• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:18
CET 00:18
KST 08:18
  • 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
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation8Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
Tenacious Turtle Tussle RSL S3 Round of 16 Master Swan Open (Global Bronze-Master 2) Constellation Cup - Main Event - Stellar Fest Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle Terran 1:35 12 Gas Optimization BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Should offensive tower rushing be viable in RTS games? Path of Exile
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
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1839 users

Situation Report: Patch 1.3 - Page 11

Forum Index > SC2 General
Post a Reply
Prev 1 9 10 11 12 13 20 Next All
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 04 2011 21:09 GMT
#201
That's what expansions are for!

Let's not forget base SC had serious problems, only BW made it great.
baltimoretim
Profile Joined April 2011
United States1 Post
April 04 2011 21:15 GMT
#202
On April 05 2011 05:32 sandroba wrote:
Colossus just needs to do less dmg or have way less hp imo. They are just too beefy, mobile and high damaging for a support unit. They are like an easy mode counter to everything earthbound.


Can we play with the nerf we were just handed (Hts) before instituting new ones?
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
April 04 2011 21:17 GMT
#203
On April 05 2011 06:15 baltimoretim wrote:
Show nested quote +
On April 05 2011 05:32 sandroba wrote:
Colossus just needs to do less dmg or have way less hp imo. They are just too beefy, mobile and high damaging for a support unit. They are like an easy mode counter to everything earthbound.


Can we play with the nerf we were just handed (Hts) before instituting new ones?

we already playt his nerf, see there is no more HT
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
Bonham
Profile Joined November 2010
Canada655 Posts
April 04 2011 21:23 GMT
#204
Thanks for posting this; it's always interesting to see the rationale for these changes. Doesn't answer every question, of course (If never getting use is a criteria for a buff, why the change to BCs but not carriers? If toss AoE is OP lategame, why not nerf colossi instead?), but still cool to read. Kudos to Blizzard for putting their decision making into the public eye like this.
andrewlt
Profile Joined August 2009
United States7702 Posts
April 04 2011 21:25 GMT
#205
On April 05 2011 06:05 Yaotzin wrote:
Show nested quote +
On April 05 2011 05:56 BeMannerDuPenner wrote:
well if we talk about warpgates i still like the "introduce 2nd lvl warpgate research, 1st lvl research only allows pylon warpins in X radius around a nexus or warpgate" the most since its easy to implement and has zero effects on the defensive&production power or mid/lategame warpgate power.

This is good
Show nested quote +

but there are countless other suggestions. and longterm warpgates should get reworked anyways to make it an actual decision (and blizz keeps blabbering about how they want that all the time) ,make gateways more then just a tiny stepping stone 1-3 units/game get build and introduce some dynamics.

They won't rework them gateways are just an anti-cheese building /mutters. They aren't meant to be useful. Same with stuff like conc shell. Not everything is supposed to be a choice, some tech is there simply to slow things down.



Sure, that's what gateways were initially for. But there's no reason that they should always be just a weaker warpgate. If warpgate cooldown time is higher than gateway build time, then there's a reason for players to keep gateways. It might help PvP, too, since the attacker would need more warpgates to keep up production with the defender, who could stay at gateways.

Without the power of the early warpgate rush, they might be able to buff gateway units enough that they could make the colossus more difficult to effectively use.
Nakas
Profile Joined May 2010
United States148 Posts
April 04 2011 21:30 GMT
#206
On April 05 2011 06:00 hugman wrote:
Show nested quote +
On April 05 2011 05:56 BeMannerDuPenner wrote:
On April 05 2011 05:52 FabledIntegral wrote:
On April 05 2011 05:48 BeMannerDuPenner wrote:
On April 05 2011 05:24 pureball wrote:
"Stimpack timing pushes by terran players can be extremely difficult for opponents to stop without employing effective scouting. We wanted these types of pushes to come slightly later in order to provide more time for opponents to prepare for these attacks and to potentially get scouting units together to effectively scout for these types of pushes."


but proxi pylon 3 gate and 4 gate all ins are perfectly fine? give me a F'n break ......

MUCH harder to scout , hardly ANY warning, reinforce right outside your base (do NOT say you should scout because thats basicaly why they nerfed bunker buildtime)

absolute joke.


well dont quite like your wording but agree with the point.

how they can say stuff like that with warpgate variations dominating since the early days of beta is beyond me.
esp when the stim also has huge affects on the ability to defend pushes .. ( how often did we see a T losing to a attack with 5-15 secs left on stim since 1.3?)


I think personally it could all be solved by just making warpgates cost 100/100, and buffing buildtimes by a few seconds on gateway units. I mean, come on, 2gate was essentially nerfed out of existance on the small maps where it should be a powerful build. Could make Zealots come out like ~3 seconds faster, same with sentries.

but there are countless other suggestions. and longterm warpgates should get reworked anyways to make it an actual decision (and blizz keeps blabbering about how they want that all the time) ,make gateways more then just a tiny stepping stone 1-3 units/game get build and introduce some dynamics.

It'd be kinda cool if Gateways would be better than Warp Gates defensively, but I really don't think Blizzard will tweak that stuff all that much.


I remember in beta thinking that warpgates had a longer cooldown than gateways, so they had less throughput in exchange for being able to warp in wherever you wanted and faster build time after the resources are spent. When I learned that warpgates also had a shorter cooldown, I thought "Why would anyone ever want a gateway over a warpgate then?" The answer is, of course, that you wouldn't. I do agree that it would be more interesting as a choice.
HelloThere
Profile Joined September 2010
United States14 Posts
April 04 2011 21:34 GMT
#207
I feel that the only thing that really needs a change in the entire game at this point is a nerf to colossus hp/shields. TvZ feels pretty balanced at this point. I can't speak to PvZ since I'm terran but it seems like a lot of the issue revolves around the fact that the toss deathball forces the zerg to make a ton of corruptors which leaves them a much smaller ground army.

I've noticed that going vikings in TvP is pretty much no longer viable as every decent toss has learned to prevent vikings from sniping colossi. It's absurd that I can micro my vikings while kiting with my bio army and still get rolled by the 3 colossi and 20 stalkers that remain.

I need to make 13 vikings to one shot a colossus and 7 to 2 shot it. Since I'll be making them from a reactored port, this means I'll end up with 14 for 1 shot and 8 for 2 shot kills. 8 vikings cost 1200 minerals and 600 gas and 16 supply. 14 vikings cost 2100/1050/28. That's a pretty massive investment to just throw away considering the fact that every single one of them dies and there's still usually at least one colossus left at the end.

A range nerf would defeat their purpose and nerfing their damage would allow the bioball to roll through the deathball. The easy solution is to remove a decent chunk of their hp/shields. This would allow both vikings and corruptors to do their job at a better cost efficiency. After all, isn't the counter to something supposed to kill it at a cost efficient rate?
Khalleb
Profile Blog Joined March 2009
Canada1909 Posts
April 04 2011 21:35 GMT
#208
if they nerf the colossus they'll need to buff the mid game of protoss, don't tell me they will make the HT more viable, because they come so late that isnt really viable to rush them without having the risk to die, plz blizz no more gamble to the tech to get :/
Liquid'Nony: "I only needed one probe to take down idra. I had to upgrade to a zealot for strelok."
HeroMystic
Profile Joined March 2011
United States1217 Posts
April 04 2011 21:36 GMT
#209
On April 05 2011 06:23 Bonham wrote:
Thanks for posting this; it's always interesting to see the rationale for these changes. Doesn't answer every question, of course (If never getting use is a criteria for a buff, why the change to BCs but not carriers? If toss AoE is OP lategame, why not nerf colossi instead?), but still cool to read. Kudos to Blizzard for putting their decision making into the public eye like this.

BCs were never used because they were just plain bad.

I'd like to know why Carriers are never used. Serious question.
proxY_
Profile Joined July 2010
United States1561 Posts
April 04 2011 21:37 GMT
#210
I'm a bit surprised that their rationale for halving fungal duration was that they wanted to encourage muta play zvz, if one player goes infestor and the other goes muta the infestor player will still win. The real problem is that if one player is massing roaches and the other player is teching to mutas the player massing roach can a-move when they see mutas and usual overrun the other player's base before the muta player can kill them with mutas. If they see it as a viable transition out of roaches (whereas now we typically see hydra or infestor supplementing the roaches) the player going muta will still be at a disadvantage as the gas cost associated with getting enough mutas to make an impact is too high (hydras that are 50 gas less will beat them straight up pretty easily as well). Only way i can see it is if it's a map like terminus or maybe taldarim with giant rush distances and easily defendable chokes and even then..
Losiff
Profile Joined April 2011
8 Posts
April 04 2011 21:40 GMT
#211
On April 05 2011 05:24 Rabiator wrote:
Show nested quote +
On April 05 2011 04:55 Yaotzin wrote:
On April 05 2011 04:52 Spawkuring wrote:
On April 05 2011 04:45 Yaotzin wrote:
On April 05 2011 04:38 Spawkuring wrote:
On April 05 2011 04:24 andrewlt wrote:
On April 05 2011 03:45 Yaotzin wrote:
On April 05 2011 03:35 Gigaudas wrote:
On April 05 2011 03:27 arterian wrote:
I wish Blizzard would address PvP.


Removing warp-in is necessary to do that imo and they won't remove warp-in.

PvP just needs some sort of improvement to defender's advantage. A shield damage bonus to cannons, say. I'm sure creative people could think of better ones.

Maybe bring back the shield battery!



I'd say gateways need an advantage over warpgates even after you research the tech. Changing all gateways into warpgates shouldn't be a no-brainer choice.


I'm starting to feel the same way. Initially, Blizzard made warp gates provide a build time discount in order to encourage its use over gateways,

No they didn't. They started out by making warpgates, then they made gateways (again) to stop cheeses. Gateways produce slower than warpgates for the same reason: rushes would be too strong otherwise.

The game is designed around warpgates, for good or ill. It will never change.



What makes you think warp gates will never change? They've already changed a few times regarding research time, so it's not unreasonable to expect it to change again.

They've only ever touched the research time to balance rushes - sensible since that's the only reason you research them. They've shown zero inclination to nerf the actual concept in any way.

Nerfing the concept seems pretty impossible, but I might imagine increasing the warp-in time from five to 10-15 seconds or so to make Protoss less flexible and require them to plan ahead more. Warping in during a battle rarely enables the opponent to target the warping units and thus the "more damage during warp-in"-disadvantage isnt a true disadvantage. Being able to not spawn at the corresponding building could be advantage enough ...

If they changed the warp-in time to something much longer the Khaydarin Amulet might be introduced back into the game IMO.


The warp-in time should depend on the distance between the warping unit and the gateway. It would fix pvp and make Protoss all ins less effective.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-04-04 21:48:45
April 04 2011 21:41 GMT
#212
On April 05 2011 06:25 andrewlt wrote:
Show nested quote +
On April 05 2011 06:05 Yaotzin wrote:
On April 05 2011 05:56 BeMannerDuPenner wrote:
well if we talk about warpgates i still like the "introduce 2nd lvl warpgate research, 1st lvl research only allows pylon warpins in X radius around a nexus or warpgate" the most since its easy to implement and has zero effects on the defensive&production power or mid/lategame warpgate power.

This is good

but there are countless other suggestions. and longterm warpgates should get reworked anyways to make it an actual decision (and blizz keeps blabbering about how they want that all the time) ,make gateways more then just a tiny stepping stone 1-3 units/game get build and introduce some dynamics.

They won't rework them gateways are just an anti-cheese building /mutters. They aren't meant to be useful. Same with stuff like conc shell. Not everything is supposed to be a choice, some tech is there simply to slow things down.



Sure, that's what gateways were initially for. But there's no reason that they should always be just a weaker warpgate. If warpgate cooldown time is higher than gateway build time, then there's a reason for players to keep gateways.

I guess in the very early game. After that you'd be mad not to just make 1-2 more warpgates though.

It might help PvP, too, since the attacker would need more warpgates to keep up production with the defender, who could stay at gateways.

You have two choices then: Make current warpgates slower (nerf cooldown), or make current gateways faster. The latter will result in crippling rushes - the return of the 10/10 zealot push etc. The former will force Protoss to stay on gateways to stop various pushes. This will make them incredibly defensive and probably cripple them, in the way Zerg was crippled having to try deal with zealot/reaper/etc pushes.

ETA: This is basically why you can't have warpgates and gateways doing different things. When you do that, you need to somehow balance them both, which is near impossible.

Without the power of the early warpgate rush, they might be able to buff gateway units enough that they could make the colossus more difficult to effectively use.

Gateway units are not weak. If they were any stronger they would stomp both other races into the ground early game. They ONLY start to fail against mass ranged units.

Colossus deals with this specific problem. Making melee units stronger would not help with that, and making stalkers stronger would make early stalker pushes unstoppable. I assume you don't think the sentry needs any buffing ^_^.
VenerableSpace
Profile Joined May 2010
United States463 Posts
April 04 2011 21:42 GMT
#213
remove collosus

let me build immortals from the gateway only (not warpgate, still robo requirement), lower their stats/cost a bit. give them an air attack and range upgrade from robo bay.

gimme the reaver and the shuttle, make chargelots do better against roaches (not win, but compete), and re-instill a +15 energy upgrade for HT's (old one was +25).

Im having more fun with Z then P atm. and will just play them unless protoss becomes less dull

If they do something like this, yeah sure it will feel more like BW protoss but is that REALLY a bad thing?
malaan
Profile Joined September 2010
365 Posts
April 04 2011 21:51 GMT
#214
I wonder how the game would be effected if zerg had a specific unit that does splash damage to air. (scourge anyone?)

Think about it - Voidray colossi would be more vulnerable, more use of banelings pretty much saved ZvT early game balance when everyone was 2 raxing with SCV's and bunker rushes... Would scourge help deal with the colossi ball late game?

Corruptors where supposed to be the answer for zerg anti-air. But as Idra was saying not too long ago - sadly they are just far to expensive and if you over-make them (which is easily done given how difficult it can be to scout protoss atm) it's over.

Just my 2 cents of course.
Offhand
Profile Joined June 2010
United States1869 Posts
Last Edited: 2011-04-04 21:56:19
April 04 2011 21:55 GMT
#215
On April 05 2011 06:36 HeroMystic wrote:
Show nested quote +
On April 05 2011 06:23 Bonham wrote:
Thanks for posting this; it's always interesting to see the rationale for these changes. Doesn't answer every question, of course (If never getting use is a criteria for a buff, why the change to BCs but not carriers? If toss AoE is OP lategame, why not nerf colossi instead?), but still cool to read. Kudos to Blizzard for putting their decision making into the public eye like this.

BCs were never used because they were just plain bad.

I'd like to know why Carriers are never used. Serious question.


Because they're more expensive, slower then, and not as good as collosus when it comes to killing massable ground units. Massable ground units describes most of the rest of this game, to the point where anti-air units are used primarily against a ground unit that's tall.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-04-04 22:03:26
April 04 2011 22:02 GMT
#216
On April 05 2011 06:51 malaan wrote:
I wonder how the game would be effected if zerg had a specific unit that does splash damage to air. (scourge anyone?)

Think about it - Voidray colossi would be more vulnerable, more use of banelings pretty much saved ZvT early game balance when everyone was 2 raxing with SCV's and bunker rushes... Would scourge help deal with the colossi ball late game?

VRs don't overkill. Pretty much ideal for wasting lots of low hp units, like scourge. Could have some success by getting the VRs to target something else, perhaps, but they'd be far from a hard counter.

Killing the colossi is the real issue for Zerg anyway.


Because they're more expensive, slower then, and not as good as collosus when it comes to killing massable ground units. Massable ground units describes most of the rest of this game, to the point where anti-air units are used primarily against a ground unit that's tall.

More specifically, while carriers aren't bad per se, there's just a better answer for every Protoss question.
MajorityofOne
Profile Joined December 2010
Canada2506 Posts
April 04 2011 22:08 GMT
#217
Nerf colossi rather significantly (but hopefully not to the point of uselessness), buff 2-3 of either Chargelots, Immortals, Archons or Carriers. Then you can viably go a bunch of different tech paths as Toss, so they're not just massing gateway units that get mega-owned by Stimmed bio and Hydras
etherwar
Profile Joined December 2010
United States45 Posts
April 04 2011 22:33 GMT
#218
On April 05 2011 02:51 da_head wrote:
i wouldn't mind a collosus nerf in the slightest (as long as it would be accompanied by a gateway unit buff). however, this immediately breaks 4 gate, which is an issue that blizzard acknowledges as well. hmm.. i wonder what they're gonna do.


Pardon the theorycraft, but slightly buff wg unit damage and then make it so they warp in without shields?
"The most powerful weapon on earth is the human soul on fire." -Ferdinand Foch
pwadoc
Profile Joined August 2010
271 Posts
April 04 2011 22:40 GMT
#219
Easy colossus solution: increase food cost. Colossus aren't really problematic until there are 4 or 5 of them supported by a large ground army. If colossi take up more food, the support army will end up being smaller.
0neder
Profile Joined July 2009
United States3733 Posts
Last Edited: 2011-04-04 22:49:13
April 04 2011 22:47 GMT
#220
I'm a designer so I'm immune from 'leave it to the designers' talk when I validate some of these great suggestions.

Making it so normal gateways have a slightly shorter build time than warp gates would be an amazing change to Protoss, both for PvP and in general, in terms of strategic variety. Lore-wise, you could say it takes slightly longer to warp-in due to psionic whatever limitations, and gameplay-wise it would be amazingly awesome.

Change HT per LiquidTyler's suggestion of having 5-10 seconds post warp-in before they can storm.

Make colossi move more slowly. This will make them more fragile and vulnerable, more realistic-looking, and more dynamic of a unit (one OP strength, two weaknesses like reaver - hp and movement speed) or just replace them with something more exciting that impedes spectating less (like a reaver shot). Slower colossi would nerf late-game toss AoE while still promoting the more exciting high templar usage.

Also, buff Archon AoE, and give Zerg the Lurker back at Lair evolving from roaches, with a Hive upgrade that lets them move while burrowed maybe.

Move burrow to hatch tech.
Prev 1 9 10 11 12 13 20 Next All
Please log in or register to reply.
Live Events Refresh
Tenacious Turtle Tussle
23:00
Biweekly #35
CranKy Ducklings42
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 345
PiGStarcraft287
SpeCial 103
ProTech94
Livibee 88
ZombieGrub46
StarCraft: Brood War
Shuttle 568
Artosis 260
UpATreeSC 89
Sexy 33
Rock 31
NaDa 15
Dota 2
syndereN240
Counter-Strike
Foxcn265
Super Smash Bros
Mew2King81
Other Games
Grubby4487
summit1g560
shahzam381
Maynarde101
C9.Mang085
Nathanias25
febbydoto7
fpsfer 1
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• Hupsaiya 67
• RyuSc2 56
• Adnapsc2 8
• HeavenSC 2
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21345
• WagamamaTV487
League of Legends
• imaqtpie3416
Other Games
• Shiphtur264
Upcoming Events
The PondCast
10h 42m
RSL Revival
10h 42m
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
12h 42m
ByuN vs ShoWTimE
Classic vs Cure
Reynor vs TBD
WardiTV Korean Royale
12h 42m
PiGosaur Monday
1d 1h
RSL Revival
1d 10h
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
1d 12h
herO vs TBD
CranKy Ducklings
2 days
RSL Revival
2 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
2 days
[ Show More ]
IPSL
2 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
2 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
3 days
RSL Revival
3 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
BSL 21
3 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
3 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
3 days
Wardi Open
4 days
Monday Night Weeklies
4 days
WardiTV Korean Royale
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
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.