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Designated Balance Discussion Thread - Page 303

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sieksdekciw
Profile Joined April 2012
240 Posts
July 21 2012 17:11 GMT
#6041
On July 22 2012 00:15 sibs wrote:
I've observed that Terran and Zerg master's players have way more APM than Protoss players, the difference is really very large, occasionally you hit a high-APM protoss but its rare, its not uncommon for Protoss to play at sub 80EAPM, however its very very rare to get a Terran/Zerg lower than 80. Any theories?


Mehehe, what do you think
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-07-21 17:22:23
July 21 2012 17:12 GMT
#6042
On July 22 2012 00:29 Embir wrote:
Show nested quote +
On July 22 2012 00:16 Big J wrote:
On July 22 2012 00:11 Embir wrote:
On July 21 2012 23:37 Big J wrote:
building a supply depot:
select worker, select build, select supply depot, put it on the ground, rally worker back - 5clicks for one depot; 2more per depot that is being placed simoltanously

building an overlord:
select hatchery, select larva, select overlord, rally overlord - 4clicks for one overlord; 2more per overlord that is being built simoltanously


It is just not true - you dont have to rally overlord during its building stage,because you have rally points set up for all units beforehand. Method that you showed is not effective at all and only inflates APM that are needed to build Overlord.

In fact terran needs 5 actions to build Supply, Zerg needs 3 and also it doesnt requires precise mouse clicks for Zerg.

What is more Zerg is the only race in the game that can assign units to groups during production process.
Also, Zerg builds much less buildings during entire game, and their bases functions as unit production facilities.

It is race with the easiest macro by far. You cant stockpile larva injects, but from mechanical standpoint it is very easy macro mechanic.


I added the rally click because it doesn't matter wether you rally them after they finish or while you build them. You are going to do it once and therefore it is goin in as one action.

If you claim that Zerg has fewer clicks macrowise (like if you claim you don't need to rally the OL at all etc), then it means that zergs are outmoving and outmicroing the other races quite hard, because they have thesame (or even slightly more) (E)APM, which they have to spend somewhere. --> if it is not macro, then it means it's army movement and micro.


Wrong. Zerg's got high EAPM because they build units in waves - and then there are tremendous spikes in APM.
The rest is just constant production of Drones from newly spawned larvas.

Second, about Overlord rally - you shouldn't add rally overlord as another action because you can move a whole group of Overlords into selected location (so it is one action for, for example 20 overlords, not 20 actions for each overlord). Also you dont have to move each Overlord - you can send some of them in strategic points, the rest often stays in rally point or is moved under one of the bases.

Third. It is not only about number of clicks, but also about how much precise mouse moves and mouse clicks player has to do - and it is obvious that precise mouse clicks are much more demanding and slower then key clicks - it is fundament of whole idea of hotkeys. In this regard Zerg is MUCH MUCH LESS demanding then Terran.




Any idea how much precision it requires to select one overlord on your screen, left click the minimap exactly where you want to put it and then right click on the screen?

That's how I put my overlords around the entire map and you in fact DO have to put every overlord somewhere. Besides the last 10-15 or w/e because else you're not abusing the fact that you can spot every drop coming and every attack passing by 'overlord spotting points' where they can only be seen by air units.

And your overlords are always told to go somewhere after they spawn or during they spawn because else they'll all gather at your rally point where you only want your attacking units to go. Ever saw overlords streaming in towards the enemy's base? Bad rally points.

And your apm spike argument is false as well.


On July 21 2012 22:20 Shiori wrote:
Don't get me wrong: Zerg's macro mechanics require a higher baseline APM than the P/T counterparts, but that doesn't matter at the highest level. Why? Because macroing as Zerg is, in the words of Idra "repetitive." It's not something you need to think to execute, which means it doesn't detract from your ability to make decisions. It is, in a word, mindless. That doesn't mean that players who have perfect injects aren't very good, mind you, because they are, but it means that they're utilizing their muscle memory, not executing anything tactically impressive. The real problem is that if you remove this macro APM sink from Zerg (imagine a world in which Inject/Creep spread were mostly automatic) then you see that there's not actually a lot left compared to what the other two races need to do. This isn't really the fault of Zerg players, but the micro required to play Zerg at a high level (except maybe in ZvZ) is not difficult. Every time a caster compliments Stephano's micro (which is good) I can't help but think that there are literally 30 Protoss and Terran players for whom that micro falls under the heading of "Combat 101." In addition, Zerg players often act like they're the only ones who need to respect positioning when they engage. Clearly they've never watched TvP or tried attacking into Infestor/BL.

Tl;dr: Yes, Zerg has the highest macro sink APM-wise, but this isn't really entitle them to having easy everything else.


Totally agree with you.

I play zerg, but I'm not happy because my race only revolves around positioning and hitting easy mode fungals.
I as a zerg player happily admit that, but I want it too change.

In bw zerg was a race with a lot of potential for micro. Mutalisk and scourge micro is one of the hardest things to ever master in brood war (mechanically wise) imo. Which is one of the reasons why I absolutely loved playing zerg in bw.

I also have an extensive history in wc3 tft so I do know what I'm missing out on when it comes to micro.

Charon1979
Profile Joined October 2010
Austria317 Posts
Last Edited: 2012-07-21 18:18:32
July 21 2012 17:34 GMT
#6043
On July 22 2012 00:11 Toastie.NL wrote:

To fix that, there's two things you can do:
- Strenghten Terran in the mid or lategame, so they can lock the Zerg economy at a certain level with a powerful push and get even in economy that way. This means, buffing Midgame so lategame occurs on even grounds, or buffing lategame so the disadvantage of Terran in the early/midgame is compensated for.
- Weaken Zerg in the early game so Terran is able to deal the damage and keep the economy of the Zerg in check,

.


While I agree 100% with you POV, this "asymetrical" design has to go.
That was the initial reason for the whole story of nerfs and buffs. Want to buff Terrans midgame for the purpose to lock Zs economy down? I bet money that terran will just go and develop a push which isnt aimed at the economy but for a quick kill. The problem here is: How to design pressure/push/mechanic so that it makes you even if you do it ok-ish, puts you slightly behind if you mess up or puts you opponent slightly behind if he messes up without creating a "no risk" push that ends the game if done properly/reacted poorly and doesnt matter if executed poorly.
I gladly give up all my "lategame advantages" if I can pressure a FFE toss so hard on one base that we are even in workercount, tech and army if i do it ok-ish, puts toss on 1 base with even worker count but slightly better tech/units if i mess up or kills him instantly if he reacts poorly.
Like a banelingbust which is not denied by 1 singe FF
Mephtral
Profile Joined December 2011
Sweden60 Posts
July 21 2012 17:35 GMT
#6044
On July 22 2012 01:10 monkybone wrote:
Show nested quote +
On July 21 2012 22:46 Mephtral wrote:

Zerg macro is repetitive, so is terran macro... add on production more often is the only difference, and that's actually not a huge thing when you consider how much time in game it actually is.
And before you say "changing addons" it's not very often that happens either, a few times each game.



Terran macro is not only adding production facilities and making/switching add-ons, it's keeping every single one of the active at all times. This requires regular attention, and can't be done in waves like Zerg production. Terran macro is a lot different than Zerg macro.


That's bullshit.

You do not switch addons very often, you do it a few times a game, at most.. most of it is in early game.
"It's keeping every single on of the active at all times."
Do you want me to explain to you how larvae works?

Every time a hatchery has 3+ larvaes, we lose a larvae every 15 seconds. , you need to keep them low too, constantly, otherwise you lose a ton of larvae compared to what you should have.
If you're on 3 bases with a macro hatch, and you're not spending your larvae, you can lose 8 potential zerglings every 15 seconds..

Cant be done in waves? Zerg armies arent supposed to be made in waves except for in lategame when you remax, before that and unless you have a ton of larvae banked up while you're maxed, you need to keep using your larvae constantly otherwise you get alot less units, but yes, when larvae pop you get alot more units at once, but you have to keep making units between the injects.
Does every zerg player do this? no, they dont have perfect macro, same goes for terrans, they queue up units.

They are very different indeed, but zerg macro is not easy injects and then holding down Z, and it's annoying to see some(Not saying you're one of them) people be stupid enough to think that ^^
submarine
Profile Joined March 2012
Germany290 Posts
Last Edited: 2012-07-21 18:10:31
July 21 2012 18:09 GMT
#6045
On July 22 2012 00:15 sibs wrote:
I've observed that Terran and Zerg master's players have way more APM than Protoss players, the difference is really very large, occasionally you hit a high-APM protoss but its rare, its not uncommon for Protoss to play at sub 80EAPM, however its very very rare to get a Terran/Zerg lower than 80. Any theories?



Toss players do not tab through their production all the time. They just warp in stuff as soon as they see that warp gate alert. They also have no 1 food units and their micro is more about spells and less about splitting and stuff like that. In general toss players spam far less move commands through a game. Quite a lot of the amp of "fast" players comes from "tabbing" through control groups and issuing move commands several times.

I play all 3 races at about the same level and i have about 200/140(E)APM as zerg 170/110(E)APM as terran and about 120/90(E)APM as toss. The races are just a bit different in that regard. It would be interesting if other (random) players have witnessed something similar or different.
larse
Profile Blog Joined March 2012
1611 Posts
July 21 2012 18:16 GMT
#6046
The following are things that I wrote in this thread and else where and I compile them here.

Zerg OP: Facts, Arguments, & Solutions
I. Facts

Here are some simple statistical facts that show the Zerg domination since May 10th.

1. Two Terran Holocaust figures made by someone in the reddit:

http://img641.imageshack.us/img641/4706/sandiegostan.png
http://img837.imageshack.us/img837/2509/tgth.jpg

Note:
Red means Zerg, Green is Protoss, and Blue is Terran.
All these tournaments happened after the patch 1.4.3.2.

2. There are the June winrate of TLPD which is the best Starcraft 2 database out here:

http://i.minus.com/ijF6GRNzqbJwh.png

What’s going on in that winrate chart? Here is the best explanation by Indigo: http://us.battle.net/sc2/en/forum/topic/6080900088

3. Global racial distribution from Bronze to Grandmaster:

http://www.sc2ranks.com/stats/league/all/1/all

GSTL 2012 Season 2 All-Kills and Multiple Kills List: (I count the ones that have 3 or more than 3 kills in a row)

4. GSTL 2012 Season 2, the Zerg Festival
GSTL 2012 Season 2 All-Kills and Multiple Kills List: (I count the ones that have 3 or more than 3 kills in a row)
Zerg
Life (Zerg): All-kills
Symbol (Zerg): Reversed All-kills, All-kills a second time
Coca (Zerg): All-kills, 3-kills
LosirA (Zerg): 4-Kills
ByuL (Zerg): 4 kills
Sniper (Zerg): 4-kills, 3-kills
Moon (Zerg): 3-Kills
Shine (Zerg): 3-kills
Hyun (Zerg): 3-kills
Leenock (Zerg): 3-kills

Protoss
Puzzle (Protoss): 4-kills, 3-kills
Tassadar (Protoss): 4-kills
Creator (Protoss): 3-kills
JYP (Protoss): 3-kills

Terran
Sculp (Terran): 3-kills
GuMiho (Terran): 3-kills
Jjakji (Terran): 3-kills

GSTL 2012 Season 2, TvZ winrate = 36.4%
http://www.gomtv.net/records/index.gom?searchType=3&race=T&vsrace=Z&season=0&leaguetype=50&leagueid=27063&gamever=0&mapid=0

5. Some interesting examples of the Zerg domination:

http://i.imgur.com/WL1rr.jpg
http://bildr.no/view/1224863
(The red highlight color means it’s Zerg)

It is important to note that there are no statistical data that show otherwise since May 10th.

The conclusion of Zerg domination is under serious debates in this forum, but in Teamliquid, it's quite a consensus now that Zerg dominated since May 10th and it's not because of the metagame change.

-----------------------------------------------------------------------------------------------
II. Arguments

There are many many different arguments about why Zerg is OP or what parts of Zerg is OP. All of the different arguments can be categorized into two broad camps:

1. Zerg's macro mechanism is OP
2. Zerg's army strength (especially late-game) is OP

People in the first camp mostly points to injection and larvae being OP. Because of this superior macro mechanism, the People in this camp consider Zerg's economy and army production can grow faster than the other two races.

People in the second camp mostly points to the Broodlord and Infestor or the composition of them being OP. Some of them may say Baneling/Zerglings/Infestor/Ultra composition is OP, but most people go with Broodlord and Infestor. In addition, many people also point to the creep which powers up Zerg's army strength and vision even more.

It is important to note that saying Queen is OP is basically in line with the first camp, since the logic of Queen being OP is the same as saying that "queen is OP ----> can't do damage to zerg economy early ----> zerg's economy grows faster than other two races later". So, saying Queen OP is an indirect statement that Zerg's macro mechanism is OP.

This two camps is not necessarily contradictory. It can be that Zerg is OP in both macro mechanism or army strength.

-------------------------------------------------------------------------------------------------
III. Solutions

Therefore, to address these two types of OPness, we must have different solutions.

To address the first type of OPness, the solutions can be

1. Revert the queen buff, so other two races can do economic damage early or Zerg has to use resources to make defense unit and structure ----> equal economy later on.

2. Nerf the Zerg's macro mechanism. Most people argue that reducing the larvae produced from injection by 1 is a good way. Or it can be increase the injected larvae build time.
----Injection (or Spawn Larvae) duration increased to 50, up from 40.
----Injection (or Spawn Larvae) now produced 3 larvaes, down from 4.

To address the second type of OPness, the solutions are more debatable but most people argue some sorts of nerfs to infestor, Broodlord, or creep.

1. Infestor Nerf:
The infestor nerfs should include one or more than one of the following nerfs:
----Fungal growth now has a projectile
----Instead of stun the unit, Fungal growth now slows down the movement speed of the unit to 10%.
----Infested Terran casting range reduced to 6, down from 9
----The HP of Infested Terran morphing egg reduced to 50, down from 100

Personally, I support the projectile of fungal growth. It's a modest nerf and it's good for micro for both sides which is extremely important to the game and spectator.

I also support the second nerf which is that fungal does not stun units but slow them down. The reason of this nerf is that Fungal can be seen as having higher damage than storm. First, you can't stack storm, which is also true to fungal. But second, you can move away from storm even you are hit, so you take maybe less than 40 damage, but with fungal, you always take 40 damage, so it's a guaranteed damage. And you will be chain fungaled again and again. So in practical situation, the damage of fungal is extremely high.

Also, fungal prevents micro which is one of the most important elements of the game. Why is that so? Here is the post that shows why fungal and some other spells prevent micro: http://us.battle.net/sc2/en/forum/topic/6079791633

2. Broodlord Nerf:
----Units that are not Light can step over broodlings. (Broodling's unit size decreases in order to be visually appropriate)

This nerf is specifically designed to contain the stopping power of the broodlings which is the only reason why Broodlord is so powerful. The power of Broodlord is simply its broodlings' stopping ability that prevent most units from closing distance. Plus fungal stun units, which makes it even harder to close distance to kill the Broodlord.

3. Creep Nerf:
The Creep nerfs should include one or more than one of the following nerfs:
----Creep tumor build time increased to 20, up from 15.
----Creep tumor's vision range decreased to 9, down from 11.
----Creep now ebbs 2 times faster than spreads.

It is important to note that not all of these nerfs should be applied simultaneously. If all of them are applied, then Zerg may very well be underpowered. There will be minimal nerf, modest nerf, and radical nerf. My suggestion is as the following:

Minimal nerf:
----Revert the queen buff

Modest nerf:
----Queen ground attack range decreased to 4, down from 5
----Fungal growth now has a projectile
----Creep tumor build time increased to 20, up from 15.

Radical nerf:
Radical nerfs can include all the aforementioned nerfs as well as nerfs to Zerg's macro mechanism. But I strongly oppose radical nerfs, since it will make Zerg underpowered and the game will be again imbalanced.

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

Again, I only support minimal or modest nerfs to Zerg, and I truly don't want to see Zerg being UP. But the game at the moment simply lacks balance to a very large degree, just like Terran domination in 2010 and 2011. Terran domination was a problem and it was not good. I didn't enjoy watching Terran kills Protoss and Zerg so easily back in 2010 and 2011, but that doesn't justify the problem of Zerg at the moment.

I think Blizzard is aware of the situation. Dustin Browder and David Kim in MLG interviews already said that they know the situationn (it was June, right?). They said in the interview that there are two major concerns of balance: first is the roach in ZvP, and the second is the queen buff in TvZ. The only reason I can think of that Blizzard hasn't do anything is that they are waiting for the 1.5 patch to finalize in other technical aspects (cuz it's a huge patch) and they are using this timeframe to observe more matches and see what is exactly wrong with the matchup at the moment.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-21 18:31:21
July 21 2012 18:22 GMT
#6047
--- Nuked ---
dvorakftw
Profile Blog Joined November 2011
681 Posts
July 21 2012 18:24 GMT
#6048
On July 22 2012 00:19 Chaggi wrote:
I dunno, I watch my Protoss friends play and they seem to get by with decision making alone rather than speed, which could be harder or easier, whatever

I think that can be a good thing. The races should be as different as possible so people with different skillsets can pick one that suits their strengths.
Sabu113
Profile Blog Joined August 2009
United States11047 Posts
July 21 2012 18:33 GMT
#6049
On July 22 2012 02:11 sieksdekciw wrote:
Show nested quote +
On July 22 2012 00:15 sibs wrote:
I've observed that Terran and Zerg master's players have way more APM than Protoss players, the difference is really very large, occasionally you hit a high-APM protoss but its rare, its not uncommon for Protoss to play at sub 80EAPM, however its very very rare to get a Terran/Zerg lower than 80. Any theories?


Mehehe, what do you think


Now what's ironic is looking at the pro level you see almost the exact opposite with successful players....
Biomine is a drunken chick who is on industrial strength amphetamines and would just grab your dick and jerk it as hard and violently as she could while screaming 'OMG FUCK ME', because she saw it in a Sasha Grey video ...-Wombat_Ni
dvorakftw
Profile Blog Joined November 2011
681 Posts
July 21 2012 18:34 GMT
#6050
On July 22 2012 02:35 Mephtral wrote:
Every time a hatchery has 3+ larvaes, we lose a larvae every 15 seconds. , you need to keep them low too, constantly, otherwise you lose a ton of larvae compared to what you should have.

Zerg's 15 second window to avoid losing a potential larvae compared to Terran's 1.5 second window during a Zerg attack for splitting units and target firing banes that can wipe out your entire army and cost you the entire game.

Yeah.
Mephtral
Profile Joined December 2011
Sweden60 Posts
July 21 2012 18:40 GMT
#6051
On July 22 2012 03:34 dvorakftw wrote:
Show nested quote +
On July 22 2012 02:35 Mephtral wrote:
Every time a hatchery has 3+ larvaes, we lose a larvae every 15 seconds. , you need to keep them low too, constantly, otherwise you lose a ton of larvae compared to what you should have.

Zerg's 15 second window to avoid losing a potential larvae compared to Terran's 1.5 second window during a Zerg attack for splitting units and target firing banes that can wipe out your entire army and cost you the entire game.

Yeah.


If you want to bitch and whine, dont do it while quoting my posts

There is a reason good terrans pre-split their army.
try it....
wcr.4fun
Profile Joined April 2012
Belgium686 Posts
Last Edited: 2012-07-21 18:52:02
July 21 2012 18:51 GMT
#6052
On July 22 2012 03:16 larse wrote:
The following are things that I wrote in this thread and else where and I compile them here.

Zerg OP: Facts, Arguments, & Solutions
I. Facts

Here are some simple statistical facts that show the Zerg domination since May 10th.

1. Two Terran Holocaust figures made by someone in the reddit:

http://img641.imageshack.us/img641/4706/sandiegostan.png
http://img837.imageshack.us/img837/2509/tgth.jpg

Note:
Red means Zerg, Green is Protoss, and Blue is Terran.
All these tournaments happened after the patch 1.4.3.2.

2. There are the June winrate of TLPD which is the best Starcraft 2 database out here:

http://i.minus.com/ijF6GRNzqbJwh.png

What’s going on in that winrate chart? Here is the best explanation by Indigo: http://us.battle.net/sc2/en/forum/topic/6080900088

3. Global racial distribution from Bronze to Grandmaster:

http://www.sc2ranks.com/stats/league/all/1/all

GSTL 2012 Season 2 All-Kills and Multiple Kills List: (I count the ones that have 3 or more than 3 kills in a row)

4. GSTL 2012 Season 2, the Zerg Festival
GSTL 2012 Season 2 All-Kills and Multiple Kills List: (I count the ones that have 3 or more than 3 kills in a row)
Zerg
Life (Zerg): All-kills
Symbol (Zerg): Reversed All-kills, All-kills a second time
Coca (Zerg): All-kills, 3-kills
LosirA (Zerg): 4-Kills
ByuL (Zerg): 4 kills
Sniper (Zerg): 4-kills, 3-kills
Moon (Zerg): 3-Kills
Shine (Zerg): 3-kills
Hyun (Zerg): 3-kills
Leenock (Zerg): 3-kills

Protoss
Puzzle (Protoss): 4-kills, 3-kills
Tassadar (Protoss): 4-kills
Creator (Protoss): 3-kills
JYP (Protoss): 3-kills

Terran
Sculp (Terran): 3-kills
GuMiho (Terran): 3-kills
Jjakji (Terran): 3-kills

GSTL 2012 Season 2, TvZ winrate = 36.4%
http://www.gomtv.net/records/index.gom?searchType=3&race=T&vsrace=Z&season=0&leaguetype=50&leagueid=27063&gamever=0&mapid=0

5. Some interesting examples of the Zerg domination:

http://i.imgur.com/WL1rr.jpg
http://bildr.no/view/1224863
(The red highlight color means it’s Zerg)

It is important to note that there are no statistical data that show otherwise since May 10th.

The conclusion of Zerg domination is under serious debates in this forum, but in Teamliquid, it's quite a consensus now that Zerg dominated since May 10th and it's not because of the metagame change.

-----------------------------------------------------------------------------------------------
II. Arguments

There are many many different arguments about why Zerg is OP or what parts of Zerg is OP. All of the different arguments can be categorized into two broad camps:

1. Zerg's macro mechanism is OP
2. Zerg's army strength (especially late-game) is OP

People in the first camp mostly points to injection and larvae being OP. Because of this superior macro mechanism, the People in this camp consider Zerg's economy and army production can grow faster than the other two races.

People in the second camp mostly points to the Broodlord and Infestor or the composition of them being OP. Some of them may say Baneling/Zerglings/Infestor/Ultra composition is OP, but most people go with Broodlord and Infestor. In addition, many people also point to the creep which powers up Zerg's army strength and vision even more.

It is important to note that saying Queen is OP is basically in line with the first camp, since the logic of Queen being OP is the same as saying that "queen is OP ----> can't do damage to zerg economy early ----> zerg's economy grows faster than other two races later". So, saying Queen OP is an indirect statement that Zerg's macro mechanism is OP.

This two camps is not necessarily contradictory. It can be that Zerg is OP in both macro mechanism or army strength.

-------------------------------------------------------------------------------------------------
III. Solutions

Therefore, to address these two types of OPness, we must have different solutions.

To address the first type of OPness, the solutions can be

1. Revert the queen buff, so other two races can do economic damage early or Zerg has to use resources to make defense unit and structure ----> equal economy later on.

2. Nerf the Zerg's macro mechanism. Most people argue that reducing the larvae produced from injection by 1 is a good way. Or it can be increase the injected larvae build time.
----Injection (or Spawn Larvae) duration increased to 50, up from 40.
----Injection (or Spawn Larvae) now produced 3 larvaes, down from 4.

To address the second type of OPness, the solutions are more debatable but most people argue some sorts of nerfs to infestor, Broodlord, or creep.

1. Infestor Nerf:
The infestor nerfs should include one or more than one of the following nerfs:
----Fungal growth now has a projectile
----Instead of stun the unit, Fungal growth now slows down the movement speed of the unit to 10%.
----Infested Terran casting range reduced to 6, down from 9
----The HP of Infested Terran morphing egg reduced to 50, down from 100

Personally, I support the projectile of fungal growth. It's a modest nerf and it's good for micro for both sides which is extremely important to the game and spectator.

I also support the second nerf which is that fungal does not stun units but slow them down. The reason of this nerf is that Fungal can be seen as having higher damage than storm. First, you can't stack storm, which is also true to fungal. But second, you can move away from storm even you are hit, so you take maybe less than 40 damage, but with fungal, you always take 40 damage, so it's a guaranteed damage. And you will be chain fungaled again and again. So in practical situation, the damage of fungal is extremely high.

Also, fungal prevents micro which is one of the most important elements of the game. Why is that so? Here is the post that shows why fungal and some other spells prevent micro: http://us.battle.net/sc2/en/forum/topic/6079791633

2. Broodlord Nerf:
----Units that are not Light can step over broodlings. (Broodling's unit size decreases in order to be visually appropriate)

This nerf is specifically designed to contain the stopping power of the broodlings which is the only reason why Broodlord is so powerful. The power of Broodlord is simply its broodlings' stopping ability that prevent most units from closing distance. Plus fungal stun units, which makes it even harder to close distance to kill the Broodlord.

3. Creep Nerf:
The Creep nerfs should include one or more than one of the following nerfs:
----Creep tumor build time increased to 20, up from 15.
----Creep tumor's vision range decreased to 9, down from 11.
----Creep now ebbs 2 times faster than spreads.

It is important to note that not all of these nerfs should be applied simultaneously. If all of them are applied, then Zerg may very well be underpowered. There will be minimal nerf, modest nerf, and radical nerf. My suggestion is as the following:

Minimal nerf:
----Revert the queen buff

Modest nerf:
----Queen ground attack range decreased to 4, down from 5
----Fungal growth now has a projectile
----Creep tumor build time increased to 20, up from 15.

Radical nerf:
Radical nerfs can include all the aforementioned nerfs as well as nerfs to Zerg's macro mechanism. But I strongly oppose radical nerfs, since it will make Zerg underpowered and the game will be again imbalanced.

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

Again, I only support minimal or modest nerfs to Zerg, and I truly don't want to see Zerg being UP. But the game at the moment simply lacks balance to a very large degree, just like Terran domination in 2010 and 2011. Terran domination was a problem and it was not good. I didn't enjoy watching Terran kills Protoss and Zerg so easily back in 2010 and 2011, but that doesn't justify the problem of Zerg at the moment.

I think Blizzard is aware of the situation. Dustin Browder and David Kim in MLG interviews already said that they know the situationn (it was June, right?). They said in the interview that there are two major concerns of balance: first is the roach in ZvP, and the second is the queen buff in TvZ. The only reason I can think of that Blizzard hasn't do anything is that they are waiting for the 1.5 patch to finalize in other technical aspects (cuz it's a huge patch) and they are using this timeframe to observe more matches and see what is exactly wrong with the matchup at the moment.


Protoss seems to be doing just fine when only looking at the tournament result link. Terrans are lacking.
Most of your solutions are ridiculous though. Reverting the queen change would be a step back to hellion contain for 10 minutes. I'm so looking forward to that! Your larvae nerves are WAY over the top. Zergs can barely hold these stupid all-ins from protoss with the current numbers , how will they ever hold them when it's nerfed to the ground?

You have a problem with instant remax? Nerf the amount of larvae that can be stacked on one hatchery instead of nerfing the amount of larvae per time frame.

Your infestor nerfs are way over the top as well. And changing from stun to a 90 percent slow isn't going to change anything at all. What are your units going to do with 10 percent of their original movement speed? Run away? No. Get in range of broodlords? No.

Projectile based is a reasonable nerf.

Broodlord nerf is just meh. So stalkers would suddenly be able to jump over broodlings as well. It isn't enough that they're one of the most versatile units in the game and have blink. Now they also need to jump over broodlings? lol.

I don't see other units playing a role in this. Since stuff like thors etc can still hit broodlords since their range is so long.

I've got no opinion on the creep nerfs.

My personal opinion is that terran needs to get stronger end game, no need to nerf zerg.
larse
Profile Blog Joined March 2012
1611 Posts
July 21 2012 18:56 GMT
#6053
As I said, only one or a few of those nerfs are required. I just compile people's arguments of how to nerf zerg. It's not that all these nerfs are going into the game at the same time.
Mephtral
Profile Joined December 2011
Sweden60 Posts
July 21 2012 18:57 GMT
#6054
On July 22 2012 03:22 monkybone wrote:
Show nested quote +
On July 22 2012 02:35 Mephtral wrote:
On July 22 2012 01:10 monkybone wrote:
On July 21 2012 22:46 Mephtral wrote:

Zerg macro is repetitive, so is terran macro... add on production more often is the only difference, and that's actually not a huge thing when you consider how much time in game it actually is.
And before you say "changing addons" it's not very often that happens either, a few times each game.



Terran macro is not only adding production facilities and making/switching add-ons, it's keeping every single one of the active at all times. This requires regular attention, and can't be done in waves like Zerg production. Terran macro is a lot different than Zerg macro.


That's bullshit.

You do not switch addons very often, you do it a few times a game, at most.. most of it is in early game.
"It's keeping every single on of the active at all times."
Do you want me to explain to you how larvae works?

Every time a hatchery has 3+ larvaes, we lose a larvae every 15 seconds. , you need to keep them low too, constantly, otherwise you lose a ton of larvae compared to what you should have.
If you're on 3 bases with a macro hatch, and you're not spending your larvae, you can lose 8 potential zerglings every 15 seconds..

Cant be done in waves? Zerg armies arent supposed to be made in waves except for in lategame when you remax, before that and unless you have a ton of larvae banked up while you're maxed, you need to keep using your larvae constantly otherwise you get alot less units, but yes, when larvae pop you get alot more units at once, but you have to keep making units between the injects.
Does every zerg player do this? no, they dont have perfect macro, same goes for terrans, they queue up units.

They are very different indeed, but zerg macro is not easy injects and then holding down Z, and it's annoying to see some(Not saying you're one of them) people be stupid enough to think that ^^


I didn't say zerg macro is easy, I'm saying it's different, which you agreed with. And yeah, Zerg does usually produce units in waves or batches. Almost always do we see zerg units being mass produced in an instant, and then a period of waiting. This happens all the time, not only in remaxing situations. You don't see a constant flow of Zerg units in the production tab, like you do with marine tank for example. You may have heard of production cycles. I'm a little surprised you called bullshit, that didn't make a whole lot of sense, so I'm not sure you actually read my post.


The post you quoted, my point was that terran macro isn't more difficult then Z macro, there is nothing to support that
You then made a post saying that terran macro is very different compared to Zerg macro and requires constant attention, as if Zerg doesn't..
Both of them require constant attention, your post was more or less saying "They are not the same ,terran macro requires constant attention, zerg makes units in waves"

Zergs that make units in waves like that are just like terrans that queue up units - not spending their money in the most efficent way. in lower leagues everyone queues up units, everyone makes units in waves, at pro level, you do see zerg players making units all the time, just that casters focus on the zerg production when they've saved up 80 larvae, because that's special.

Short answer: Saying terran requires constant attention and zerg does not, is bullshit. That's all i'm saying.
they are indeed very different, but both require constant attention unless you macro wrong.

kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
July 21 2012 19:27 GMT
#6055
I think the biggest problem that Terran have against Zerg's lategame is that if there is a battle that Terran doesn't entirely dominate then Zerg can remax on either lings, bl infestor, ultra, ultra ling and so on. This makes it hard for Terran to know what they actually need to make, so if they go a bit too heavy on the vikings or the marauders then they will just get stomped.
Shiori
Profile Blog Joined July 2011
3815 Posts
July 21 2012 19:31 GMT
#6056
On July 22 2012 03:51 wcr.4fun wrote:
Show nested quote +
On July 22 2012 03:16 larse wrote:
The following are things that I wrote in this thread and else where and I compile them here.

Zerg OP: Facts, Arguments, & Solutions
I. Facts

Here are some simple statistical facts that show the Zerg domination since May 10th.

1. Two Terran Holocaust figures made by someone in the reddit:

http://img641.imageshack.us/img641/4706/sandiegostan.png
http://img837.imageshack.us/img837/2509/tgth.jpg

Note:
Red means Zerg, Green is Protoss, and Blue is Terran.
All these tournaments happened after the patch 1.4.3.2.

2. There are the June winrate of TLPD which is the best Starcraft 2 database out here:

http://i.minus.com/ijF6GRNzqbJwh.png

What’s going on in that winrate chart? Here is the best explanation by Indigo: http://us.battle.net/sc2/en/forum/topic/6080900088

3. Global racial distribution from Bronze to Grandmaster:

http://www.sc2ranks.com/stats/league/all/1/all

GSTL 2012 Season 2 All-Kills and Multiple Kills List: (I count the ones that have 3 or more than 3 kills in a row)

4. GSTL 2012 Season 2, the Zerg Festival
GSTL 2012 Season 2 All-Kills and Multiple Kills List: (I count the ones that have 3 or more than 3 kills in a row)
Zerg
Life (Zerg): All-kills
Symbol (Zerg): Reversed All-kills, All-kills a second time
Coca (Zerg): All-kills, 3-kills
LosirA (Zerg): 4-Kills
ByuL (Zerg): 4 kills
Sniper (Zerg): 4-kills, 3-kills
Moon (Zerg): 3-Kills
Shine (Zerg): 3-kills
Hyun (Zerg): 3-kills
Leenock (Zerg): 3-kills

Protoss
Puzzle (Protoss): 4-kills, 3-kills
Tassadar (Protoss): 4-kills
Creator (Protoss): 3-kills
JYP (Protoss): 3-kills

Terran
Sculp (Terran): 3-kills
GuMiho (Terran): 3-kills
Jjakji (Terran): 3-kills

GSTL 2012 Season 2, TvZ winrate = 36.4%
http://www.gomtv.net/records/index.gom?searchType=3&race=T&vsrace=Z&season=0&leaguetype=50&leagueid=27063&gamever=0&mapid=0

5. Some interesting examples of the Zerg domination:

http://i.imgur.com/WL1rr.jpg
http://bildr.no/view/1224863
(The red highlight color means it’s Zerg)

It is important to note that there are no statistical data that show otherwise since May 10th.

The conclusion of Zerg domination is under serious debates in this forum, but in Teamliquid, it's quite a consensus now that Zerg dominated since May 10th and it's not because of the metagame change.

-----------------------------------------------------------------------------------------------
II. Arguments

There are many many different arguments about why Zerg is OP or what parts of Zerg is OP. All of the different arguments can be categorized into two broad camps:

1. Zerg's macro mechanism is OP
2. Zerg's army strength (especially late-game) is OP

People in the first camp mostly points to injection and larvae being OP. Because of this superior macro mechanism, the People in this camp consider Zerg's economy and army production can grow faster than the other two races.

People in the second camp mostly points to the Broodlord and Infestor or the composition of them being OP. Some of them may say Baneling/Zerglings/Infestor/Ultra composition is OP, but most people go with Broodlord and Infestor. In addition, many people also point to the creep which powers up Zerg's army strength and vision even more.

It is important to note that saying Queen is OP is basically in line with the first camp, since the logic of Queen being OP is the same as saying that "queen is OP ----> can't do damage to zerg economy early ----> zerg's economy grows faster than other two races later". So, saying Queen OP is an indirect statement that Zerg's macro mechanism is OP.

This two camps is not necessarily contradictory. It can be that Zerg is OP in both macro mechanism or army strength.

-------------------------------------------------------------------------------------------------
III. Solutions

Therefore, to address these two types of OPness, we must have different solutions.

To address the first type of OPness, the solutions can be

1. Revert the queen buff, so other two races can do economic damage early or Zerg has to use resources to make defense unit and structure ----> equal economy later on.

2. Nerf the Zerg's macro mechanism. Most people argue that reducing the larvae produced from injection by 1 is a good way. Or it can be increase the injected larvae build time.
----Injection (or Spawn Larvae) duration increased to 50, up from 40.
----Injection (or Spawn Larvae) now produced 3 larvaes, down from 4.

To address the second type of OPness, the solutions are more debatable but most people argue some sorts of nerfs to infestor, Broodlord, or creep.

1. Infestor Nerf:
The infestor nerfs should include one or more than one of the following nerfs:
----Fungal growth now has a projectile
----Instead of stun the unit, Fungal growth now slows down the movement speed of the unit to 10%.
----Infested Terran casting range reduced to 6, down from 9
----The HP of Infested Terran morphing egg reduced to 50, down from 100

Personally, I support the projectile of fungal growth. It's a modest nerf and it's good for micro for both sides which is extremely important to the game and spectator.

I also support the second nerf which is that fungal does not stun units but slow them down. The reason of this nerf is that Fungal can be seen as having higher damage than storm. First, you can't stack storm, which is also true to fungal. But second, you can move away from storm even you are hit, so you take maybe less than 40 damage, but with fungal, you always take 40 damage, so it's a guaranteed damage. And you will be chain fungaled again and again. So in practical situation, the damage of fungal is extremely high.

Also, fungal prevents micro which is one of the most important elements of the game. Why is that so? Here is the post that shows why fungal and some other spells prevent micro: http://us.battle.net/sc2/en/forum/topic/6079791633

2. Broodlord Nerf:
----Units that are not Light can step over broodlings. (Broodling's unit size decreases in order to be visually appropriate)

This nerf is specifically designed to contain the stopping power of the broodlings which is the only reason why Broodlord is so powerful. The power of Broodlord is simply its broodlings' stopping ability that prevent most units from closing distance. Plus fungal stun units, which makes it even harder to close distance to kill the Broodlord.

3. Creep Nerf:
The Creep nerfs should include one or more than one of the following nerfs:
----Creep tumor build time increased to 20, up from 15.
----Creep tumor's vision range decreased to 9, down from 11.
----Creep now ebbs 2 times faster than spreads.

It is important to note that not all of these nerfs should be applied simultaneously. If all of them are applied, then Zerg may very well be underpowered. There will be minimal nerf, modest nerf, and radical nerf. My suggestion is as the following:

Minimal nerf:
----Revert the queen buff

Modest nerf:
----Queen ground attack range decreased to 4, down from 5
----Fungal growth now has a projectile
----Creep tumor build time increased to 20, up from 15.

Radical nerf:
Radical nerfs can include all the aforementioned nerfs as well as nerfs to Zerg's macro mechanism. But I strongly oppose radical nerfs, since it will make Zerg underpowered and the game will be again imbalanced.

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

Again, I only support minimal or modest nerfs to Zerg, and I truly don't want to see Zerg being UP. But the game at the moment simply lacks balance to a very large degree, just like Terran domination in 2010 and 2011. Terran domination was a problem and it was not good. I didn't enjoy watching Terran kills Protoss and Zerg so easily back in 2010 and 2011, but that doesn't justify the problem of Zerg at the moment.

I think Blizzard is aware of the situation. Dustin Browder and David Kim in MLG interviews already said that they know the situationn (it was June, right?). They said in the interview that there are two major concerns of balance: first is the roach in ZvP, and the second is the queen buff in TvZ. The only reason I can think of that Blizzard hasn't do anything is that they are waiting for the 1.5 patch to finalize in other technical aspects (cuz it's a huge patch) and they are using this timeframe to observe more matches and see what is exactly wrong with the matchup at the moment.


Protoss seems to be doing just fine when only looking at the tournament result link. Terrans are lacking.
Most of your solutions are ridiculous though. Reverting the queen change would be a step back to hellion contain for 10 minutes. I'm so looking forward to that! Your larvae nerves are WAY over the top. Zergs can barely hold these stupid all-ins from protoss with the current numbers , how will they ever hold them when it's nerfed to the ground?

You have a problem with instant remax? Nerf the amount of larvae that can be stacked on one hatchery instead of nerfing the amount of larvae per time frame.

Your infestor nerfs are way over the top as well. And changing from stun to a 90 percent slow isn't going to change anything at all. What are your units going to do with 10 percent of their original movement speed? Run away? No. Get in range of broodlords? No.

Projectile based is a reasonable nerf.

Broodlord nerf is just meh. So stalkers would suddenly be able to jump over broodlings as well. It isn't enough that they're one of the most versatile units in the game and have blink. Now they also need to jump over broodlings? lol.

I don't see other units playing a role in this. Since stuff like thors etc can still hit broodlords since their range is so long.

I've got no opinion on the creep nerfs.

My personal opinion is that terran needs to get stronger end game, no need to nerf zerg.

This game should not be about turtling for 15 minutes and then busting out 200/200 armies. Buffing Terran's lategame is something to be considered, but it's still stupid if every game always goes to the lategame no matter what pressures people try to do.
submarine
Profile Joined March 2012
Germany290 Posts
July 21 2012 19:32 GMT
#6057
The core of pretty much any zerg imba army is the infestor. I would like to see fungal with the same 1.5 radius the emp and storm already have.
Shiori
Profile Blog Joined July 2011
3815 Posts
July 21 2012 20:07 GMT
#6058
Stephano showing that the safest response to Oz's creative, aggressive opening is to take a third base and play completely standard since Queen/Ling beats everything. Sigh. I guess Oz did "damage" by making Stephano not make Drones.
dvorakftw
Profile Blog Joined November 2011
681 Posts
July 21 2012 20:10 GMT
#6059
On July 22 2012 03:40 Mephtral wrote:
Show nested quote +
On July 22 2012 03:34 dvorakftw wrote:
On July 22 2012 02:35 Mephtral wrote:
Every time a hatchery has 3+ larvaes, we lose a larvae every 15 seconds. , you need to keep them low too, constantly, otherwise you lose a ton of larvae compared to what you should have.

Zerg's 15 second window to avoid losing a potential larvae compared to Terran's 1.5 second window during a Zerg attack for splitting units and target firing banes that can wipe out your entire army and cost you the entire game.

Yeah.


If you want to bitch and whine, dont do it while quoting my posts

There is a reason good terrans pre-split their army.
try it....

And then you move and it goes away. xref the dynamic movement thread.

And I'll quote whoever I want.
sibs
Profile Joined July 2012
635 Posts
July 21 2012 20:24 GMT
#6060
On July 22 2012 05:07 Shiori wrote:
Stephano showing that the safest response to Oz's creative, aggressive opening is to take a third base and play completely standard since Queen/Ling beats everything. Sigh. I guess Oz did "damage" by making Stephano not make Drones.



He did a lot of damage, you wanted 2 stalkers 1 zealot to win him the game? It was 37 Probes vs 31 Drones.
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