• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:19
CEST 11:19
KST 18:19
  • 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
[ASL22] Ro16 Preview: Rough Waters9[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244
Community News
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism7Official StarCraft website teases new content ahead of BlizzCon?121Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3New 3v3 BGH Ladder (and more) on ShieldBattery!46
StarCraft 2
General
Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism SC4ALL: II Winner will earn a spot at HSC 30! SC4ALL II: StarCraft 2 Player Announcement 7/8 Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Balance hotfix patch 5.0.16b (July 16)
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) 2026 GSTL Announcement Stellar Fest TWO the Moon (Dec 16-20) IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 542 The Ascended Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Terran or Protoss BW General Discussion Official StarCraft website teases new content ahead of BlizzCon? [ASL22] Ro16 Preview: Rough Waters
Tourneys
[ASL22] Ro16 Group A BWCL Season 65 Announcement [ASL22] Ro16 Group B [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread EVE Corporation Diablo IV [Maplestory Hardcore] Let's Play~!! General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Trading/Investing Thread Things Aren’t Peaceful in Palestine
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Is Buying an MLBB Veri…
regacyesports
F* the Children and Get Off …
TrAiDoS
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11131 users

Blizzard and the All-In - Page 8

Forum Index > SC2 General
Post a Reply
Prev 1 6 7 8 9 10 16 Next All
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
December 11 2010 04:17 GMT
#141
On December 11 2010 13:13 Slardar wrote:
Show nested quote +
On December 11 2010 06:43 Jermstuddog wrote:
How about the fact that all-in play makes 90% of their game unnecessary. As good designers, Blizzard should want their entire game to be viable.


Couldn't have said it better myself. You never saw these worker conga line all-ins in BW (rarely). At this rate the game needs a serious overhaul and redesign. Its not enjoyable to watch at all, nor is it really fun to play.

We did though. It was called "DMZ" and it was removed very very quickly
Administrator~ Spirit will set you free ~
KezseN
Profile Blog Joined August 2009
Singapore1450 Posts
December 11 2010 04:18 GMT
#142
Players who always do All-In's are gona get a bad reputation from the players,,,,

"O look at this player X, chances are he's gona all-in."
To Skeleton King: "Have you considered employment at Apple?"
BnK
Profile Blog Joined July 2010
United States538 Posts
December 11 2010 04:18 GMT
#143
i'm considering going back to BW now
Diamond
Profile Blog Joined May 2009
United States10796 Posts
December 11 2010 04:24 GMT
#144
I think everyone knows I'm going to come in and blame maps. Which are the problem. The tiniest screw up and it's gg. "Oh I went 13 gate PvZ on Steppes and he 6/7 Pooled? gg.... It's at the point where I 10 gate on all maps (besides Shakuras) just in case the opponent 6/7 pool's, I'm not totally dead....

It's not like cheese will not exist on different maps, it will just be much more of a risk....
Ballistix Gaming Global Gaming/Esports Marketing Manager - twitter.com/esvdiamond
IrT4nkz
Profile Joined May 2010
229 Posts
December 11 2010 04:33 GMT
#145
Then again, there is this small possibility it is because of the concept of the game. Blizzard designed it to be action from the get-go compared to BW where players had a longer time before their army really kicked in to roll the enemy.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-12-11 04:48:26
December 11 2010 04:45 GMT
#146
On December 11 2010 13:08 DuneBug wrote:
I know it's getting old, but at least one glaring issue is the maps.

I usually don't say that. Like I don't think balance issues are a map problem, there are obvious balance issues that exist on every map. Nor do I want every map to be the same damn thing as lost temple w/o cliffs.

But i don't really think the maps are blizzard's fault. I don't know why tournaments aren't using redone ICCup maps by this point, if not making their own maps. Blizzard even recommended (and planned) that they would make their own maps.


It's not just the maps though.

Maps like Shakuras are still very much all-in/Committal despite being large and defendable maps.

For each match-up there's something different that makes players want to play all-in-ish. Here's my take on why match-ups devolve into all-ins from the player's mentality (Zerg match ups only as I don't understand PvT)...

ZvZ: Not all-in yay matchup. Games are just short by the highly aggressive nature, but that's fine.
ZvP: Roulette to an extent! If the Protoss opens Forge first the game is almost always going to be all-in or immediately decided. Either the Protoss gets their cannons to block the natural and wins, or they get stopped and are vulnerable to an all-in. If the Protoss opens an expand then the zerg is all-in because 2 base to 2 base the zerg is way behind and grabbing a 3rd is a risky option because of things like void rays, dts, or a 6 gate push. If the Protoss opens without an expand they then can lean on the warpgates to create incredibly strong pushes that are very difficult to stop. This encourages both the Protoss to all-in and the Zerg to all-in before the Protoss does. Neither player wants to take this late game, the Protoss is worried about Zerg macro and the Zerg knows he can't defeat 200/200 Protoss balls.
ZvT: The Terran player is afraid of zerg macro and the difficulty of expand. Speed banelings (or banelings in general) pose a very serious threat that can quickly turn the game against the Terran. Any bio gameplan is vulnerable to getting overrun by the banelings. Lategame the 200/200 Zerg army with tier 3 compositions is very potent against Terran making Terrans worried about playing for late game. The zerg on the other hand knows that Terran can turtle fairly well behind turrets/marines and that in a war of attrition the superior cost effectiveness of staple and situational Terran units like the marine, tank, medivac, and raven can cause the Zerg to eventually fall behind even if they 'win' every fight. Likewise the transition to broodlords or ultras is always tough and tend to have a lot of risks and even tier 3 Zerg compositions still end to leave heavily on ling/bling/muta. So midgame baneling busts or other strategies appeal as a safer choice to the zerg that has gained an advantage or decent economy going into the midgame.

As for why all-ins are effective more so than why players tend towards them...
ZvP: Other than warp-gates or great supporting/game ending units like the void ray, immortal, or DTs Protoss can open themselves up to all-ins because they can set themselves up very well to do so. Early on Protoss can trade gas without many minerals (sentries) to ensure safety vs all but all-ins and use the extra minerals to setup for strong pushes. At the same time if the Protoss goes for a more tech or eco opening their gas & minerals appear to be strained and they are unable to effectively get both the general protection of sentries and a defensive force (zealots/sentries) quickly enough and they open up a window of opportunity for the zerg. Likewise the ease of expo blocking tends to put zerg in a situation vs eco builds where they're behind economically with a tough shot at catching up, but have the potential to quickly field a lot of units to overwhelm the temporarily vulnerable Protoss.
ZvT: In this match up Zerg lacks the ability early to trade gas for protection. The only options they have out the gate are lings and crawlers. Mules provide the connection to put it all together. The mules allow for an early temporary boost to stay even with the Zerg's income while they get the faster rax to stay even with production. The follow up mules allow for the Terran to keep up a reasonable amount of production while the zerg has to pull all workers to defend. Meanwhile spine crawlers take long to build and are only moderately effective given their slow attack rate and 5hp of overkill. On the zerg side mid/late banelings just offer a superior chance to bust any Terran that shows any signs of weakness and can be made enmass completely out of surprise. A Zerg with muta/ling may suddenly cut muta production and morph a potentially game ending amount of banelings. The temptation/pay-off for such aggression is often too sweet to pass up. Likewise the Zerg is encouraged to do this because their ling defenses will lose effectiveness over time as marines grow in numbers and gain more medivacs and tanks start being massed.

Anyways my point is that I don't think it's just the maps. A lot of the game design and balance encourages all-in plays over more long term strategies. Maybe some or a lot of this will change as players figure stuff out, we will have to see.
Logo
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
December 11 2010 04:50 GMT
#147
It's dumb to see how effective workers fight and draw fire, it makes SCV's + Marines so powerful (not to mention MULEs cover the lost pretty well). I think this really encourages all-ins for Terrans especially when Terran have no melee units so they synergize with SCV's so well. Fighting with drones or probes just interrupt spaces that should be occupied by zealots or zerglings and decrease the overall DPS. And to think that SCV's used to have 60hp.
Jaedong <3 HOOK'EM HORNS!
universalwill
Profile Blog Joined August 2010
United States654 Posts
December 11 2010 05:00 GMT
#148
allins are fine if players can't go attack really early with all of their scvs and still come out ahead if their push is stopped just because they have magical super scvs that fall from the sky.
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-12-11 05:03:21
December 11 2010 05:02 GMT
#149
On December 11 2010 14:00 universalwill wrote:
allins are fine if players can't go attack really early with all of their scvs and still come out ahead if their push is stopped just because they have magical super scvs that fall from the sky.


That's not even really true considering that Protoss arguably have the strongest pressure/'all-in' attacks out of any race. It's way way way harder as Z to deal with the Protoss all-ins than it is the Terran ones, meanwhile TvP it's the Protoss that gets the stronger all-ins.

Often times 2 Rax is a joke compared to the Protoss options.
Logo
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
Last Edited: 2010-12-11 05:05:36
December 11 2010 05:03 GMT
#150
Problem with SC2 right now is every race has some unbeatable(or extremely hard to stop when players are at the same level) BO or timing attack. And as we know from Broodwar, nothing can be unbeatable, once something is unbeatable the whole e-sport thing is finished.

For Terran, its bunker rush and allin. For Protoss its 1 base timing and late game ultimate ball. For Zerg its mega-macro mode late game.

SC2 at this stage need some damn good balance patch and a overhaul on the next expansion. The Mule, the warpgate tech, the larva inject I think these 3 things needs a re-design.

Some unit needs a complete re-design as well such as Marauder for terran, Baneling for zerg and Sentry for Protoss. These 3 units are cool but sometime, its very easy for them to break the game. Marauder for being good at almost everything that walk. Sentry for instanly send a defending player to there death. Baneling for completely turning a battle of TvZ around even the terran dodge most of them.

Personally, I can't see any improvement now through balance patches. We still will see allin Terran, late game monster Zerg and timing god Protoss. All I hope is somehow Blizzard will do something to lesser these things, and get there job done right in the expansion.
Terran
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
December 11 2010 05:04 GMT
#151
On December 11 2010 14:00 universalwill wrote:
allins are fine if players can't go attack really early with all of their scvs and still come out ahead if their push is stopped just because they have magical super scvs that fall from the sky.

Please dont turn this thread into another flame war. We have enough of that.
Terran
Logo
Profile Blog Joined April 2010
United States7542 Posts
Last Edited: 2010-12-11 05:08:47
December 11 2010 05:06 GMT
#152
On December 11 2010 14:03 Caphe wrote:
Problem with SC2 right now seems to be, every race has some unbeatable(or extremely hard to beat when players are at the same level) BO or timing attack. And as we know from Broodwar, nothing can be unbeatable, once something is unbeatable the whole e-sport thing is finished.

For Terra, its bunker rush and allin. For Protoss its 1 base timing and late game ultimate ball. For Zerg its mega-macro mode late game.

SC2 at this stage need some damn good balance patch and a overhaul on the next expansion. The Mule, the warpgate tech, the larva inject I think these 3 things needs a re-design.

Some unit needs a complete re-design as well such as Marauder for terran, Baneling for zerg and Sentry for Protoss. These 3 units are cool but sometime, its very easy for them to break the game. Marauder for being good at almost everything that walk. Sentry for instanly send a defending player to there death. Baneling for completely turning a battle of TvZ around even the terran dodge most of them.

Personally, I can't see any improvement now through balance patches. We still will see allin Terran, late game monster Zerg and timing god Protoss. All I hope is somehow Blizzard will do something to lesser these things, and get there job done right in the expansion.


I don't think the units necessarily need a re-design, re-balancing would work fine. If Sentries couldn't stockpile as many FFs or did less ranged damage and Banelings didn't do as much damage to buildings or had the same speed on creep, but slightly slower off, then it'd balance out more for those units*. Likewise adjusting things like the max # of larva/hatchery could help a ton in keeping zerg from being dominate late game. You don't always need to think big to make a big change on how the game plays.

*I'm not actually recommending these changes or anything, they're just supposed to be examples.
Logo
IAttackYou
Profile Joined August 2010
United States330 Posts
December 11 2010 05:07 GMT
#153
What made fruitdealer so epic in season 1? He held off all those All Ins that people did against him that was considered "imba". Same goes for Nestea in season 2. There will always be a hero that can stop those things and show and prove them selves to be a superior player and that is the way things should be.
I'm not a nub, I'm gosu of tomorrow
dizzy101
Profile Joined August 2010
Netherlands2066 Posts
December 11 2010 05:09 GMT
#154
All-ins are essential to the game. You can go all in from 1 base. You can go all in from 2 bases. You can go all in from 3 or from 4. Part of the game's appeal is the song-and-dance of 'how little defense can you get away with while being as greedy as possible without being punished with an all in'. Removing all-ins would make the game boring.
TheGreatWhiteHope_
Profile Blog Joined August 2010
United States335 Posts
December 11 2010 05:11 GMT
#155
On December 11 2010 07:01 SoLaR[i.C] wrote:
First of all, all-ins have been (and will continue to be) part of EVERY strategy game. Big risks will sometimes yield big rewards, and both players need to accept their role within this mindset and play accordingly. The obsession with macro has led to an inordinate amount of hatred for any form aggressive play off one base, regardless of whether or not it's the best way to punish eco-hungry players. People equating expansions and mass unit production with skill are completely off base. The game has shown to be remarkably balanced in the early game with some small, map enabled discrepancies. Leave it be.


This.
MementoMori
Profile Joined April 2010
Canada419 Posts
December 11 2010 05:32 GMT
#156
I'm on the hands off side at least for a while. I think that even in situations where people will swear up and down there is no solution, a solution does usually creep up. Certainly it will be a problem if months from now the same all-ins are winning at the same rate. I think that would show it's time to make a change because the issue just isn't solvable.
for the world is hollow and I have touched the sky
andrewwiggin
Profile Joined September 2010
Australia435 Posts
December 11 2010 06:05 GMT
#157
Op, you're really silly.


All-ins will always be a part of the game. They HAVE to be; because they are the strategic option that one uses to GREAT effect against players who open with economic builds.

Imagine a game where you can't go 'all-in' (and to do this, you'd have to have it so SCVs can't attack). What happens then? You've just denied many many players their strongest counter to early hatch/nexus/CC.

Even then, it's not as easy as nerfing mining units. Because then, zerg 6 pool would become extremely effective etc.


No, balancing against 'all-ins' is as stupid as asking Blizzard to balance against economic builds. Because both are part and parcel of strategic games.

Both always have to be options. They are in real wars, they are in Starcraft 1 and Broodwar, and they need to be in Starcraft 2, unless you plan on continuing to play what will become an extremely dull and boring game.
wherebugsgo
Profile Blog Joined February 2010
Japan10647 Posts
December 11 2010 06:16 GMT
#158
WARNING: Wall of text inbound

None of the match-ups are understood yet. Terran players are doing bio-centric plays in all three, while only TvT really sees mech play. Koreans are shifting away from banshees now and more toward 2 rax (in almost every game.) Time is needed to determine whether anything needs balancing. I'd say some of the underused units need some buffs, but otherwise, nothing significant really needs changing.

GSL Spoiler follows:

+ Show Spoiler +
Looking at Jinro's play, we see that he beat other players reasonably, yet himself got owned by MC. The skill differences even among pros are huge right now, and so because the match ups are not understood well by most players, differences in skill result in one-sided games. For example, MC's PvT is nearly unstoppable right now, IMO because Terrans are playing too much bio vs toss. Sentries are basically the antibio with force field; you can't repair a forcefielded bunker, and a split army gets destroyed by stalkers, even if the split isn't complete, but just temporary. This was obvious when MC was able to expand with 3 gates and still completely destroy Jinro's units.


ZvZ is understood decently well by most high tier players, I think. Nestea and Fruitdealer seem to understand ZvZ pretty well, and I think Nestea right now is unbeatable ZvZ. TvT is understood I think by some players, but TvT styles are inconsistent, and we haven't seen anyone truly dominant in that match up. PvP is not often seen right now because of the rarity of Protoss, and I think that's another matchup that is not understood well. Macro games will come into play I think when people realize the power of forge first. In PvP right now, 4 gates, blink stalker builds, and DT rushes seem to dominate.

Right now MC dominates PvT, and I think he has the best PvT for the current set of builds. I think PvT and TvP will evolve as Terran players start playing differently. Right now, robo tech for protoss is completely unnecessary in PvT, except against banshee builds. Even so, P players can pull off gateway rushes that beat 1/1/1. Mech is also untouched in this matchup, from recent trends. IMO Terran players rely too much on their bio, even against high templar/colossus. Marauders are great, but a big ball of them becomes redundant when you're getting stormed, force fielded, and lasered. There is no clear player who is strong TvP. In fact, I don't think any current Terran understands TvP even close to well.

TvZ and ZvT are probably the most evolved mixed matchups, but the midgame is still evolving really fast. Zerg players are learning to deal with 2 rax play, and once most zergs are patient and able to hold off 2 rax I think we'll see even more development in TvZ. Right now it feels like Z players get an auto-win if they can hold their third, probably because Terran players are not used to macro play against Zergs past two base.

PvZ is a little weird right now, but I think with some time they'll evolve further. Right now we're seeing a trend toward stargate builds with a later robo, since mobile detection in PvZ is really unnecessary unless laired Roaches are out. Chargelots are very undervalued right now, as is the forge. HTs and DTs are also quite undervalued vs Zerg, I think. If Protoss can learn to fast expand safely behind a forge, I think +1 chargelot into phoenix/DT or mass gateway high templar can be effective in PvZ. On the other side of the aisle, I think Z players just need to learn to deal with massed colossus. Muta play is strong against P, and sniping sentries and colossus is a must. I think spire into a hydra tech switch could be strong, especially if it's done off three bases. As toss players start going stargate, I think it's going to be necessary for Zerg players to respond in kind with spire/hydra builds.

If a patch were to change anything, I think it would be best to buff accessibility of underused units. Examples:

Protoss:
Decrease cost of fleet beacon to 200/200.
Decrease buildtime of carriers from 120 seconds to 105 seconds.
Decrease Phoenix buildtime by 5 seconds (not as drastic as PTR)

Zerg:
Decrease spine crawler build time from 50 seconds to 40 seconds
Change burrow to hatchery tech
Decrease overlord drop research to 110 seconds from 130 seconds

Terran:
Add a function to the reaper speed upgrade that allows them to be built out of reactored barracks
Combine the cloak and energy upgrade for ghosts
Decrease Raven cost to 100 minerals, 175 gas

TL;DR IMO, none of the matchups are understood well right now. We need time to learn nuances and proper builds in each of the matchups. GSL, with so little turnaround time, is focused on survival and temporary brilliance as opposed to consistency. Next year will probably be better for the evolution of the game, but so far we've gone very far already.



User was warned for this post
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2010-12-11 06:27:10
December 11 2010 06:19 GMT
#159
If you want to slow all ins static defenses need to be stronger. Maybe remove engineering bay req for PF or allow switch from OC to PF. Make spines stronger. Toss needs something too that can't be moved to opponents base but still defends.

User was warned for this post
MC for president
Adeeler
Profile Blog Joined June 2009
United Kingdom764 Posts
December 11 2010 06:37 GMT
#160
Make spines build much faster and maybe be morphable like the good old creep colony/switchable into spore/spine modes and the allins will die out. Terran and toss can Wallin, bunker or Cannon so they don't need any increased defence.

Though protoss seems a bit vulnerable early on.

User was warned for this post
Prev 1 6 7 8 9 10 16 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 41m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
JimRising 298
SC2Nice 37
StarCraft: Brood War
Shuttle 2966
BeSt 505
Horang2 356
Shine 221
Soma 207
Soulkey 182
EffOrt 159
Killer 143
Mind 83
Dewaltoss 70
[ Show more ]
Yoon 41
Aegong 31
Bale 20
ToSsGirL 17
Terrorterran 4
Dota 2
ODPixel120
Counter-Strike
olofmeister1305
shoxiejesuss1103
edward75
Other Games
ceh9689
Trikslyr28
[ Show 13 non-featured ]
StarCraft 2
• LUISG 20
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 6
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2116
League of Legends
• Jankos1583
Other Games
• WagamamaTV179
Upcoming Events
The PondCast
41m
KCM Race Survival
41m
OSC
13h 11m
Escore
1d
IntoTheTV X SOOP
1d 1h
CranKy Ducklings
2 days
Sparkling Tuna Cup
3 days
Shopify Rebellion Sundays
3 days
Spirit vs Mixu
Clem vs TBD
RSL Revival
3 days
Serral vs Rogue
BlizzCon
3 days
[ Show More ]
Replay Cast
3 days
Afreeca Starleague
4 days
WardiTV Weekly
4 days
Afreeca Starleague
5 days
GSL
5 days
PiGosaur Cup
5 days
The PondCast
6 days
Kung Fu Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-09-08
PiG Sty Festival 8.0
Big Dog Cup 2026 Div 1

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
RSL Revival: Season 6
Calamity Invitational
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Escore Tournament S3: King of Kings
Acropolis #5 - GSA
Blizzard Classic Cup 2026
Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Blizzard Classic Cup 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 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.