• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:17
CET 09:17
KST 17:17
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Team Liquid Map Contest - Preparation Notice6Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza1Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258
StarCraft 2
General
How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Team Liquid Map Contest - Preparation Notice ByuL: The Forgotten Master of ZvT Nexon's StarCraft game could be FPS, led by UMS maker Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza
Tourneys
BeamStick Australia Sparkling Tuna Cup - Weekly Open Tournament $5,000 WardiTV Winter Championship 2026 RSL Season 4 announced for March-April Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 515 Together Forever Mutation # 514 Ulnar New Year Mutation # 513 Attrition Warfare
Brood War
General
Effort misses out on ASL S21 BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea BSL 22 Map Contest — Submissions OPEN to March 10
Tourneys
[BSL22] Open Qualifier #1 - Sunday 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0 BWCL Season 64 Announcement
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Battle Aces/David Kim RTS Megathread Diablo 2 thread Path of Exile
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread UK Politics Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
ONE GREAT AMERICAN MARINE…
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1445 users

Q & A With David Kim - Page 14

Forum Index > SC2 General
345 CommentsPost a Reply
Prev 1 12 13 14 15 16 18 Next All
Whitewing
Profile Joined October 2010
United States7483 Posts
December 17 2011 02:37 GMT
#261
On December 17 2011 07:58 The Final Boss wrote:
Show nested quote +
On December 17 2011 07:08 SeaSwift wrote:
On December 17 2011 06:31 The Final Boss wrote:
Also as far as "more varied Protoss play," how about more varied TvP to go along with it. Protoss has plenty of options in PvT, but TvP is literally limited to one type of play (that is if you don't want to All-in).


I don't agree that Protoss has plenty of options, but I do think the matchup in general needs a bit more variety and sustained excitement, rather than just "lets up build armies for X amount of time, have an exchange in 2 minutes than Y person wins".

I think the two matchups to look up to in this regard are TvT and TvZ, probably the two most consistently exciting matchups in the game. While there have been stand-out matches in PvT (NASL 1 finals, Dreamhack Winter 1 finals), most PvT matches have not got any sustained excitement.

As far as TvP is concerned, in the late stages of the game Protoss has far more variety. Terran has to go MMMGV (maybe add in Ravens? Banshees? but not enough to be a significant impact) where as Protoss can go for a multitude of mixtures of Colossi, High Templar, Phoenix, and Gateway units. Terran armies always look the same, but Protoss armies vary a lot of the time based on the player's preference or their response.


Best TvP of all time might have been Thorzain vs. MC on Tal'darim Altar in the TSL 3. What a freaking amazing match.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
TheRedViper
Profile Joined October 2011
United States22 Posts
December 17 2011 02:49 GMT
#262
TL;DR

David Kim is an advocate for the status quo.
“Words are pale shadows of forgotten names. As names have power, words have power. Words can light fires in the minds of men. Words can wring tears from the hardest hearts.”
The Final Boss
Profile Joined February 2011
United States1839 Posts
December 17 2011 04:44 GMT
#263
On December 17 2011 11:37 Whitewing wrote:
Show nested quote +
On December 17 2011 07:58 The Final Boss wrote:
On December 17 2011 07:08 SeaSwift wrote:
On December 17 2011 06:31 The Final Boss wrote:
Also as far as "more varied Protoss play," how about more varied TvP to go along with it. Protoss has plenty of options in PvT, but TvP is literally limited to one type of play (that is if you don't want to All-in).


I don't agree that Protoss has plenty of options, but I do think the matchup in general needs a bit more variety and sustained excitement, rather than just "lets up build armies for X amount of time, have an exchange in 2 minutes than Y person wins".

I think the two matchups to look up to in this regard are TvT and TvZ, probably the two most consistently exciting matchups in the game. While there have been stand-out matches in PvT (NASL 1 finals, Dreamhack Winter 1 finals), most PvT matches have not got any sustained excitement.

As far as TvP is concerned, in the late stages of the game Protoss has far more variety. Terran has to go MMMGV (maybe add in Ravens? Banshees? but not enough to be a significant impact) where as Protoss can go for a multitude of mixtures of Colossi, High Templar, Phoenix, and Gateway units. Terran armies always look the same, but Protoss armies vary a lot of the time based on the player's preference or their response.


Best TvP of all time might have been Thorzain vs. MC on Tal'darim Altar in the TSL 3. What a freaking amazing match.

I agree with that statement (that game was freaking amazing) but I don't see how it responds to my question.
Keyboard Warrior
Profile Joined December 2011
United States1178 Posts
December 17 2011 04:53 GMT
#264
Great read as David is always boss.

I wonder though were they get the idea of balancing around mutalisks? Most HOtS changes are based on this assumption.
Not your regular Keyboard Warrior ¯\_(ツ)_/¯
Jongl0
Profile Joined June 2011
631 Posts
December 17 2011 04:56 GMT
#265
Pretty much what I expected, we'll just have to wait and see.
Whitewing
Profile Joined October 2010
United States7483 Posts
December 17 2011 11:20 GMT
#266
On December 17 2011 13:44 The Final Boss wrote:
Show nested quote +
On December 17 2011 11:37 Whitewing wrote:
On December 17 2011 07:58 The Final Boss wrote:
On December 17 2011 07:08 SeaSwift wrote:
On December 17 2011 06:31 The Final Boss wrote:
Also as far as "more varied Protoss play," how about more varied TvP to go along with it. Protoss has plenty of options in PvT, but TvP is literally limited to one type of play (that is if you don't want to All-in).


I don't agree that Protoss has plenty of options, but I do think the matchup in general needs a bit more variety and sustained excitement, rather than just "lets up build armies for X amount of time, have an exchange in 2 minutes than Y person wins".

I think the two matchups to look up to in this regard are TvT and TvZ, probably the two most consistently exciting matchups in the game. While there have been stand-out matches in PvT (NASL 1 finals, Dreamhack Winter 1 finals), most PvT matches have not got any sustained excitement.

As far as TvP is concerned, in the late stages of the game Protoss has far more variety. Terran has to go MMMGV (maybe add in Ravens? Banshees? but not enough to be a significant impact) where as Protoss can go for a multitude of mixtures of Colossi, High Templar, Phoenix, and Gateway units. Terran armies always look the same, but Protoss armies vary a lot of the time based on the player's preference or their response.


Best TvP of all time might have been Thorzain vs. MC on Tal'darim Altar in the TSL 3. What a freaking amazing match.

I agree with that statement (that game was freaking amazing) but I don't see how it responds to my question.


Oh I was just quoting the general conversation with regards to TvP not being as good as TvT and TvZ.

Protoss can't really go for a multitude of mixtures of colossi, HT, and other units, it's pretty much always zealot/stalker, maybe some sentries if you have any left, + colossi or HT or both. Sure you can sort of sprinkle in some more, in much the same way terran could sprinkle some reapers in to their harass squads, or banshees for some extra dps or add a raven etc, but against bio that's pretty much the basic composition, and it's always going to look more or less like that. Ghosts are added in to deal with sentries and HT/archons, vikings are added in to deal with colossi.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Cereb
Profile Joined November 2011
Denmark3388 Posts
December 17 2011 11:26 GMT
#267
His answers are brilliant.


What concerns me more is the complaints he is addressing. Terran complaing about nerfs? Zerg complaining about larva injects? These are absolutely ridiculous. If a races dominates for a long time of course you should balance that and larva inject is one of the aspects that makes the game challenging for zergs.

Protoss needing more varied playstyle? Maybe, but I don't think zergs are in any better situation when it comes to variety.

The way gold bases are now is fine. It's only GSL terrans who are dominating - so they get removed in tournies where these guys show up...but I don't feel it's any issues against the random Terran scrubs on ladder
"Until the very very top in almost anything, all that matters is how much work you put in. The only problem is most people can't work hard even at things they do enjoy, much less things they don't have a real passion for. -Greg "IdrA" Fields
Dr.Sin
Profile Joined October 2010
Canada1126 Posts
December 17 2011 15:30 GMT
#268
Its a bit unfortunate the way David Kim shut down on nearly every point :\. I found the interview a little discouraging.
Keyboard Warrior
Profile Joined December 2011
United States1178 Posts
December 17 2011 15:44 GMT
#269
I agree with what he said about choke points and map balance.

I hope HOTS turn out to be an awesome game
Not your regular Keyboard Warrior ¯\_(ツ)_/¯
Areon
Profile Joined November 2010
United States273 Posts
December 18 2011 00:23 GMT
#270
Spawn Larva requiring too much management? Honestly guys, is this a joke? I play Terran and Zerg, and let me tell you, what takes far more management and clicking around all game long is having to rally building SCV's back to the mineral line after constructing just about every single building, every game, from start to finish. While I obviously haven't played at a professional level, I can't see how it's anything BUT balanced that the Spawn Larva mechanic exists as it does; part of Zerg's strength lies in being able to produce all of their units (that they have tech for) AT THE SAME TIME. Honestly, if people are having trouble managing Queen injects, why don't you just hotkey your first 2-3 queens? That's what I do and it works just fine. I am so surprised to see pros hotkey their hatcheries individually and not their Queens, while it works similarly it saves a split second if you just 'key the Queens.

Also, on the subject of management, doesn't SC1 require infinite more management all-around? Yet BW became huge and pros didn't ragequit because the game wasn't as user-friendly as SC2; they mastered the tools at their disposal and kept on going. Zerg has a unique advantage in unit production that the other races don't have; I honestly don't see the problem here. In HotS, if SCV's are given an option to rally back to mining with the click of a button or something lazy, then I honestly feel there would be a stronger argument for Spawn Larva management.

Sidenote: What about Chronoboost? I don't see any qualms about this mechanic...
Aiurr
Profile Joined May 2010
Poland80 Posts
Last Edited: 2011-12-18 01:20:30
December 18 2011 01:16 GMT
#271
Can someone ask David Kim what he thinks about the terran mobility on big maps?

Because I think big maps are so unfairly imbalanced against terran that I basically removed all of them from my preferred 1v1 map pool. I don't want to play on a huge map because I can't defend all my bases against mutas while at the same time slowly moving through the map scanning the ground for burrowed banelings or burrowed banelings that move underground (see: HotS, QQ)

In SC:BW big maps were my favourite, because it allowed for a longer and more interesting games. While in SC2, big maps favour only zerg players and 4gate-protoss.

I think this is the biggest design flaw in SC2. If terran won't get better mobility, then all other changes/nerfs are pointless.
We can't just stim all the time or do those risky medivac drops, that with mutas on the map are doomed to fail, unless you are just lucky.
Go for the eyes, Boo, go for the eyes!
Puph
Profile Joined June 2011
Canada635 Posts
Last Edited: 2011-12-18 04:46:43
December 18 2011 04:44 GMT
#272
I for one think this is a beautiful interview with complete responses in relation to the questions shown. If you think otherwise then I think you simply expect too much.

On December 18 2011 10:16 Aiurr wrote:
Can someone ask David Kim what he thinks about the terran mobility on big maps?

Because I think big maps are so unfairly imbalanced against terran that I basically removed all of them from my preferred 1v1 map pool. I don't want to play on a huge map because I can't defend all my bases against mutas while at the same time slowly moving through the map scanning the ground for burrowed banelings or burrowed banelings that move underground (see: HotS, QQ)

In SC:BW big maps were my favourite, because it allowed for a longer and more interesting games. While in SC2, big maps favour only zerg players and 4gate-protoss.

I think this is the biggest design flaw in SC2. If terran won't get better mobility, then all other changes/nerfs are pointless.
We can't just stim all the time or do those risky medivac drops, that with mutas on the map are doomed to fail, unless you are just lucky.

Ever hear of a raven? It is extremely useful in late game TvX, let alone mid game. On a side note, nobody ever asked you to siege hop all the way across the map. Are you hoping for +move speed aura or something? lolol. In case David Kim never tells us what he thinks about terran mobility on big maps, I will. It's perfectly fine
Intel Dual Core 4400 @ ~2.00GHz / 2046MB RAM / 256 MB ATI Radeon x1300PRO
thesums
Profile Joined December 2010
Taiwan257 Posts
Last Edited: 2011-12-18 10:41:29
December 18 2011 10:34 GMT
#273
maybe they should make Khaydarin Amulet available , but take away the warp tech for the Templars, or increase the warp time to the equivalent of normal building times. This would make it same as SC1, and I would have no problem with it. Otherwise, the protoss should not complain because with the emp area nerf, Temps should not be buffed.

THe emp is nerfed so much since SC1 though,
-originally aoe is nerfed from science vessels, but since it is lower tier unit, this is reasonable
-instead of taking all shield away now it only takes 100 shield
- take only 100 energy instead of all energy.
- The emp was nerfed 2 times in terms of aoe, i believe once during beta, and now again. It is hard to hit multiple units, now they should just give a target attack then, because it is so easy to miss now, pros miss them a lot as well.


PS: Make sure you actually play terran after the patch to see the EMP nerf, it is ridiculously small radius
thesums
Profile Joined December 2010
Taiwan257 Posts
December 18 2011 10:38 GMT
#274
Terrans are only doing well in Korea because so many Koreans play the Terran race. A lot of Terran players in SC1 as well, it is like a tradition, and they are the coolest looking race to use (i think to general public). Also a lot of top terran players were actually good SC1 players (more recent players i mean), such as MVP and FIN. It is understandable they have better multi-tasking skills, and one can see this easily in competitions, where they can micro is like 2 or 3 fronts almost simultaneously
Aiurr
Profile Joined May 2010
Poland80 Posts
December 18 2011 10:39 GMT
#275
On December 18 2011 13:44 Puph wrote:
I for one think this is a beautiful interview with complete responses in relation to the questions shown. If you think otherwise then I think you simply expect too much.

Show nested quote +
On December 18 2011 10:16 Aiurr wrote:
Can someone ask David Kim what he thinks about the terran mobility on big maps?

Because I think big maps are so unfairly imbalanced against terran that I basically removed all of them from my preferred 1v1 map pool. I don't want to play on a huge map because I can't defend all my bases against mutas while at the same time slowly moving through the map scanning the ground for burrowed banelings or burrowed banelings that move underground (see: HotS, QQ)

In SC:BW big maps were my favourite, because it allowed for a longer and more interesting games. While in SC2, big maps favour only zerg players and 4gate-protoss.

I think this is the biggest design flaw in SC2. If terran won't get better mobility, then all other changes/nerfs are pointless.
We can't just stim all the time or do those risky medivac drops, that with mutas on the map are doomed to fail, unless you are just lucky.

Ever hear of a raven? It is extremely useful in late game TvX, let alone mid game. On a side note, nobody ever asked you to siege hop all the way across the map. Are you hoping for +move speed aura or something? lolol. In case David Kim never tells us what he thinks about terran mobility on big maps, I will. It's perfectly fine

by saying "scanning" I also ment raven, you do not suppose me to name every unit I use do you?

terran mobility is not "fine" on big maps, I think you are trolling...

everyone knows that big maps are imbalanced against terran
Go for the eyes, Boo, go for the eyes!
thesums
Profile Joined December 2010
Taiwan257 Posts
December 18 2011 10:44 GMT
#276
I think it is more about style...terran is kind of like protoss in SC1, you always need to attack the opponent and not just sit back and max. That is why you always see these early aggression from terran, while the opponent plays more of a turtle style, at the earlier stages of the game. In SC1, similarly you always see like reaver drops, corsair harass, dragoon pressure before siege tanks come out, more 2 base timing attacks.
thesums
Profile Joined December 2010
Taiwan257 Posts
December 18 2011 10:46 GMT
#277
On December 18 2011 19:39 Aiurr wrote:
Show nested quote +
On December 18 2011 13:44 Puph wrote:
I for one think this is a beautiful interview with complete responses in relation to the questions shown. If you think otherwise then I think you simply expect too much.

On December 18 2011 10:16 Aiurr wrote:
Can someone ask David Kim what he thinks about the terran mobility on big maps?

Because I think big maps are so unfairly imbalanced against terran that I basically removed all of them from my preferred 1v1 map pool. I don't want to play on a huge map because I can't defend all my bases against mutas while at the same time slowly moving through the map scanning the ground for burrowed banelings or burrowed banelings that move underground (see: HotS, QQ)

In SC:BW big maps were my favourite, because it allowed for a longer and more interesting games. While in SC2, big maps favour only zerg players and 4gate-protoss.

I think this is the biggest design flaw in SC2. If terran won't get better mobility, then all other changes/nerfs are pointless.
We can't just stim all the time or do those risky medivac drops, that with mutas on the map are doomed to fail, unless you are just lucky.

Ever hear of a raven? It is extremely useful in late game TvX, let alone mid game. On a side note, nobody ever asked you to siege hop all the way across the map. Are you hoping for +move speed aura or something? lolol. In case David Kim never tells us what he thinks about terran mobility on big maps, I will. It's perfectly fine

by saying "scanning" I also ment raven, you do not suppose me to name every unit I use do you?

terran mobility is not "fine" on big maps, I think you are trolling...

everyone knows that big maps are imbalanced against terran


I think what he is getting at is Terran might need an equivalent of the vultures, while hellions are quite good, they do not have the same speed nor the map presence with mines. But hellions will give terran reasonable mobility unfortunately vs toss, if you mech purely, those immortals will rip you apart.
Aiurr
Profile Joined May 2010
Poland80 Posts
Last Edited: 2011-12-18 11:34:22
December 18 2011 10:55 GMT
#278
On December 18 2011 19:46 thesums wrote:
Show nested quote +
On December 18 2011 19:39 Aiurr wrote:
On December 18 2011 13:44 Puph wrote:
I for one think this is a beautiful interview with complete responses in relation to the questions shown. If you think otherwise then I think you simply expect too much.

On December 18 2011 10:16 Aiurr wrote:
Can someone ask David Kim what he thinks about the terran mobility on big maps?

Because I think big maps are so unfairly imbalanced against terran that I basically removed all of them from my preferred 1v1 map pool. I don't want to play on a huge map because I can't defend all my bases against mutas while at the same time slowly moving through the map scanning the ground for burrowed banelings or burrowed banelings that move underground (see: HotS, QQ)

In SC:BW big maps were my favourite, because it allowed for a longer and more interesting games. While in SC2, big maps favour only zerg players and 4gate-protoss.

I think this is the biggest design flaw in SC2. If terran won't get better mobility, then all other changes/nerfs are pointless.
We can't just stim all the time or do those risky medivac drops, that with mutas on the map are doomed to fail, unless you are just lucky.

Ever hear of a raven? It is extremely useful in late game TvX, let alone mid game. On a side note, nobody ever asked you to siege hop all the way across the map. Are you hoping for +move speed aura or something? lolol. In case David Kim never tells us what he thinks about terran mobility on big maps, I will. It's perfectly fine

by saying "scanning" I also ment raven, you do not suppose me to name every unit I use do you?

terran mobility is not "fine" on big maps, I think you are trolling...

everyone knows that big maps are imbalanced against terran


I think what he is getting at is Terran might need an equivalent of the vultures, while hellions are quite good, they do not have the same speed nor the map presence with mines. But hellions will give terran reasonable mobility unfortunately vs toss, if you mech purely, those immortals will rip you apart.


Yea, this is what I am talking about. Without something like spider mines, or a fast air-ground flying unit, terran can only use banshees and medivac drops. But this is only harassment. You still have to leapfrog all the way with siege tanks, and by the time you can lose your whole base to a single warp-prism / mutas / nydus.

So I think terran needs the equivalent of either: nydus / warp-tech / blink / mutas / burrowed banelings / creep
Go for the eyes, Boo, go for the eyes!
Chrisje
Profile Joined December 2011
Netherlands29 Posts
December 18 2011 16:06 GMT
#279
I would like to see the replicant changed or scrapped tho because I don't think it serves the role Protoss needs, especially when you keep in mind that they want more variety with toss in hots, imo I think they should get a unit which supports the protoss arsenal more overall.

Anyway good read, gj David Kim trying to balance the game, so far the game is actually pretty balanced now. Glad David Kim doesn't want to rush stuff which would ruin the balance,
jcarlson08
Profile Joined March 2011
United States267 Posts
Last Edited: 2011-12-18 17:44:06
December 18 2011 17:42 GMT
#280
On December 16 2011 12:07 VirgilSC2 wrote:
I don't understand why you would ask David Kim about the EMP range reduction being too severe. All the EMP change did was bring the EMP radius in line with the current radius for Psi Storm.


you have to remember though that terran units generally take up less space and are tighter packed than protoss units, so while you may be hitting less area, you are still hitting about the same number of units. Spreading helps mitigate this of course but the same can be said for protoss and it's also not feasible to spread perfectly in large engagements. Also remember that more important than raw damage is damage as a percentage of total health, which gives a more accurate picture of its effect on a unit/army, and one storm has the potential to do much more damage in that regard to terran units than emp does to protoss units in that regard, since terran bio units are typically high dps but low health where protoss units are higher health but lower dps.
Prev 1 12 13 14 15 16 18 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
LiuLi Cup Grand Finals Playoff
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft424
StarCraft: Brood War
Sea 28854
EffOrt 230
BeSt 214
yabsab 115
sSak 78
ToSsGirL 50
Mind 45
Shinee 34
ZergMaN 24
Larva 23
[ Show more ]
Sharp 21
Bale 15
League of Legends
JimRising 529
Counter-Strike
Stewie2K901
m0e_tv404
shoxiejesuss276
Heroes of the Storm
Khaldor134
Other Games
summit1g3655
C9.Mang0257
Tasteless169
NeuroSwarm50
Mew2King30
Moletrap2
Organizations
Other Games
BasetradeTV191
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 65
• LUISG 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 4
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt559
• HappyZerGling129
Upcoming Events
Ultimate Battle
3h 44m
Light vs ZerO
WardiTV Winter Champion…
3h 44m
MaxPax vs Spirit
Rogue vs Bunny
Cure vs SHIN
Solar vs Zoun
OSC
9h 44m
Replay Cast
15h 44m
CranKy Ducklings
1d 1h
WardiTV Winter Champion…
1d 3h
AI Arena Tournament
1d 11h
Replay Cast
1d 15h
Sparkling Tuna Cup
2 days
WardiTV Winter Champion…
2 days
[ Show More ]
OSC
2 days
Replay Cast
2 days
Replay Cast
3 days
Monday Night Weeklies
3 days
OSC
3 days
Replay Cast
5 days
The PondCast
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-03-04
PiG Sty Festival 7.0
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
RSL Revival: Season 4
NationLESS Cup
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.