• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 08:13
CET 14:13
KST 22:13
  • 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
SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2
Community News
BSL Season 2025 - Full Overview and Conclusion6Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)16Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7[BSL21] Non-Korean Championship - Starts Jan 105
StarCraft 2
General
When will we find out if there are more tournament I am looking for StarCraft 2 Beta Patch files Stellar Fest "01" Jersey Charity Auction SC2 All-Star Invitational: Tournament Preview Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets
Tourneys
SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship
Strategy
Simple Questions Simple Answers
Custom Maps
Map Editor closed ?
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
Video Footage from 2005: The Birth of G2 in Spain [ASL21] Potential Map Candidates BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ BSL Season 2025 - Full Overview and Conclusion
Tourneys
[Megathread] Daily Proleagues [BSL21] Non-Korean Championship - Starts Jan 10 Small VOD Thread 2.0 Azhi's Colosseum - Season 2
Strategy
Soma's 9 hatch build from ASL Game 2 Simple Questions, Simple Answers Game Theory for Starcraft Current Meta
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026! Mechabellum
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Navigating the Risks and Rew…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1210 users

Designated Balance Discussion Thread - Page 833

Forum Index > SC2 General
Post a Reply
Prev 1 831 832 833 834 835 1266 Next
PanzerElite
Profile Joined May 2012
540 Posts
December 13 2013 13:48 GMT
#16641
Naah, they should give us Space Battleship Yamato and then the wave motion cannon will bring justice to protoss and zerg.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
December 13 2013 19:11 GMT
#16642
On December 13 2013 21:43 Wombat_NI wrote:
I mean in PvP I used to defend Zealot/Archon comps by retreating back and making sim cities, I had opponents try to engage me doing similar things in open areas get wrecked and whine. It's called using your brain.

It's also an area where Protoss and Terran players are MILES ahead of the average Zerg. Building placement is so critical for them, especially vZ that we've acquired many a trick.

Hopefully they can refine things a bit and mitigate some of our harassment tools, there are ways. I'd tell you some but I quite enjoy killing completely naked tech buildings with warped in Zealots


I'm not sure about now, and I can't guarantee my memory to be too great, but like I seem to remember when Stephano was going on his rampage, that casters were like OH MY GOD HE JUST TARGETED THAT IMMORTAL DOWN and thinking, haven't Terran been doing that for awhile? Maybe it was cause the game was relatively pretty new but it really seemed like races don't prioritize the same type of things. I remember when I learned how to actually sim city and wall block as a Terran and make my base stupid hard for Protoss to get through (but had to learn how to do it different for TvZ cause mutaslol) and that was always fun.
WombaT
Profile Blog Joined May 2010
Northern Ireland26225 Posts
December 13 2013 20:51 GMT
#16643
'omg my greater spire got sniped by Zealots, WP Op'

Build surrounding structures to block the Zealots getting surface area, Protoss can't non-commitally snipe things that are protected like that nearly as easily.

Warping in 20 zealots when you have a mineral surplus is smart play from Protoss that could be better defended, IMO. Got some tricks in doing this :p
'You'll always be the cuddly marsupial of my heart, despite the inherent flaws of your ancestry' - Squat
Big J
Profile Joined March 2011
Austria16289 Posts
December 13 2013 21:35 GMT
#16644
On December 14 2013 05:51 Wombat_NI wrote:
'omg my greater spire got sniped by Zealots, WP Op'

Build surrounding structures to block the Zealots getting surface area, Protoss can't non-commitally snipe things that are protected like that nearly as easily.

Warping in 20 zealots when you have a mineral surplus is smart play from Protoss that could be better defended, IMO. Got some tricks in doing this :p


yeah, but then you have never had those situations where you blocked spots and then the Protoss just warps into those that your melee and lowrange units cannot reach or that he can block off with 1-2zealots or a sentry for quite some time. Learned a lot from that game (there are really creative players on the ladder and they really deserve a wp!).

walling important tech buildings is good - for as long as it leaves enough space to still defend them with zerg units!
tryman
Profile Joined December 2013
United States2 Posts
December 13 2013 23:22 GMT
#16645
OK, to preface this post, my SC2 career can be summed up as ForeverBronze. All I know of play is from reading this/watching the game streams; I've found I'm terrible at playing and don't have time to practice. I preferred Protoss back in BW but switched to Terran when SC2 came out because my favorite units/buildings were swapped out. I know this should instantly disqualify anything I say in a balance thread.

That being said, I'm kinda curious about the way Terran is built. A friend of mine described playing Terran in SC2 as 'an exercise in shooting yourself in the foot':
-Tanks deal Friendly Fire; this is carried over from SC1/BW.
-Widow Mines deal tons of Friendly Fire, have a slow-ish fire and projectile, and I wish I had a dollar for every marine I saw killed by their own mines.
-Raven Hunter-Seekers deal Friendly Fire and can be brought right to your own doorstep. Points to Bomber for at least weaponizing it.
-Nukes (hahahah, nukes.) deal Friendly Fire. Granted, if you stick around the area your own nuke's landing you deserve what you get.
-It was also very recently pointed out to me that Ghost EMPs hit themselves, orbitals, and medivacs.

Compare to other races: Zerg banelings don't splash each other/zerglings, Blinding Cloud doesn't hit zerg units, Fungal doesn't screw over zerglings; colossus don't roast their own zealots, time warp doesn't hit zealots, but at least forcefield and storms can screw over toss units (granted, zealots seem to laugh off the storms they charge into).

Now I don't think all of these should be fixed to remove friendly fire, but from what I was watching I think that Terran is missing some way to AoE-cast like Zerg and Protoss can that won't screw themselves over. The closest they have to that is the Raven's Hunter-Seeker and that's not a relatively quick-cast spell like Storm or Fungal, since it reveals just which unit it's targeting and then takes a few seconds to follow. A Terran analogue to the new Fungal (not Storm with its insta-cast) might be fun and give Terran a chance to move away from mines, especially in mech.

I dunno, I'm probably wrong as I'm a bronze scrub. Still, foot-shooting.
The Attitude of the Knife
Metalcore1993
Profile Joined November 2012
New Zealand92 Posts
December 13 2013 23:28 GMT
#16646
thats an interesting point. All our splash dmg is friendly fire. Would love to hear a pro's opinion on that.
https://twitter.com/MetalcoreSC2 http://www.twitch.tv/metalcore1993
KTP_TV
Profile Joined October 2013
France42 Posts
Last Edited: 2013-12-13 23:33:36
December 13 2013 23:31 GMT
#16647
edit : wow, triple post bug :/
KTP_TV
Profile Joined October 2013
France42 Posts
Last Edited: 2013-12-13 23:33:26
December 13 2013 23:32 GMT
#16648
edit : wow, triple post bug :/
KTP_TV
Profile Joined October 2013
France42 Posts
December 13 2013 23:32 GMT
#16649
On December 14 2013 08:22 tryman wrote:
OK, to preface this post, my SC2 career can be summed up as ForeverBronze. All I know of play is from reading this/watching the game streams; I've found I'm terrible at playing and don't have time to practice. I preferred Protoss back in BW but switched to Terran when SC2 came out because my favorite units/buildings were swapped out. I know this should instantly disqualify anything I say in a balance thread.

That being said, I'm kinda curious about the way Terran is built. A friend of mine described playing Terran in SC2 as 'an exercise in shooting yourself in the foot':
-Tanks deal Friendly Fire; this is carried over from SC1/BW.
-Widow Mines deal tons of Friendly Fire, have a slow-ish fire and projectile, and I wish I had a dollar for every marine I saw killed by their own mines.
-Raven Hunter-Seekers deal Friendly Fire and can be brought right to your own doorstep. Points to Bomber for at least weaponizing it.
-Nukes (hahahah, nukes.) deal Friendly Fire. Granted, if you stick around the area your own nuke's landing you deserve what you get.
-It was also very recently pointed out to me that Ghost EMPs hit themselves, orbitals, and medivacs.

Compare to other races: Zerg banelings don't splash each other/zerglings, Blinding Cloud doesn't hit zerg units, Fungal doesn't screw over zerglings; colossus don't roast their own zealots, time warp doesn't hit zealots, but at least forcefield and storms can screw over toss units (granted, zealots seem to laugh off the storms they charge into).

Now I don't think all of these should be fixed to remove friendly fire, but from what I was watching I think that Terran is missing some way to AoE-cast like Zerg and Protoss can that won't screw themselves over. The closest they have to that is the Raven's Hunter-Seeker and that's not a relatively quick-cast spell like Storm or Fungal, since it reveals just which unit it's targeting and then takes a few seconds to follow. A Terran analogue to the new Fungal (not Storm with its insta-cast) might be fun and give Terran a chance to move away from mines, especially in mech.

I dunno, I'm probably wrong as I'm a bronze scrub. Still, foot-shooting.


There is at least one obivous explanation to this : Most of the terran units are units with a large attack range, the only melee unit is the hellbat. I let you do the math on why terrans have ff on every of their AoE, and why zerg and protoss don't ^^
Kruxxen
Profile Joined April 2010
United States149 Posts
Last Edited: 2013-12-14 00:23:31
December 14 2013 00:21 GMT
#16650
I've always thought putting friendly fire on the collosus would be a huge balancer for tvp. Doing so would significantly decrease the synergy of a protoss deathball involving zealot collosus, making ideal compositions zealt HT archon, or staker collosus. It would increase the micro requirement on collosus compositions without directly reducing the unit's effectiveness.

Of course I haven't the faintest clue of how this would affect pvp and pvz, I don't know what compositions are used in those matchups now.
ffadicted
Profile Joined January 2011
United States3545 Posts
December 14 2013 00:42 GMT
#16651
lol @ colossus doing FF, please stop. Storm always does FF tbh. Obviously it makes 0 sense for any zerg unit to do FF
SooYoung-Noona!
TurboMaN
Profile Joined October 2005
Germany925 Posts
Last Edited: 2013-12-14 00:45:29
December 14 2013 00:45 GMT
#16652
I have given up the hope that DK will balance out TvP/PvT a long time ago.
Andwhy
Profile Blog Joined January 2011
United States91 Posts
Last Edited: 2013-12-14 01:16:45
December 14 2013 00:47 GMT
#16653
My friend and I were theorizing on some of the more annoying mechanics of protoss and how to deal with them without major nerfs, and we came up with 2 interesting suggestions.
1) A slight warpgate nerf- Make it so that High Templar cannot be made from warp gates. This would slow or weaken any zealot-archon all-ins; protoss couldn't warp in any high templar to morph at the lead position, so they either have to escort any reinforcing archons all the way from their base or risk having their reinforcements picked off. It would also reduce the number of readily available reinforcements: if a protoss pulls an 8-gate zealot-archon all-in and wants to reinforce a forward pylon during a fight, he can only warp in 6 zealots, since he would only have 6 warpgates and 2 gateways. It slows down the all-in without making it impossible to pull off while also giving more room for coutnerplay (sniping reinforcements) and decision making by the protoss player (risk sending archons alone across the map, change the two gateways into warpgates to warp more zealots at the front, or reinforce in groups like the other races).

2) Make the photon overcharge sap nexus energy and/or shields. If it saps energy, it means protoss players who don't want to build defenses can't macro quite as quickly, since they have to save up chronoboosts until the threat of the all-in passes. Then the overcharge is still a useful tool, but it isn't quite the "get out of jail free" card that it is currently. On the other hand, if it sapped shields, it leaves more counterplay. Say the overcharge saps 1/60 of the nexus' max shields per second over 60 seconds. This gives a few counterplay options. A player can wait out the photon overcharge and then re-engage to try to snipe a really weakened nexus, or a player could target the nexus to deplete its shields, shortening the duration of the overcharge. Of course, both of these still give the protoss some advantage: either he gets the 60 seconds of time he was looking for, or he gets free shots on the enemy army while they target his nexus.

Either way, I don't think either of these changes are massive, but they would really help terran and zerg deal with some protoss attacks (i.e. limiting the number of viable all-ins) while also enabling some better early game aggression against protoss. Blizzard wouldn't have to add or remove any spells or abilities from the game, just tweak them from their current state.

E: Just remember protoss can warp archons from Dark Templars. Maybe they'd also have to be warp disabled. That really shoots my first suggestion in the foot
MarlieChurphy
Profile Blog Joined January 2013
United States2063 Posts
December 14 2013 01:01 GMT
#16654
On December 14 2013 08:22 tryman wrote:
OK, to preface this post, my SC2 career can be summed up as ForeverBronze. All I know of play is from reading this/watching the game streams; I've found I'm terrible at playing and don't have time to practice. I preferred Protoss back in BW but switched to Terran when SC2 came out because my favorite units/buildings were swapped out. I know this should instantly disqualify anything I say in a balance thread.

That being said, I'm kinda curious about the way Terran is built. A friend of mine described playing Terran in SC2 as 'an exercise in shooting yourself in the foot':
-Tanks deal Friendly Fire; this is carried over from SC1/BW.
-Widow Mines deal tons of Friendly Fire, have a slow-ish fire and projectile, and I wish I had a dollar for every marine I saw killed by their own mines.
-Raven Hunter-Seekers deal Friendly Fire and can be brought right to your own doorstep. Points to Bomber for at least weaponizing it.
-Nukes (hahahah, nukes.) deal Friendly Fire. Granted, if you stick around the area your own nuke's landing you deserve what you get.
-It was also very recently pointed out to me that Ghost EMPs hit themselves, orbitals, and medivacs.

Compare to other races: Zerg banelings don't splash each other/zerglings, Blinding Cloud doesn't hit zerg units, Fungal doesn't screw over zerglings; colossus don't roast their own zealots, time warp doesn't hit zealots, but at least forcefield and storms can screw over toss units (granted, zealots seem to laugh off the storms they charge into).

Now I don't think all of these should be fixed to remove friendly fire, but from what I was watching I think that Terran is missing some way to AoE-cast like Zerg and Protoss can that won't screw themselves over. The closest they have to that is the Raven's Hunter-Seeker and that's not a relatively quick-cast spell like Storm or Fungal, since it reveals just which unit it's targeting and then takes a few seconds to follow. A Terran analogue to the new Fungal (not Storm with its insta-cast) might be fun and give Terran a chance to move away from mines, especially in mech.

I dunno, I'm probably wrong as I'm a bronze scrub. Still, foot-shooting.

Welcome to TL. Terran has PDD that doesn't screw over us. Also yamato and snipe (not aoe though). Hellions and hellbats don't allied splash.

I'm not sure what your point is really. It would be retarded if banelings or colossus could splash allied units. And then the game would have to be changed and balanced dramatically around the fact that no one would be using certain units. Like zergs would have to try and mass fungal and with marine spread this would be futile.
RIP SPOR 11/24/11 NEVAR FORGET
tryman
Profile Joined December 2013
United States2 Posts
December 14 2013 01:24 GMT
#16655
On December 14 2013 08:32 KTP_TV wrote:
There is at least one obivous explanation to this : Most of the terran units are units with a large attack range, the only melee unit is the hellbat. I let you do the math on why terrans have ff on every of their AoE, and why zerg and protoss don't ^^


Considered that, but Toss just uses Zealots and later Archons, which are both very tanky melee units to begin with, just like Hellbats (in fairness, the exception: Dark Templar). Considering how almost every melee unit can close with a Marine on a 1:1 basis without dying immediately... range is great and it can win, but Toss can do ranged fairly well too. Technically Zerg aren't too bad either but I'm terrible with Zerg, so *shrug*

On December 14 2013 10:01 MarlieChurphy wrote:
Welcome to TL. Terran has PDD that doesn't screw over us. Also yamato and snipe (not aoe though). Hellions and hellbats don't allied splash.

I'm not sure what your point is really. It would be retarded if banelings or colossus could splash allied units. And then the game would have to be changed and balanced dramatically around the fact that no one would be using certain units. Like zergs would have to try and mass fungal and with marine spread this would be futile.


Thanks.

Well, PDD isn't AoE, at least, but is strictly defensive. Yamato and Snipe aren't AoE, as you stated. So I'm not considering them here.

Yes, Hellions/Hellbats don't do allied splash, but neither do Ultralisks and Archons, so I'm not worried too much about them. They're the lone exception in the Terran arsenal.

Ultimately my point isn't to add FF to any of the others. That's silly and makes the game less fun and more difficult for upper levels. One FF per race is probably more than enough (though Zerg doesn't have it); Terran just has too many. My point is to give Terran a quicker-cast AoE that won't melt its own units. It doesn't even need to be something spammable, a one-use one could be pretty cool like a Thor that could only fire a single shot of the skill from its arsenal. Or you could swap powers, swap a yamato cannon for enhanced targeting arrays.
The Attitude of the Knife
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
December 14 2013 03:27 GMT
#16656
I still think adding an upgrade for the pylon at 50/50 per pylon for being able to warp in is one way to nerf Protoss's insane mobility (I really dislike protoss having the ability to just plant pylons EVERYWHERE i.e. warp in literally anywhere on the map) and make all ins more of an all in.. And plus it would somewhat differentiate warpgates from the gateways.
Iron_
Profile Joined April 2010
United States389 Posts
December 14 2013 16:29 GMT
#16657
On December 14 2013 12:27 YyapSsap wrote:
I still think adding an upgrade for the pylon at 50/50 per pylon for being able to warp in is one way to nerf Protoss's insane mobility (I really dislike protoss having the ability to just plant pylons EVERYWHERE i.e. warp in literally anywhere on the map) and make all ins more of an all in.. And plus it would somewhat differentiate warpgates from the gateways.


I can certainly see this as a possibility, but that would be balancing something that is broken. Right now the issue is that Protoss have no risk/reward mechanic in the game. They can do whatever they want and be 100% safe in PvT. There should under no circumstances be a proxy build that is risk-less.

It was already like this before the oracle change, but the influx of proxy oracles showed us just how non risk the protoss is. The problem of course, is the ridiculous nexus cannon. One of the worst ideas I've seen implemented in RTS. Even at the end of WOL Terrans were basically always 1 rax FE because aggressive options didn't work. Then they added this silly thing. So now they make 2 units behind their pressure/cheese and just roll into late game from there.

Let's not balance a broken match. Let's fix it first, then balance it. So this is a 2 step process here:

1) Get rid of the silly nexus cannon.

2) Balance around that.

They obviously don't need the cannon to do normal builds. To do these cheeses all-ins that would actually have them make units to survive, and give the Terran an opportunity to counter after a successful hold on oracle or blink, etc.
Ana_
Profile Joined May 2012
Finland453 Posts
December 14 2013 17:26 GMT
#16658
On December 15 2013 01:29 Iron_ wrote:
They obviously don't need the cannon to do normal builds.


I want to see you defend terran turbo boost drops without it.
Sticks and stones may break my bones but words will never hurt me.
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
Last Edited: 2013-12-14 19:46:29
December 14 2013 19:45 GMT
#16659
On December 15 2013 02:26 Ana_ wrote:
Show nested quote +
On December 15 2013 01:29 Iron_ wrote:
They obviously don't need the cannon to do normal builds.


I want to see you defend terran turbo boost drops without it.


There are no turbo boosts in the early game which is when PO is most useful. Fastest drops you can expect in standard macro game are around 10 minutes. At that time protoss will still be on 2 bases and it is a matter of decision making on how to split your units to prevent drops to pick you apart. Solid 2 base turtling protoss shouldn't really take damage from medivac drops.

Problem with defending drops comes when protoss is on 3 bases.

And by that time you won't really rely on PO anymore because it doesn't stop 2-3 medivacs full of units from doing critical damage. You will need at least 1 HT for feedback (or storm as the bio drops out) and some chargelots.

99% of protoss players do that anyway, despite the nexus canon.
Iron_
Profile Joined April 2010
United States389 Posts
December 14 2013 20:28 GMT
#16660
On December 15 2013 02:26 Ana_ wrote:
Show nested quote +
On December 15 2013 01:29 Iron_ wrote:
They obviously don't need the cannon to do normal builds.


I want to see you defend terran turbo boost drops without it.


This is one of the sillier arguments I hear about getting rid of the broken nexus cannon. Here are the various things you can defend drops with.

1) Warp in units

2) Templar with feedback to instantly kill/hurt and make usless the medivacs

3) Cannons (which shoot both air and ground, you actually can build those)

4) Phoenix (you can open with an oracle then go into 2-3 phoenix for map control/drop control)

Basically 1-2 cannons and 1 templar plus warp in OWNS any medivac drop that isn't a doom drop. I don't understand why people try and make this argument, it holds no water.
Prev 1 831 832 833 834 835 1266 Next
Please log in or register to reply.
Live Events Refresh
Wardi Open
12:00
#70
WardiTV772
OGKoka 271
Rex95
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko348
OGKoka 271
Harstem 160
Rex 95
StarCraft: Brood War
Calm 2674
GuemChi 2556
Horang2 1360
EffOrt 861
Larva 727
Shuttle 657
Stork 575
ZerO 517
BeSt 481
Mini 468
[ Show more ]
firebathero 323
Rush 322
Snow 229
Light 217
Soma 142
hero 133
Barracks 119
Pusan 103
Killer 93
JYJ 89
Mind 85
Aegong 78
Sharp 61
Hm[arnc] 52
Sexy 46
ToSsGirL 38
Nal_rA 27
zelot 22
Terrorterran 20
ajuk12(nOOB) 16
GoRush 15
scan(afreeca) 12
ivOry 8
SilentControl 8
Icarus 3
Dota 2
Gorgc2801
singsing2425
XcaliburYe87
Dendi16
Counter-Strike
olofmeister1867
kennyS1266
shoxiejesuss1112
x6flipin708
Super Smash Bros
Mew2King91
Other Games
B2W.Neo1120
crisheroes307
Pyrionflax304
Sick179
Fuzer 143
hiko56
ZerO(Twitch)14
Organizations
Other Games
gamesdonequick1990
StarCraft: Brood War
UltimateBattle 1381
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• HappyZerGling 118
• LUISG 31
• StrangeGG 20
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Laughngamez YouTube
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade681
Upcoming Events
Monday Night Weeklies
3h 47m
OSC
21h 47m
PiGosaur Monday
1d 11h
The PondCast
1d 20h
OSC
1d 21h
Big Brain Bouts
4 days
Serral vs TBD
BSL 21
5 days
BSL 21
6 days
Liquipedia Results

Completed

IPSL Winter 2025-26
SC2 All-Star Inv. 2025
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
OSC Championship Season 13
Underdog Cup #3
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025

Upcoming

Escore Tournament S1: W5
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Rongyi Cup S3
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 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.