hey, it's beta. Things will change with or without notice." You can't have it both ways. Many Zergs assumed it was a just and intended buff... as they should. Let's be honest, without big ultra cleaves, Zerg ground armies are SIGNIFICANTLY weaker.
"I like winter, you can put a beer outside of the window and come back later to have it nice and cold. But in Belgium, it'd better be the 3rd floor window." -Rowa
Trampsi
Profile Joined August 2010
Norway39 Posts
September 28 2010 22:18 GMT
#373
They could keep the splash, make it 15 (+25 vs armored) damage and make splash dmg 50%
Zihn
Profile Joined September 2010
Denmark50 Posts
September 28 2010 22:19 GMT
#374
I never comented on balance, just thought ppl should know that the splash was not as per retail all of beta rather it was far from.

As for balance zerg needs a bone but it should not be a variable sized splash where the attacked units size determines the AoE... unless they make an animation where the ultra picks up said unit and starts to flail it around then i'm all for it lol.
Anyhow if they have to make any changes to the splash it should be a slight general splash increase and not reintroduction of the "bug"
Davidson
Profile Joined September 2010
2 Posts
September 28 2010 22:20 GMT
#375
On September 29 2010 07:09 Zihn wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=126619
source for discussion on the undocumented change of cleave AoE during beta (patch 12~13)



Did you even read what you linked to? That change was a massive nerf. Also, it didn't change from an ultra centered aoe to a unit centered cleave, it was already a unit centered cleave before that (as it stated in the thread, just the aoe was raidus + 1 unit, the change was that it was buffed to raidus + 2 units, but the cleave damage was nerfed from 100%).
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
September 28 2010 22:21 GMT
#376
On September 29 2010 06:42 Karkadinn wrote:
Show nested quote +
On September 29 2010 06:19 SugarBear wrote:
On September 29 2010 06:17 aRRR wrote:
Ultra's really needed a nerf BUT; Zerg as a race overall needs a buff and its only a matter of time when that will happen.


I think that's what everyone is upset about. The nerf came immediately, but the buff "is only a matter of time". It really feels like a slap in the face to zerg players that blizzard fixes this within a week while zerg has had problems at highly competitive levels for months.


This is standard for Blizzard. If they see a bug or unintended gameplay effect they don't like, they'll nuke it ASAP, regardless of any related factors. It doesn't help that sometimes the nuke is rather poorly aimed. But (and this goes for Zerg posters in general), please remember that they don't intentionally want Zerg to be a bad playing experience. Zerg just happened to have the bad luck to catch a bug at an inopportune time. Blizzard would have done the exact same thing if the bug had been in a Terran unit, or a Protoss one. And they're doing the right thing in fixing it, too, although the exact method they chose to do so is, as it so often is, very debatable.


Yeah, I agree. Its stupid to think that it was intentionally.

But they still didn't do anything about PF/BC/Thor repair. You cannot kill these things if they are being repaired unless you attack with 50 food army. SCV priority should be higher. Or is that intented by Blizzard. It amuses me that they are so quick to fix zerg and ignore other problems for a long time.
Its grack
Canukian
Profile Joined March 2010
Canada69 Posts
September 28 2010 22:21 GMT
#377
On September 29 2010 07:09 Zihn wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=126619
source for discussion on the undocumented change of cleave AoE during beta (patch 12~13)


Ultras went from 1.5 radius, 90 degree, 100% splash in beta
to 2.5, 180 degree and 33% at end of beta and pre 1.1.0


SC1 - Horrible, SC2beta - im less bad
Zihn
Profile Joined September 2010
Denmark50 Posts
Last Edited: 2010-09-28 22:30:35
September 28 2010 22:27 GMT
#378
On September 29 2010 07:20 Davidson wrote:
Show nested quote +
On September 29 2010 07:09 Zihn wrote:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=126619
source for discussion on the undocumented change of cleave AoE during beta (patch 12~13)



Did you even read what you linked to? That change was a massive nerf. Also, it didn't change from an ultra centered aoe to a unit centered cleave, it was already a unit centered cleave before that (as it stated in the thread, just the aoe was raidus + 1 unit, the change was that it was buffed to raidus + 2 units, but the cleave damage was nerfed from 100%).


if you do infact read the ENTIRE thread you will find a small point where pre patch the number of lings hit by ultra would change depending on how close the ultra was to the attacked ling where as post patch it didn't matter if you attacked from the maximum range or tried to walk closer with move command

regardless it was an undocumented change that affected cleave in more ways than one, nerf or not and i do miss the pre patch ultra even if i had to reasearch the movement speed back then to not have it walk like a queen off creep
lololol
Profile Joined February 2006
5198 Posts
September 28 2010 22:29 GMT
#379
On September 29 2010 07:21 bokeevboke wrote:
Show nested quote +
On September 29 2010 06:42 Karkadinn wrote:
On September 29 2010 06:19 SugarBear wrote:
On September 29 2010 06:17 aRRR wrote:
Ultra's really needed a nerf BUT; Zerg as a race overall needs a buff and its only a matter of time when that will happen.


I think that's what everyone is upset about. The nerf came immediately, but the buff "is only a matter of time". It really feels like a slap in the face to zerg players that blizzard fixes this within a week while zerg has had problems at highly competitive levels for months.


This is standard for Blizzard. If they see a bug or unintended gameplay effect they don't like, they'll nuke it ASAP, regardless of any related factors. It doesn't help that sometimes the nuke is rather poorly aimed. But (and this goes for Zerg posters in general), please remember that they don't intentionally want Zerg to be a bad playing experience. Zerg just happened to have the bad luck to catch a bug at an inopportune time. Blizzard would have done the exact same thing if the bug had been in a Terran unit, or a Protoss one. And they're doing the right thing in fixing it, too, although the exact method they chose to do so is, as it so often is, very debatable.


Yeah, I agree. Its stupid to think that it was intentionally.

But they still didn't do anything about PF/BC/Thor repair. You cannot kill these things if they are being repaired unless you attack with 50 food army. SCV priority should be higher. Or is that intented by Blizzard. It amuses me that they are so quick to fix zerg and ignore other problems for a long time.


They did something about repair on these units, they buffed it. With the release they equalized the repair time with their new buildtimes. For example PF repair time got reduced from 225(IIRC) to 150(CC + PF build time).
I'll call Nada.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
September 28 2010 22:40 GMT
#380
On September 29 2010 06:53 Mr Tambourine Man wrote:
Show nested quote +
On September 29 2010 06:26 Sapphire.lux wrote:
Late game mas ultra was impossible to stop by mech. A transition to bio is...well, not possible and the splash was just to big for thors to fight them. Ultras are to break siege tank lines and they do that i think no? If Thors do not beat Ultras then terran has nothing to fight them (mech).

Zerg needs help for sure, but this Ultra splash nerf was a must.


Wow, this is just such an absolutely silly thing to say. It really shows the mentality some terran players seem to have. Are you seriously saying that just because you can't produce a counter against ultras from the factory, ultras are overpowered?? That is like a protoss player complaining that the robotics facility doesn't produce a unit that can counter a battlecruiser. It is an absolutely ridiculous argument.

Well, you do not know what you are talking about so i will be nice, i ll ignore the "terran mentality" and "silly" etc insults you are throwing.

Terran has 2 distinct ways of playing, bio and mech (there is also bio/mech but *) They both have advantages and disadvantages but both have to be "effective" . Why is this you say? The answer is in the upgrades. Unlike Protoss and Zerg, Terran has 2 completely different ground upgrade paths(bio/mech). You have to choose what path you want to go (bio/mech) so you can keep up with the upgrades in the late game.

Sure you can make a few units that are not part of the core army (make a few marines while you are going mech/ a few tanks while you are going bio) but you can not rely on this units to counter a late game army that has upgrades.

Be nice!
Head Coach Park: "They should buff tanks!"
Prev 1 17 18 19 20 21 38 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSL S1: Ro12 Group A
CranKy Ducklings61
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft320
SpeCial 241
ROOTCatZ 12
ProTech9
Dota 2
monkeys_forever832
League of Legends
Doublelift4226
Counter-Strike
fl0m4439
Other Games
gofns15307
tarik_tv9962
summit1g7653
C9.Mang0446
JimRising 291
ViBE57
Organizations
Other Games
gamesdonequick777
BasetradeTV155
Dota 2
PGL Dota 2 - Main Stream59
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• RyuSc2 27
• musti20045 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 46
• Azhi_Dahaki21
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Scarra1160
Upcoming Events
Replay Cast
8h 17m
RSL Revival
9h 17m
Classic vs GgMaChine
Rogue vs Maru
WardiTV Invitational
10h 17m
Percival vs Shameless
ByuN vs YoungYakov
IPSL
15h 17m
Ret vs Art_Of_Turtle
Radley vs TBD
BSL
18h 17m
Replay Cast
23h 17m
RSL Revival
1d 9h
herO vs TriGGeR
NightMare vs Solar
uThermal 2v2 Circuit
1d 13h
BSL
1d 18h
IPSL
1d 18h
eOnzErG vs TBD
G5 vs Nesh
[ Show More ]
Patches Events
1d 23h
Replay Cast
2 days
Wardi Open
2 days
Afreeca Starleague
2 days
Jaedong vs Light
Monday Night Weeklies
2 days
Replay Cast
2 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Snow vs Flash
WardiTV Invitational
3 days
GSL
4 days
Classic vs Cure
Maru vs Rogue
GSL
5 days
SHIN vs Zoun
ByuN vs herO
Replay Cast
5 days
Escore
6 days
The PondCast
6 days
WardiTV Invitational
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S2: W5
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
Acropolis #4
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026

Upcoming

BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.