• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 21:32
CEST 03:32
KST 10:32
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
RSL: S6 Finals played at BlizzCon 20266Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th156
StarCraft 2
General
RSL: S6 Finals played at BlizzCon 2026 TL Poll: How do you feel about the 5.0.16 PTR balance changes? Team Liquid Map Contest #22: Results and Winners High level ptr replays? where can I find them? StarCraft II 5.0.16 PTR Patch Notes may 26th
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
Where is EffOrt? BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ vespene.gg — BW replays in browser Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
ZeroSpace Megathread Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread PC Games Sales Thread
Dota 2
Looking for a Dota Mentor 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
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
2024 - 2026 Football Thread TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT] NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 18946 users

Race balance last 6 months. - Page 20

Forum Index > SC2 General
Post a Reply
Prev 1 18 19 20 21 Next All
FighterHayabusa
Profile Joined December 2010
United States90 Posts
Last Edited: 2011-05-05 23:49:37
May 05 2011 23:49 GMT
#381
We need to see how many players are winning though. Esp. when we are talking about pros. If the bulk of any races wins are coming from just a few people that doesn't mean the game is balanced... It just means they have some good players.
You must have to have it
JustPlay
Profile Joined September 2010
United States211 Posts
Last Edited: 2011-05-06 00:04:47
May 05 2011 23:54 GMT
#382
The korean graph is a more accurate reflection of trends than the international one. International there are a lot of players in tournaments who are terrible and skewing the statistics toward 50% when it shouldn't be. In GSL you have players who are more skilled than the large majority of international tournament participants. 1000 games is a significantly large sample size for this type of thing as well.

ZvP is volatile because if Z can gain an advantage they can win. The problem is P has all the tools in the world, including higher than 50% odds blind techs, to not only prevent the zerg from gaining an advantage but to actively put him at a disadvantage. As time goes it will develop to be somewhat p favored unless zerg finds a consistent way to lower protoss probe count and/or a safe way to open without blindly guessing whether you are about to get phoenixed, dtd, warp gate all-inned, fast robod, or what.

The ZvP graph spikes based on when P has a "safe" greedy opener and when Z finds a way to tear that opener apart. The more recent graph is because infestors really punish stalker heavy or ball play that isn't controlled exceptionally and there is an all-in stops the greedy expands we are seeing. I'm curious to see where the overlord-spine strat takes ZvP, because it will open up attack windows that zerg desperately needs in that matchup.

ZvT is consistently T favored in the korean graph despite being a match that most zergs enjoy because T simply has more comeback tools. The MULE is powerful as heck, and terran has "critical mass" armies with marines/tanks/maybe a few thors that no number of zerg units (before BL tech) are going to directly break. It requires the zerg to hit elsewhere or catch them in transit. Combine that with T having powerful early aggression and just flat out more forceful play and you have the reason ZvT is terran skewed in the graph despite not being imbalanced to actually play.

ZvT is going to continue developing because ghosts rip on mutalisks/infestors/broods and we aren't even seeing them used anywhere near their potential yet. This next patch has me a bit worried for TvZ because the ghost change is clearly aimed at other matchups but will potentially wreck TvZ in the korean professional scene.

"Balance" is a complicated beast that can be broken in to many sections. If SC2 were 100% balanced right now we wouldn't be seeing 50-50 distributions in either of these graphs. There are too many times where players have to guess in some matchups, and certain races have mechanics that soften harassment/army loss blows at certain points in the game.
Uhh Negative
Profile Joined May 2010
United States1090 Posts
Last Edited: 2011-05-05 23:56:38
May 05 2011 23:56 GMT
#383
"Race balance" in the thread title should be replaced by "Win rate by race"

This implies nothing conclusive or usable about race balance
Phanekim
Profile Joined April 2003
United States777 Posts
May 06 2011 00:02 GMT
#384
racial balance is something that should be aspired to.

however, there is something that is more an issue of game design and that is RELATIVE BALANCE.

relative balance means optimal options throughout game. high range of strategical options as well as styles. etc etc. i'm not sure how to accurately define it but you can theoretically make a game that is absolutely balanced however it wouldn't be relatively balanced.

good example is that coli is too dominant of a strategy and zerg compared to the other races is just more difficult.

it may seem like i'm a sc2 hater i'm not. i'm actually quite a big supporter. blizz needs to work out a lot of kinks. i agree with most of the moves but they just seem to move too damn slow.
i like cheese
Onlinejaguar
Profile Joined April 2010
Australia2823 Posts
May 06 2011 00:22 GMT
#385
On May 06 2011 09:02 Phanekim wrote:
racial balance is something that should be aspired to.

however, there is something that is more an issue of game design and that is RELATIVE BALANCE.

relative balance means optimal options throughout game. high range of strategical options as well as styles. etc etc. i'm not sure how to accurately define it but you can theoretically make a game that is absolutely balanced however it wouldn't be relatively balanced.

good example is that coli is too dominant of a strategy and zerg compared to the other races is just more difficult.

it may seem like i'm a sc2 hater i'm not. i'm actually quite a big supporter. blizz needs to work out a lot of kinks. i agree with most of the moves but they just seem to move too damn slow.


Since SC2 is such a competitive game with high prize tournaments revolving around it i don't think it would be wise for blizzard to be making heaps of changes without extensive testing.
Jayrod
Profile Joined August 2010
1820 Posts
May 06 2011 00:26 GMT
#386
On May 06 2011 09:02 Phanekim wrote:

good example is that coli is too dominant of a strategy and zerg compared to the other races is just more difficult.


Ya, but see you cant quantify those things either. Having played both at high levels I can say I find using zerg much easier than using protoss, which to me, is much easier than using terran.
Offhand
Profile Joined June 2010
United States1869 Posts
May 06 2011 00:40 GMT
#387
On May 06 2011 08:56 Uhh Negative wrote:
"Race balance" in the thread title should be replaced by "Win rate by race"

This implies nothing conclusive or usable about race balance


What magic criteria do in that case?
natehhggh
Profile Joined December 2010
United States33 Posts
May 06 2011 00:52 GMT
#388
On May 06 2011 09:40 Offhand wrote:
Show nested quote +
On May 06 2011 08:56 Uhh Negative wrote:
"Race balance" in the thread title should be replaced by "Win rate by race"

This implies nothing conclusive or usable about race balance


What magic criteria do in that case?

based on this graph alone we dont know what caused the win/lose
terr13
Profile Joined April 2007
United States298 Posts
May 06 2011 01:26 GMT
#389
There are a lot more factors to consider than just winrate. For example, metagame trends, player skill differences etc. can all affect the graph.
Zedders
Profile Blog Joined April 2010
Canada450 Posts
May 06 2011 01:28 GMT
#390
alright I've had enough of these graphs popping up everywhere and people statingthat the game is 'balanced now' because it's like 50/50/50....

It'd be interesting to see what the average game length is over time as well. Since cheeses have changed a lot since the game started (5rax reaper and whatnot), people have a) learned to deal with cheeses all-ins more adequately and b) developed more late game strategies, the games are probably as a result, longer.

It isn't surprising to see that terran was so dominant at the beginning because of the number of people that started out playing terran. If i recall...the first GSL was vastly Terran populated. Not to mention vastly cheese populated too

Terran of course having the strongest tier one unit, the marine, had (has? i'm not sure anymore) the strongest early game. We all of course remember the BitByBit strategy (essentially all-inning...and if that all in doesnt work...all in again....and if that doesnt work...all in again...rinse and repeat).

Since terran had the strongest early game...the game ended fast because cheeses were so powerful/prevalent. Therefore Terran won a lot.

The games are getting longer now.... this of course results in more and more mistakes made by each player. Balance, in my opinion, should be weighted on how many mistakes the player can make in proportion to the other player's mistakes. What I mean by this is if one player makes less mistakes in his game decisions, he should ultimately win in a long game.

Why you ask? Because Starcraft 2 is a game of decisions. And the longer the game goes on, the more decisions must be made. The more decisions that are made, the more mistakes there are, which should result in the degree of separation that makes one player better than the other.

In context...let's say X race gets supply blocked 2 times (common macro mistake) but Y race never gets supply blocked. Y race then as a result has a larger army, larger economy etc. X race still wins simply because the units he made counter the units Y race made. Ok...this isn't imbalance...this is strategy right? Y makes a larger mistake by not scouting X and as a result his units crumble to X's.

So we've established that theres different TYPEs of mistakes one can make. And some mistakes are weighed less than others. But at what point do these mistakes balance. What if X can get supply blocked twice, not scout opponent's army (+more mistakes) and still win.

The severity of one race's total mistakes should not be much larger than another's. Ultimately I'd like to see X -not- win and I hope you agree with me, because X is clearly not the better player, his race is.

--------------back to the graphs.....
Ok so these graphs are representations of both races making an equal amount of mistakes since they are pros, and we are assuming that most pros compete at the same skill level regardless of race.

So the degree of seperation of skill because of the mistakes that are made should be negligible.

To sum up a little.......

The average game length has increased (I'm pretty sure of this considering map size, cheese prevalance, spawn points).

More game length means more potential for mistakes. Ultimately as e-sports fans, we want to see the better player win. This means the player that made the right call at the right time, with the right micro, while maintaining the right macro.

Now it's super important to note...these graphs don't display anything about HOW the games were won.

Looking at T v P... you might think "oh look it's balanced now because it's 50%/50% wins now"

November2010 to jan 2011....Terran cheese prevails until protoss finally learns how to stop it (or they patched whatever). The game was balanced in january 2011 because Protoss learned how to stop strong terran all-ins? (the emergence of a 'safe build' to gain eco lead was developed)

this isn't balance, this is metagame development, meaning half the people that are trying the old strategies that used to work 60% of the time, failed a lot. And the other half that realized this, tried new strategies (and not as developed and therefore not as good) won because it was something their opponent hadn't seen before. yay for meta game development!
Offhand
Profile Joined June 2010
United States1869 Posts
May 06 2011 01:34 GMT
#391
On May 06 2011 09:52 natehhggh wrote:
Show nested quote +
On May 06 2011 09:40 Offhand wrote:
On May 06 2011 08:56 Uhh Negative wrote:
"Race balance" in the thread title should be replaced by "Win rate by race"

This implies nothing conclusive or usable about race balance


What magic criteria do in that case?

based on this graph alone we dont know what caused the win/lose


That doesn't answer the question.
Cloak
Profile Joined October 2009
United States816 Posts
May 06 2011 01:56 GMT
#392
On May 06 2011 09:52 natehhggh wrote:
Show nested quote +
On May 06 2011 09:40 Offhand wrote:
On May 06 2011 08:56 Uhh Negative wrote:
"Race balance" in the thread title should be replaced by "Win rate by race"

This implies nothing conclusive or usable about race balance


What magic criteria do in that case?

based on this graph alone we dont know what caused the win/lose


Starcraft and cheeseburgers caused the win/lose. There, we can continue discussion.
The more you know, the less you understand.
Ihpares
Profile Joined April 2011
United States40 Posts
May 06 2011 04:21 GMT
#393
On May 06 2011 10:28 Zedders wrote:
+ Show Spoiler +

alright I've had enough of these graphs popping up everywhere and people statingthat the game is 'balanced now' because it's like 50/50/50....

It'd be interesting to see what the average game length is over time as well. Since cheeses have changed a lot since the game started (5rax reaper and whatnot), people have a) learned to deal with cheeses all-ins more adequately and b) developed more late game strategies, the games are probably as a result, longer.

It isn't surprising to see that terran was so dominant at the beginning because of the number of people that started out playing terran. If i recall...the first GSL was vastly Terran populated. Not to mention vastly cheese populated too

Terran of course having the strongest tier one unit, the marine, had (has? i'm not sure anymore) the strongest early game. We all of course remember the BitByBit strategy (essentially all-inning...and if that all in doesnt work...all in again....and if that doesnt work...all in again...rinse and repeat).

Since terran had the strongest early game...the game ended fast because cheeses were so powerful/prevalent. Therefore Terran won a lot.

The games are getting longer now.... this of course results in more and more mistakes made by each player. Balance, in my opinion, should be weighted on how many mistakes the player can make in proportion to the other player's mistakes. What I mean by this is if one player makes less mistakes in his game decisions, he should ultimately win in a long game.

Why you ask? Because Starcraft 2 is a game of decisions. And the longer the game goes on, the more decisions must be made. The more decisions that are made, the more mistakes there are, which should result in the degree of separation that makes one player better than the other.

In context...let's say X race gets supply blocked 2 times (common macro mistake) but Y race never gets supply blocked. Y race then as a result has a larger army, larger economy etc. X race still wins simply because the units he made counter the units Y race made. Ok...this isn't imbalance...this is strategy right? Y makes a larger mistake by not scouting X and as a result his units crumble to X's.

So we've established that theres different TYPEs of mistakes one can make. And some mistakes are weighed less than others. But at what point do these mistakes balance. What if X can get supply blocked twice, not scout opponent's army (+more mistakes) and still win.

The severity of one race's total mistakes should not be much larger than another's. Ultimately I'd like to see X -not- win and I hope you agree with me, because X is clearly not the better player, his race is.

--------------back to the graphs.....
Ok so these graphs are representations of both races making an equal amount of mistakes since they are pros, and we are assuming that most pros compete at the same skill level regardless of race.

So the degree of seperation of skill because of the mistakes that are made should be negligible.

To sum up a little.......

The average game length has increased (I'm pretty sure of this considering map size, cheese prevalance, spawn points).

More game length means more potential for mistakes. Ultimately as e-sports fans, we want to see the better player win. This means the player that made the right call at the right time, with the right micro, while maintaining the right macro.

Now it's super important to note...these graphs don't display anything about HOW the games were won.

Looking at T v P... you might think "oh look it's balanced now because it's 50%/50% wins now"

November2010 to jan 2011....Terran cheese prevails until protoss finally learns how to stop it (or they patched whatever). The game was balanced in january 2011 because Protoss learned how to stop strong terran all-ins? (the emergence of a 'safe build' to gain eco lead was developed)

this isn't balance, this is metagame development, meaning half the people that are trying the old strategies that used to work 60% of the time, failed a lot. And the other half that realized this, tried new strategies (and not as developed and therefore not as good) won because it was something their opponent hadn't seen before. yay for meta game development!



I'm not attempting to derail the topic, but I want to make a note on part of this particular post. It seems like (Seems), given the current state of the Protoss 'Deatball', they don't have to scout at all late game. It's an army composition that can take on any comp relatively effectively, given good micro.

Now, purely in reference to your post, assuming the Protoss play doesn't scout, is this a mistake? Or is scouting truly not necessary, because of the current metagame?
l3iRdMaN
Profile Joined February 2004
United States72 Posts
Last Edited: 2011-05-06 05:30:31
May 06 2011 05:29 GMT
#394
On May 06 2011 02:42 War Horse wrote:
Show nested quote +
On May 06 2011 00:47 l3iRdMaN wrote:
lol sample size

8000 games is a pretty good sample size bro

User was warned for this post



was referring to the 1k korean sample size... brooooooo

anything <3-4k is subject to variance. perfect example is the apparent inferiority that is protoss on the korean ladder.

however when we look at the international graph everything's pretttttyyyy, pretty even.
Cloak
Profile Joined October 2009
United States816 Posts
Last Edited: 2011-05-06 06:45:32
May 06 2011 06:44 GMT
#395
On May 06 2011 14:29 l3iRdMaN wrote:
Show nested quote +
On May 06 2011 02:42 War Horse wrote:
On May 06 2011 00:47 l3iRdMaN wrote:
lol sample size

8000 games is a pretty good sample size bro

User was warned for this post



was referring to the 1k korean sample size... brooooooo

anything <3-4k is subject to variance. perfect example is the apparent inferiority that is protoss on the korean ladder.

however when we look at the international graph everything's pretttttyyyy, pretty even.


Actually all samples are subject to variance, which is why we do significance tests. A chi square will tell you how confident you can be that the lopsided ratios are nonrandom.
The more you know, the less you understand.
MrCon
Profile Blog Joined August 2010
France29748 Posts
Last Edited: 2011-05-06 07:05:10
May 06 2011 07:04 GMT
#396
On May 06 2011 08:56 Uhh Negative wrote:
"Race balance" in the thread title should be replaced by "Win rate by race"

This implies nothing conclusive or usable about race balance

So you must have an explanation to why, wth a big sample size, better maps on the right of the graph than on left, better patches on the right of the graph than on left, more advanced metagame on the right of the graph than on left, the winrates are stabilizing as equal for everyone ?
What else could it show ?

Also, people who are saying that the international graph means nothing because *insert exemple like what if zergs are more skilled on average, or what if example X* must inform themselves about why large samples are needed. And it's because with a large enough sample, all the *example to "show" the graph could be wrong" are not significant enough to influence the graph.
(the "examples" I talk about are on like 50% in the posts in this thread)
Squirrel
Profile Blog Joined April 2010
United States1102 Posts
Last Edited: 2011-05-06 07:09:24
May 06 2011 07:08 GMT
#397
These were discussed heavily back during GSL 1+2 times, the general consensus then was you can't decide balance based on this alone.

For all we know, every Zerg 6 pooled while every Protoss Nexus'd first at 50 supply.

It IS interesting, however, and it can be used in a grand scheme of talking about balance. But we can't use it alone.
l3iRdMaN
Profile Joined February 2004
United States72 Posts
May 06 2011 16:09 GMT
#398
On May 06 2011 15:44 Cloak wrote:
Show nested quote +
On May 06 2011 14:29 l3iRdMaN wrote:
On May 06 2011 02:42 War Horse wrote:
On May 06 2011 00:47 l3iRdMaN wrote:
lol sample size

8000 games is a pretty good sample size bro

User was warned for this post



was referring to the 1k korean sample size... brooooooo

anything <3-4k is subject to variance. perfect example is the apparent inferiority that is protoss on the korean ladder.

however when we look at the international graph everything's pretttttyyyy, pretty even.


Actually all samples are subject to variance, which is why we do significance tests. A chi square will tell you how confident you can be that the lopsided ratios are nonrandom.



the confidence level of a 1k sample size is somewhere between 40-60% (nowhere near enough to make an accurate assessment of 1's EV), where anything over 4k is probably above 85%. these numbers are just off the top of my head but if you could enlighten us with your fancy chi square math maybe we could get some specific numbers? everyone making a huge fuss about protoss inferiority is jumping the gun imo. (i play protoss as well)
Cloak
Profile Joined October 2009
United States816 Posts
May 06 2011 17:53 GMT
#399
On May 07 2011 01:09 l3iRdMaN wrote:
Show nested quote +
On May 06 2011 15:44 Cloak wrote:
On May 06 2011 14:29 l3iRdMaN wrote:
On May 06 2011 02:42 War Horse wrote:
On May 06 2011 00:47 l3iRdMaN wrote:
lol sample size

8000 games is a pretty good sample size bro

User was warned for this post



was referring to the 1k korean sample size... brooooooo

anything <3-4k is subject to variance. perfect example is the apparent inferiority that is protoss on the korean ladder.

however when we look at the international graph everything's pretttttyyyy, pretty even.


Actually all samples are subject to variance, which is why we do significance tests. A chi square will tell you how confident you can be that the lopsided ratios are nonrandom.



the confidence level of a 1k sample size is somewhere between 40-60% (nowhere near enough to make an accurate assessment of 1's EV), where anything over 4k is probably above 85%. these numbers are just off the top of my head but if you could enlighten us with your fancy chi square math maybe we could get some specific numbers? everyone making a huge fuss about protoss inferiority is jumping the gun imo. (i play protoss as well)


I'm not saying either/or, just saying that there is a legit way to determine the statistic's validity. I'm just shutting down the notion that we have any idea what's a sufficient sample size without involving math.

http://en.wikipedia.org/wiki/Pearson's_chi-square_test

Point is that the null hypothesis (null= itz balanced guis, itz just randum) gets far less likely when the outcomes get far beyond the standard deviation. I'm too lazy to crunch though. Other people are more inclined.
The more you know, the less you understand.
randplaty
Profile Joined September 2010
205 Posts
May 06 2011 18:13 GMT
#400
On May 06 2011 09:26 Jayrod wrote:
Show nested quote +
On May 06 2011 09:02 Phanekim wrote:

good example is that coli is too dominant of a strategy and zerg compared to the other races is just more difficult.


Ya, but see you cant quantify those things either. Having played both at high levels I can say I find using zerg much easier than using protoss, which to me, is much easier than using terran.



Really? So Zerg is the easiest and Terran is the hardest? Is that why there are very few terrans at Diamond and low masters but there's a jump in Terrans at high masters?
Prev 1 18 19 20 21 Next All
Please log in or register to reply.
Live Events Refresh
OSC
00:00
Mid Season Playoffs
ByuN vs Shameless
CranKy Ducklings119
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech90
RuFF_SC2 82
StarCraft: Brood War
Rain 3931
GuemChi 3686
Artosis 604
Sexy 13
Dota 2
monkeys_forever569
NeuroSwarm134
League of Legends
JimRising 576
Super Smash Bros
hungrybox395
Other Games
summit1g11993
Day[9].tv1001
shahzam733
C9.Mang0524
PiGStarcraft387
FrodaN248
Trikslyr133
Maynarde109
ROOTCatZ58
JuggernautJason27
minikerr4
Organizations
Other Games
gamesdonequick787
BasetradeTV160
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 78
• CranKy Ducklings SOOP33
• Mapu5
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Other Games
• Day9tv1001
• imaqtpie870
Upcoming Events
PiGosaur Cup
22h 28m
Replay Cast
1d 7h
The PondCast
2 days
OSC
2 days
CranKy Ducklings
3 days
GSL
4 days
Maru vs ShoWTimE
Classic vs Reynor
herO vs Lambo
Solar vs Clem
BSL22 NKC (BSL vs China)
4 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
4 days
GSL
5 days
Patches Events
5 days
[ Show More ]
BSL22 NKC (BSL vs China)
5 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-06-15
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #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
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.