• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:18
CEST 00:18
KST 07:18
  • 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
[ASL22] Ro16 Preview: Holy Diver3[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
StarCraft open world shooter announced at BlizzCon75Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?174Stellar Fest TWO the Moon (Dec 16-20)9Weekly Cups (August 24-30): Patches' balance mod takes over3
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? StarCraft open world shooter announced at BlizzCon Balance hotfix patch 5.0.16b (July 16) Team Liquid Map Contest #22: Results and Winners Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism
Tourneys
SC2 AI Tournament 2026 Fall RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 Sparkling Tuna Cup - Weekly Open Tournament KSL Week #92
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Official StarCraft website teases new content ahead of BlizzCon? [ASL22] Ro16 Preview: Holy Diver ASL22 General Discussion Broodwar Prediction Market
Tourneys
[ASL22] Ro16 Group C [ASL22] Ro16 Group B [ASL22] Ro16 Group A Escore Tournament - Season 3
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Diablo IV Nintendo Switch Thread EVE Corporation [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 Community Thread
Community
General
US Politics Mega-thread UK Politics Mega-thread Things Aren’t Peaceful in Palestine Trading/Investing Thread Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! Diablo Animated Series on Netflix
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
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
LOCKPICKING NOOB
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8642 users

Designated Balance Discussion Thread - Page 186

Forum Index > SC2 General
Post a Reply
Prev 1 184 185 186 187 188 1266 Next
LavaLava
Profile Joined January 2012
United States235 Posts
March 25 2012 07:04 GMT
#3701
Problem:
Vikings make Battlecruisers and Carriers stupid, but waste shots against everything else, like mutas, phoenixes, groups of overlords, etc. Their DPS is pretty nice but when the whole group overkills the closest air unit one by one, they do awfully low damage.

Solution:
Increase the firing rate and lower the damage so that they have the same base DPS. They will do less damage to well armored targets and more damage to groups of units.

Side Effects:
May make them less effective against Colossi, which is not needed.
Account252508
Profile Joined February 2012
3454 Posts
March 25 2012 13:34 GMT
#3702
--- Nuked ---
Vonarma
Profile Joined March 2012
Canada3 Posts
March 25 2012 13:44 GMT
#3703
On March 25 2012 13:20 Jimbo77 wrote:
Show nested quote +
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.

FG should not affect air at all. Then, FG should affect friendly units as well, it's ridiculous that storm and EMP do while FG doesn't.
Zerg now literally doesn't need to think, just FG everywhere.


----------------------

The thing that gets me about fungal is that there is no delay and no way to see it coming. What would you think if we could actually see the fungal travel from infestor to the target (like an infested terran launch) and add in a very short delay, say .25 sec.
FallDownMarigold
Profile Blog Joined December 2010
United States3710 Posts
March 25 2012 13:50 GMT
#3704
On March 25 2012 22:44 Vonarma wrote:
Show nested quote +
On March 25 2012 13:20 Jimbo77 wrote:
On March 23 2012 02:09 Thrombozyt wrote:
Problem:
Broodlord/Corruptor/Infestor combo is insanely had to take on.

Solution:
Fungal growth no longer snares air units but only applies damage.

Side Effects:
Apart from being flat out logical, Zergs will have to make anti-air instead of simply casting chain fungal to to kill drop ships. Might help out the muta style or maybe even hydras.

FG should not affect air at all. Then, FG should affect friendly units as well, it's ridiculous that storm and EMP do while FG doesn't.
Zerg now literally doesn't need to think, just FG everywhere.


----------------------

The thing that gets me about fungal is that there is no delay and no way to see it coming. What would you think if we could actually see the fungal travel from infestor to the target (like an infested terran launch) and add in a very short delay, say .25 sec.


That's already been implemented or attempted to be implemented once, and quickly removed. A simple way to suggest what you're saying is: Make fungal a projectile/missile attack. As it is, yeah, no delay. However that's also how it is with storm, so it's not like this feature is unique to fungal. Why should fungal receive this change alone
Vonarma
Profile Joined March 2012
Canada3 Posts
March 25 2012 14:03 GMT
#3705
I was unaware this had already been implemented - thanks That said, however, you can back out of a storm whereas fungals can be chained repeatedly with no chance of escape.

Just tossin my 2cents (which isnt worth much), and was wondering how the fungal mechanic came about.
archonOOid
Profile Blog Joined March 2011
1983 Posts
March 25 2012 14:05 GMT
#3706
problem:
charelots are too good late game in tvp and in some cases zvp

solution:
charelots should be known as speedlots with the speed as the only advantage.

side effects:
more mirco for toss and less dangerous zeolots
_______________________________________________________________________________________________

problem: sentries usage of ff:s
Consant forcefielding in the base can cause game ending damage in the early game since no unit can break the force field. it's bad game play when a player with greater economy and army can loose to a player with lesser economy and army due to a positional error.

solution:
make forcefield only slow movements speed and attack speed when crossed by about 60% for about 10 seconds.

side effects
more difficult to hold a base with ff:s
I'm Quotable (IQ)
MentalGNT
Profile Joined January 2011
Denmark1264 Posts
March 25 2012 14:20 GMT
#3707
On March 23 2012 06:28 RavenLoud wrote:
Show nested quote +
On March 23 2012 02:22 Sajaki wrote:
On March 23 2012 00:52 RavenLoud wrote:
I'd say it's about time to give a raven some sort of a buff. It's doesn't need to be major, just to tell players to start using it. I'm getting tired of seeing terran players floating thousands of gas past the midgame then complain that the other races's high tech army is too powerful.

An acceleration buff would be perfect (maybe even a speed buff but that won't be necessary.) It also increases manoeuvering potentials, the science vessel in BW was a fast and agile unit, of course ravens aren't the same, but they aren't as satisfying to use partly because of a lack of nimbleness.


Well the MU where terrans float the most gas is definately in TvP, and ravens are weakest in that MU because Feedback can kill a raven instantly should it have enough energy to actually be useful.

True True, but I definitively believe there's room for it in the match up, though it does add more mechanical demand since you must have great ghost vs. templar micro. Some theorycrafts: you could land an auto turret in the front of the army to lure the chargelots, make a turret wall to block archons and use PDD to safely own the colossus. It can also provides crucial "zoning" control like spider mines.

It doesn't change the nature of PvT's problems as deathball vs. deathball 1 misclick and you lose etc, but I'm certain that pros can find tons of use for it in many situations once they get on it. However from what I understand they are very hard to keep alive, so a mobility buff would come in handy.

I still think that feedback is way too much of a hard counter to Ravens to make them viable beyond the early game in TvP. If we want to see more ravens in TvP mid/lategame i think something has to be done about feedback vs. Ravens. Perhaps change feedback so it only affects psionic units... That would make feedback useless against Thors, BCs and Ravens but wouldn't change anything else. That might actually make mech semi-viable in TvP since feedback no longer steals half of the beefy units' health anymore.

Might suddenly make feedback too weak though. I dunno. Balance is complicated.
What a player
-AtRi-
Profile Joined December 2010
123 Posts
March 25 2012 14:39 GMT
#3708
On March 25 2012 23:05 archonOOid wrote:
problem:
charelots are too good late game in tvp and in some cases zvp

solution:
charelots should be known as speedlots with the speed as the only advantage.

side effects:
more mirco for toss and less dangerous zeolots
_______________________________________________________________________________________________

problem: sentries usage of ff:s
Consant forcefielding in the base can cause game ending damage in the early game since no unit can break the force field. it's bad game play when a player with greater economy and army can loose to a player with lesser economy and army due to a positional error.

solution:
make forcefield only slow movements speed and attack speed when crossed by about 60% for about 10 seconds.

side effects
more difficult to hold a base with ff:s


This change would also turn pvp into 4gate wars again...
AirbladeOrange
Profile Blog Joined June 2010
United States2574 Posts
Last Edited: 2012-03-25 14:45:46
March 25 2012 14:41 GMT
#3709
On March 25 2012 23:05 archonOOid wrote:
problem:
charelots are too good late game in tvp and in some cases zvp

solution:
charelots should be known as speedlots with the speed as the only advantage.

side effects:
more mirco for toss and less dangerous zeolots
_______________________________________________________________________________________________

problem: sentries usage of ff:s
Consant forcefielding in the base can cause game ending damage in the early game since no unit can break the force field. it's bad game play when a player with greater economy and army can loose to a player with lesser economy and army due to a positional error.

solution:
make forcefield only slow movements speed and attack speed when crossed by about 60% for about 10 seconds.

side effects
more difficult to hold a base with ff:s


So you want a bio ball to be able to kite zealots and take 0 damage?

As for the forcefield suggestion, it would completely break the game. Protosses actually need them how they are. Stimmed bio could just run through it as would speedlings. It wouldn't be more difficult to hold your own base with defender's advantage, it would be impossible.

Edit: PvP would be 4 gating again, roach and baneling would be impossible to defend, and the game would be terribly imbalanced.
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
March 25 2012 14:44 GMT
#3710
On March 25 2012 23:20 MentalGNT wrote:
Show nested quote +
On March 23 2012 06:28 RavenLoud wrote:
On March 23 2012 02:22 Sajaki wrote:
On March 23 2012 00:52 RavenLoud wrote:
I'd say it's about time to give a raven some sort of a buff. It's doesn't need to be major, just to tell players to start using it. I'm getting tired of seeing terran players floating thousands of gas past the midgame then complain that the other races's high tech army is too powerful.

An acceleration buff would be perfect (maybe even a speed buff but that won't be necessary.) It also increases manoeuvering potentials, the science vessel in BW was a fast and agile unit, of course ravens aren't the same, but they aren't as satisfying to use partly because of a lack of nimbleness.


Well the MU where terrans float the most gas is definately in TvP, and ravens are weakest in that MU because Feedback can kill a raven instantly should it have enough energy to actually be useful.

True True, but I definitively believe there's room for it in the match up, though it does add more mechanical demand since you must have great ghost vs. templar micro. Some theorycrafts: you could land an auto turret in the front of the army to lure the chargelots, make a turret wall to block archons and use PDD to safely own the colossus. It can also provides crucial "zoning" control like spider mines.

It doesn't change the nature of PvT's problems as deathball vs. deathball 1 misclick and you lose etc, but I'm certain that pros can find tons of use for it in many situations once they get on it. However from what I understand they are very hard to keep alive, so a mobility buff would come in handy.

I still think that feedback is way too much of a hard counter to Ravens to make them viable beyond the early game in TvP. If we want to see more ravens in TvP mid/lategame i think something has to be done about feedback vs. Ravens. Perhaps change feedback so it only affects psionic units... That would make feedback useless against Thors, BCs and Ravens but wouldn't change anything else. That might actually make mech semi-viable in TvP since feedback no longer steals half of the beefy units' health anymore.

Might suddenly make feedback too weak though. I dunno. Balance is complicated.


I play protoss but I would be very happy to see feedback not affect ravens and thors. I do think they thors strike cannon should just be removed from the game at the same time though, as we dont want thors killing immortals and colossus. I think it is important (for balance) that feedback should continue to affect medivacs, banshees and battlecruisers though.

I would suggest...

Thor: remove energy bar and strike cannons ability
Raven: Immune to energy draining effects (EMP and feedback)
Mongolbonjwa
Profile Joined January 2012
Finland376 Posts
March 28 2012 10:20 GMT
#3711
Does anyone else feel that terran has been designed badly in sc2? There is no proper zone control and siege tanks are quiet bad units actually, they are nothing like in brood war. TvZ has became very zerg favored match up unless you do some early mkp-style aggression which wins you the game before the mid game.
neoghaleon55
Profile Blog Joined August 2010
United States7435 Posts
March 28 2012 11:32 GMT
#3712
On March 28 2012 19:20 Mongolbonjwa wrote:
Does anyone else feel that terran has been designed badly in sc2? There is no proper zone control and siege tanks are quiet bad units actually, they are nothing like in brood war. TvZ has became very zerg favored match up unless you do some early mkp-style aggression which wins you the game before the mid game.


What are you talking about?
Terran has the best zone control in the game.
Tanks, Turrets and Planetaries
moo...for DRG
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-03-29 11:04:06
March 29 2012 11:00 GMT
#3713
--- Nuked ---
Sjokola
Profile Joined November 2010
Netherlands800 Posts
March 29 2012 11:41 GMT
#3714
On March 25 2012 23:44 hzflank wrote:
Show nested quote +
On March 25 2012 23:20 MentalGNT wrote:
On March 23 2012 06:28 RavenLoud wrote:
On March 23 2012 02:22 Sajaki wrote:
On March 23 2012 00:52 RavenLoud wrote:
I'd say it's about time to give a raven some sort of a buff. It's doesn't need to be major, just to tell players to start using it. I'm getting tired of seeing terran players floating thousands of gas past the midgame then complain that the other races's high tech army is too powerful.

An acceleration buff would be perfect (maybe even a speed buff but that won't be necessary.) It also increases manoeuvering potentials, the science vessel in BW was a fast and agile unit, of course ravens aren't the same, but they aren't as satisfying to use partly because of a lack of nimbleness.


Well the MU where terrans float the most gas is definately in TvP, and ravens are weakest in that MU because Feedback can kill a raven instantly should it have enough energy to actually be useful.

True True, but I definitively believe there's room for it in the match up, though it does add more mechanical demand since you must have great ghost vs. templar micro. Some theorycrafts: you could land an auto turret in the front of the army to lure the chargelots, make a turret wall to block archons and use PDD to safely own the colossus. It can also provides crucial "zoning" control like spider mines.

It doesn't change the nature of PvT's problems as deathball vs. deathball 1 misclick and you lose etc, but I'm certain that pros can find tons of use for it in many situations once they get on it. However from what I understand they are very hard to keep alive, so a mobility buff would come in handy.

I still think that feedback is way too much of a hard counter to Ravens to make them viable beyond the early game in TvP. If we want to see more ravens in TvP mid/lategame i think something has to be done about feedback vs. Ravens. Perhaps change feedback so it only affects psionic units... That would make feedback useless against Thors, BCs and Ravens but wouldn't change anything else. That might actually make mech semi-viable in TvP since feedback no longer steals half of the beefy units' health anymore.

Might suddenly make feedback too weak though. I dunno. Balance is complicated.


I play protoss but I would be very happy to see feedback not affect ravens and thors. I do think they thors strike cannon should just be removed from the game at the same time though, as we dont want thors killing immortals and colossus. I think it is important (for balance) that feedback should continue to affect medivacs, banshees and battlecruisers though.

I would suggest...

Thor: remove energy bar and strike cannons ability
Raven: Immune to energy draining effects (EMP and feedback)


I think ravens still should be targeteble by feedback and emp. Ravens are casters and that's what those spells are for. I agree on the thor part. For a short time they had a cooldown timer, I don't actually know why that was removed. I think the same thing is true for battle cruisers.
DoubleReed
Profile Blog Joined September 2010
United States4130 Posts
Last Edited: 2012-03-29 12:32:35
March 29 2012 12:16 GMT
#3715
On March 29 2012 20:00 monkybone wrote:
Zone control for Terran is extremely expensive (tanks and planetaries), much more so that for Zerg and Protoss, which have cheaper alternatives. Including: Creep (free), spines (cheap), pylons for warp in (free in the sense that you need them anyway), cannons.

It's not practical to put down planetaries before very very late game. The alternative for Terran is bunkers, but since they need to be filled with units, they are in effect a costly alternative (at least 300 resources, 4 supply).


Are you for real? Pylons are zone control? Creep is like tanks?

Seriously, what game are you playing? Tanks are fantastic in this game. Let's see a replay of your tanks being bad.

Zerg zone control is broodlords, infestors and burrow. Protoss is storm, collosus, sentries, and mothership. These are not cheap units. Plus you're getting the Shredder.
DarK[A]
Profile Blog Joined October 2011
United States217 Posts
March 29 2012 12:32 GMT
#3716
On March 25 2012 23:03 Vonarma wrote:
I was unaware this had already been implemented - thanks That said, however, you can back out of a storm whereas fungals can be chained repeatedly with no chance of escape.

Just tossin my 2cents (which isnt worth much), and was wondering how the fungal mechanic came about.


Fungals are an integral part of Zerg, imo. Z relies on it much more than P relies on storm.

Also, Observation: I feel like I need to end ZvP before the 'toss gets their third, or else I lose.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-03-29 12:42:03
March 29 2012 12:39 GMT
#3717
--- Nuked ---
DarK[A]
Profile Blog Joined October 2011
United States217 Posts
March 29 2012 12:43 GMT
#3718
On March 29 2012 21:39 monkybone wrote:
Show nested quote +
On March 29 2012 21:16 DoubleReed wrote:
On March 29 2012 20:00 monkybone wrote:
Zone control for Terran is extremely expensive (tanks and planetaries), much more so that for Zerg and Protoss, which have cheaper alternatives. Including: Creep (free), spines (cheap), pylons for warp in (free in the sense that you need them anyway), cannons.

It's not practical to put down planetaries before very very late game. The alternative for Terran is bunkers, but since they need to be filled with units, they are in effect a costly alternative (at least 300 resources, 4 supply).


Are you for real? Pylons are zone control? Creep is like tanks?

Seriously, what game are you playing? Tanks are fantastic in this game. Let's see a replay of your tanks being bad.

Zerg zone control is broodlords, infestors and burrow. Protoss is storm, collosus, sentries, and mothership. These are not cheap units. Plus you're getting the Shredder.


We're clearly using different notions of zone control. I'm not talking about AoE damage like you are implying here, and I doubt anyone else is either. Zone control is local map control. And creep is an excellent way to control space on the map, as it gives room for reaction. No terran will walk straight across areas with creep. Pylons are used defensively as well by warp in, to intercept drops, runbys and so on. You're basically having control over the area, and that's all there is to it. A single pylon can an entire expansion from ling runbys for example.

And I didn't imply that tanks are bad, where did you get that notion? I'm saying that they are an expensive alternative. It isn't e.g. practical to have several tanks at each expansion.


I've been plenty of T players just chillin' on creep. They gave zero fucks.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
Last Edited: 2012-03-29 12:45:43
March 29 2012 12:44 GMT
#3719
On March 25 2012 13:20 Jimbo77 wrote:
Zerg now literally doesn't need to think, just FG everywhere.

Then let us make any race the same with just some graphical differences?

I guess a general theme of the swarm is to focus more on macro than on micro. When Protoss needs to micro single stalkers, the zerg often just needs to flank from two sides with lings, then a-move.

I see the game to be intentionally designed to be imbalanced when the same aspect of different races are compared. One has to see each race as a whole.
You don't choose to play zerg. The zerg choose you.
ThomasHobbes
Profile Joined October 2010
United States197 Posts
March 29 2012 12:52 GMT
#3720
On March 29 2012 21:39 monkybone wrote:
Show nested quote +
On March 29 2012 21:16 DoubleReed wrote:
On March 29 2012 20:00 monkybone wrote:
Zone control for Terran is extremely expensive (tanks and planetaries), much more so that for Zerg and Protoss, which have cheaper alternatives. Including: Creep (free), spines (cheap), pylons for warp in (free in the sense that you need them anyway), cannons.

It's not practical to put down planetaries before very very late game. The alternative for Terran is bunkers, but since they need to be filled with units, they are in effect a costly alternative (at least 300 resources, 4 supply).


Are you for real? Pylons are zone control? Creep is like tanks?

Seriously, what game are you playing? Tanks are fantastic in this game. Let's see a replay of your tanks being bad.

Zerg zone control is broodlords, infestors and burrow. Protoss is storm, collosus, sentries, and mothership. These are not cheap units. Plus you're getting the Shredder.


We're clearly using different notions of zone control. I'm not talking about AoE damage like you are implying here, and I doubt anyone else is either. Zone control is local map control. And creep is an excellent way to control space on the map, as it gives room for reaction. No terran will walk straight across areas with creep. Pylons are used defensively as well by warp in, to intercept drops, runbys and so on. You're basically having control over the area, and that's all there is to it. A single pylon can an entire expansion from ling runbys for example.

And I didn't imply that tanks are bad, where did you get that notion? I'm saying that they are an expensive alternative. It isn't e.g. practical to have several tanks at each expansion.


And it isn't practical for the Zerg to have several tanks worth of defense at every expansion either. What's your point?

Terran has the best zone control in the game, hands down. Zerg creep spread doesn't save them from Terran zone control on Antiga, it doesn't even come close.
"The life of man, solitary, poor, nasty, brutish, and short."
Prev 1 184 185 186 187 188 1266 Next
Please log in or register to reply.
Live Events Refresh
Next event in 11h 42m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 797
StarCraft: Brood War
Britney 12064
Artosis 1122
Dewaltoss 92
Dota 2
NeuroSwarm79
LuMiX1
League of Legends
Doublelift6499
JimRising 388
Counter-Strike
Fnx 816
minikerr13
Super Smash Bros
hungrybox251
Mew2King185
Heroes of the Storm
Liquid`Hasu431
Other Games
summit1g11507
Liquid`RaSZi2658
B2W.Neo819
Tasteless582
XaKoH 143
Organizations
Other Games
gamesdonequick2440
StarCraft 2
StarCraft2196
StarCraft: Brood War
Afreeca ASL 625
Heroes of the Storm
Heroes of the Storm615
Other Games
BasetradeTV35
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH334
• Hupsaiya 82
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• EnkiAlexander 77
• Azhi_Dahaki43
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21924
Other Games
• Shiphtur158
Upcoming Events
Afreeca Starleague
11h 42m
Light vs JyJ
Soulkey vs hero
WardiTV Weekly
12h 42m
Monday Night Weeklies
17h 42m
Afreeca Starleague
1d 11h
Snow vs Shinee
Shine vs EffOrt
GSL
1d 12h
PiGosaur Cup
2 days
The PondCast
2 days
Kung Fu Cup
2 days
Replay Cast
3 days
KCM Race Survival
3 days
[ Show More ]
IntoTheTV X SOOP
3 days
Replay Cast
4 days
IntoTheTV X SOOP
4 days
Replay Cast
5 days
GSL
5 days
Replay Cast
6 days
GSL
6 days
Shopify Rebellion Sundays
6 days
Spirit vs Mixu
Liquipedia Results

Completed

Acropolis #5 - TRS
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
Blizzard Classic Cup 2026
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

Acropolis #5 - GSA
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
PGL Major Singapore 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.