• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:25
CEST 14:25
KST 21:25
  • 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
Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
GSTL Returns in 2026!39Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0SC4ALL II: Brood War - $2500 - Dec 5-611
StarCraft 2
General
GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) SC4ALL: II Talent Announcement! Protoss AoE skill expression Weekly Cups (Aug 3-9): Protoss get shut out
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament 2026 GSTL Announcement Sea Duckling Open (Global, Bronze-Diamond) 2026 KungFu Cup Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 538 Media Blackout The PondCast: SC2 News & Results Mutation # 537 Hostile Territory Mutation # 536 Railroad Switch
Brood War
General
Best Games Kespa era BW General Discussion Your past clans ASL22 General Discussion Looking for old Team Micro Arena(TMA) Teammates
Tourneys
CSLAN 4 is Coming! Small VOD Thread 2.0 Escore Tournament - Season 3 BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread The Letting Off Steam Thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently... [Req][Books] Good Fantasy/SciFi books
Sports
MLB/Baseball 2023 Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8843 users

Chris Sigaty on HotS launch, BW, failures, Arcade - Page 2

Forum Index > SC2 General
Post a Reply
Prev 1 2 3 4 5 Next All
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
March 18 2013 21:36 GMT
#21
On March 19 2013 06:32 Lysenko wrote:
Show nested quote +
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome".


Funny you'd say that, because Chris Sigaty was head of quality assurance on Starcraft: Brood War.

Well I suppose I just don't understand what's going on in there then.
Lysenko
Profile Blog Joined April 2010
Iceland2128 Posts
March 18 2013 21:37 GMT
#22
On March 19 2013 06:36 CecilSunkure wrote:
Show nested quote +
On March 19 2013 06:32 Lysenko wrote:
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome".


Funny you'd say that, because Chris Sigaty was head of quality assurance on Starcraft: Brood War.

Well I suppose I just don't understand what's going on in there then.


Like the guy a couple posts up said, it's just that their philosophy with HOTS was to look at the game in front of them and figure out how to make it better, rather than say "how can we make this more like Brood War." I agree with that earlier poster that they're taking the right approach in that sense.
http://en.wikipedia.org/wiki/Lysenkoism
Plansix
Profile Blog Joined April 2011
United States60190 Posts
March 18 2013 21:39 GMT
#23
On March 19 2013 06:33 Wildmoon wrote:
Show nested quote +
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the balance/design skill seems to be who knows where.


Blizzard still have many of people who worked on BW. People who worked on BW are mostly the core people of Blizzard Irvine actually such as Rob Pardo but the team can't remain the same. People moved in their positions. Oh and I think the mentality "trying to see what area SC2 lacks and focus on it" they have is better than "trying to look at BW and copy from it". I seriously wouldn't buy SC2 if it was released as BW in hd.


The rest of the world would not have bought that either. If you told normal player"And you can select 12 units at a time, still" they would have thrown a fit. The more amazing part of SC2 was how little they changed from the basic gameplay, which blew everyone's mind when it was released. The fact that some of the units are kinda like BW units is not that shocking.

I have the Honor to be your Obedient Servant, P.6
TL+ Member
Shai
Profile Blog Joined August 2010
Canada806 Posts
March 18 2013 21:42 GMT
#24
It's funny because most mainstream media points out how there's basically nothing new in SCII but BW fans always want it to more closely mirror its predecessor. Lose-lose.
Eagerly awaiting Techies.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
March 18 2013 21:42 GMT
#25
On March 19 2013 06:37 Lysenko wrote:
Show nested quote +
On March 19 2013 06:36 CecilSunkure wrote:
On March 19 2013 06:32 Lysenko wrote:
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome".


Funny you'd say that, because Chris Sigaty was head of quality assurance on Starcraft: Brood War.

Well I suppose I just don't understand what's going on in there then.


Like the guy a couple posts up said, it's just that their philosophy with HOTS was to look at the game in front of them and figure out how to make it better, rather than say "how can we make this more like Brood War." I agree with that earlier poster that they're taking the right approach in that sense.

I don't advocate making BW in HD. I just advocate making the best attempt at taking what was great from BW and learn from it. Nobody can deny BW was immensely successful. Perhaps there was never a proper appreciation for what BW became, and so it was ignored when SC2 was started.
andrewlt
Profile Joined August 2009
United States7702 Posts
March 18 2013 21:49 GMT
#26
On March 19 2013 06:37 Lysenko wrote:
Show nested quote +
On March 19 2013 06:36 CecilSunkure wrote:
On March 19 2013 06:32 Lysenko wrote:
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome".


Funny you'd say that, because Chris Sigaty was head of quality assurance on Starcraft: Brood War.

Well I suppose I just don't understand what's going on in there then.


Like the guy a couple posts up said, it's just that their philosophy with HOTS was to look at the game in front of them and figure out how to make it better, rather than say "how can we make this more like Brood War." I agree with that earlier poster that they're taking the right approach in that sense.


That's not really the issue. Neither is UI stuff auto-mining or unlimited unit selection or what not. The issue is changing stuff like high ground mechanics just for the sake of being different. Or removing key units and abilities that they now realize is needed.

It feels like Blizzard took a list of all the units and spells in BW, drew an arbitrary line in the middle, then said we're keeping the ones in the left side in SC2 and removing the ones in the right side. And no matter how the metagame in SC2 develops, if that BW unit/spell that people are requesting falls on the right side of their line, it's not coming back. No way. No how.

It reminds me too much of the teenager who tries too hard to be different to his parents.
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
March 18 2013 21:49 GMT
#27
Well, if all the plans get integrated in LotV, then sc2 might actually become a really brilliant game! :D
Vindicare605
Profile Blog Joined August 2011
United States16125 Posts
March 18 2013 21:50 GMT
#28
God I want a tournament system like the one he's describing so bad.
aka: KTVindicare the Geeky Bartender
JustPassingBy
Profile Blog Joined January 2011
10776 Posts
March 18 2013 21:54 GMT
#29
On March 19 2013 06:49 andrewlt wrote:
Show nested quote +
On March 19 2013 06:37 Lysenko wrote:
On March 19 2013 06:36 CecilSunkure wrote:
On March 19 2013 06:32 Lysenko wrote:
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome".


Funny you'd say that, because Chris Sigaty was head of quality assurance on Starcraft: Brood War.

Well I suppose I just don't understand what's going on in there then.


Like the guy a couple posts up said, it's just that their philosophy with HOTS was to look at the game in front of them and figure out how to make it better, rather than say "how can we make this more like Brood War." I agree with that earlier poster that they're taking the right approach in that sense.


That's not really the issue. Neither is UI stuff auto-mining or unlimited unit selection or what not. The issue is changing stuff like high ground mechanics just for the sake of being different. Or removing key units and abilities that they now realize is needed.

It feels like Blizzard took a list of all the units and spells in BW, drew an arbitrary line in the middle, then said we're keeping the ones in the left side in SC2 and removing the ones in the right side. And no matter how the metagame in SC2 develops, if that BW unit/spell that people are requesting falls on the right side of their line, it's not coming back. No way. No how.

It reminds me too much of the teenager who tries too hard to be different to his parents.


Haha, I agree. I wonder how many people share my sentiments and would've been utterly content with a graphical overhaul of Starcraft Brood War and all excess funds that were invested into balancing flowing into improved UI and BattleNet and longer campaigns.

But as of now, I am content with HotS, let's see what the imminent future brings.
Mellon
Profile Joined October 2010
Sweden917 Posts
Last Edited: 2013-03-18 21:59:13
March 18 2013 21:58 GMT
#30
Reading the part about battle.net tournaments, i had completely forgot about that. Warcraft III had battle.net tournaments. You could play a max of 8 games, and the top 16-32 got to play off. If you won 1-0, you'd play someone with 1-0. If u had 7-0, same thing. It was a fun and easy way to compete on something else than ladder. It also had icons based off how many tournament wins u had, which was enough of a reward.

Something similar should definately be added to sc2! They could even have their own pair of casters for say, a monthly online finals, which would accumulate alot of views im sure. If they had that technology in 2003, i kinda question why they haven't implemented it in sc2..

Hoping for it!
Lysenko
Profile Blog Joined April 2010
Iceland2128 Posts
March 18 2013 22:00 GMT
#31
On March 19 2013 06:42 CecilSunkure wrote:
I don't advocate making BW in HD. I just advocate making the best attempt at taking what was great from BW and learn from it. Nobody can deny BW was immensely successful. Perhaps there was never a proper appreciation for what BW became, and so it was ignored when SC2 was started.


I don't think BW was ignored at all in the design of SC2, but I think that SC2, being built on a modern 3D game engine, is so architecturally different that the really subtle, specific lessons (like details of how carrier micro worked affecting its usability at the pro level, or how newer, smarter unit pathing resulted directly in unit clumping and the tendency toward a "deathball") aren't necessarily fully obvious even to the developers until the game is put out there in the hands of the pros.

Remember that Brood War was an expansion that was built on specific, fresh knowledge of the issues that the original release of Starcraft had. It was built on the same engine and was designed to fix problems and plug holes in the original. Where Heart of the Swarm and LOTV end up in comparison to Brood War will be a better test of their design process.
http://en.wikipedia.org/wiki/Lysenkoism
Lysenko
Profile Blog Joined April 2010
Iceland2128 Posts
March 18 2013 22:02 GMT
#32
On March 19 2013 06:49 andrewlt wrote:
That's not really the issue. Neither is UI stuff auto-mining or unlimited unit selection or what not. The issue is changing stuff like high ground mechanics just for the sake of being different. Or removing key units and abilities that they now realize is needed.


I don't think they changed high-ground mechanics for the sake of being different -- I think they did it because they felt that a system based on random chance could undermine the impact of skill upon a game result.
http://en.wikipedia.org/wiki/Lysenkoism
ShiroKaisen
Profile Blog Joined June 2011
United States1082 Posts
March 18 2013 22:07 GMT
#33
On March 19 2013 07:02 Lysenko wrote:
Show nested quote +
On March 19 2013 06:49 andrewlt wrote:
That's not really the issue. Neither is UI stuff auto-mining or unlimited unit selection or what not. The issue is changing stuff like high ground mechanics just for the sake of being different. Or removing key units and abilities that they now realize is needed.


I don't think they changed high-ground mechanics for the sake of being different -- I think they did it because they felt that a system based on random chance could undermine the impact of skill upon a game result.


So they could've opted for a straight damage reduction that would effectively mimic the overall effect of random miss chance. 30% damage reduction is roughly equal to 30% evasion statistically over time.

Instead, they made a conscious design choice to eliminate high ground advantage.
Dame da na, zenzen dame da ze!
Gfire
Profile Joined March 2011
United States1699 Posts
March 18 2013 22:08 GMT
#34
On March 19 2013 07:02 Lysenko wrote:
Show nested quote +
On March 19 2013 06:49 andrewlt wrote:
That's not really the issue. Neither is UI stuff auto-mining or unlimited unit selection or what not. The issue is changing stuff like high ground mechanics just for the sake of being different. Or removing key units and abilities that they now realize is needed.


I don't think they changed high-ground mechanics for the sake of being different -- I think they did it because they felt that a system based on random chance could undermine the impact of skill upon a game result.

Yeah, and they actually thought that SC2 high ground created more terrain-based play than in BW since you couldn't shoot up at all without vision. It just didn't really work out that way.
all's fair in love and melodies
Foxxan
Profile Joined October 2004
Sweden3427 Posts
March 18 2013 22:08 GMT
#35
On March 19 2013 07:00 Lysenko wrote:
Show nested quote +
On March 19 2013 06:42 CecilSunkure wrote:
I don't advocate making BW in HD. I just advocate making the best attempt at taking what was great from BW and learn from it. Nobody can deny BW was immensely successful. Perhaps there was never a proper appreciation for what BW became, and so it was ignored when SC2 was started.




Remember that Brood War was an expansion that was built on specific, fresh knowledge of the issues that the original release of Starcraft had. It was built on the same engine and was designed to fix problems and plug holes in the original. Where Heart of the Swarm and LOTV end up in comparison to Brood War will be a better test of their design process.


Thats not true actually, broodwar wasnt a true expansion because the units were already made before they released starcraft
LuckoftheIrish
Profile Joined November 2011
United States4791 Posts
March 18 2013 22:09 GMT
#36
On March 19 2013 07:00 Lysenko wrote:
Show nested quote +
On March 19 2013 06:42 CecilSunkure wrote:
I don't advocate making BW in HD. I just advocate making the best attempt at taking what was great from BW and learn from it. Nobody can deny BW was immensely successful. Perhaps there was never a proper appreciation for what BW became, and so it was ignored when SC2 was started.


I don't think BW was ignored at all in the design of SC2, but I think that SC2, being built on a modern 3D game engine, is so architecturally different that the really subtle, specific lessons (like details of how carrier micro worked affecting its usability at the pro level, or how newer, smarter unit pathing resulted directly in unit clumping and the tendency toward a "deathball") aren't necessarily fully obvious even to the developers until the game is put out there in the hands of the pros.

Remember that Brood War was an expansion that was built on specific, fresh knowledge of the issues that the original release of Starcraft had. It was built on the same engine and was designed to fix problems and plug holes in the original. Where Heart of the Swarm and LOTV end up in comparison to Brood War will be a better test of their design process.


Also remember that a lot of the things that increased the skill required in BW were unintentional, not the result of great game design. Mutalisk stacking, for instance.
On Twitter @GosuGamers_LotI | Grubby has a huge head!
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2013-03-18 22:13:12
March 18 2013 22:13 GMT
#37
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome". Can't we just admit that the guys that made Brood War made some golden decisions and then learn from them? I feel like some humility could go a long way.

Feels to me like an issue of "we have better tech and artists now, therefor we have better design too", when really the balance/design skill seems to be who knows where.

Sigaty personally worked on BW.
shindigs
Profile Blog Joined May 2009
United States4795 Posts
March 18 2013 22:15 GMT
#38
BW was a fluke, I'm not sure you could actually design for something like that.

Rob Pardo was also part of the BW QA team, and he was one of the guys who helped developed the lurker. Guess what? The guy lives the idea of small maps alongside big maps - he's a fan of Steps of War. It's not a matter of just getting the people on BW to SC2, that cheapens how much the community did the develop the game.

Also, consider that SC2 was already a 'risk' in the eyes of some game designers. They were essentially remaking a game very similar to a 10 year old game, with a lot of the same units and gameplay. I'm pretty sure some mainstream reviewers and critics of SC2 pointed out how the game 'failed to innovate' while a lot of other RTS games are trying new things. I'm not saying that SC2 should have gone in that direction, but I think if you consider what a modern game designer has to do in the current ecosystem, it gives a more broad perspective than just "why isn't SC2 the same as BW"
Photographer@shindags || twitch.tv/shindigs
paralleluniverse
Profile Joined July 2010
4065 Posts
Last Edited: 2013-03-18 22:18:43
March 18 2013 22:18 GMT
#39
On March 19 2013 07:07 ShiroKaisen wrote:
Show nested quote +
On March 19 2013 07:02 Lysenko wrote:
On March 19 2013 06:49 andrewlt wrote:
That's not really the issue. Neither is UI stuff auto-mining or unlimited unit selection or what not. The issue is changing stuff like high ground mechanics just for the sake of being different. Or removing key units and abilities that they now realize is needed.


I don't think they changed high-ground mechanics for the sake of being different -- I think they did it because they felt that a system based on random chance could undermine the impact of skill upon a game result.


So they could've opted for a straight damage reduction that would effectively mimic the overall effect of random miss chance. 30% damage reduction is roughly equal to 30% evasion statistically over time.

Instead, they made a conscious design choice to eliminate high ground advantage.

The main reason is to make the game play the way it looks. You can't look at the game and tell that high ground takes 30% less damage, but you can look to see that you can't attack high ground because you can't see it.
Wildmoon
Profile Joined December 2011
Thailand4189 Posts
Last Edited: 2013-03-18 22:20:45
March 18 2013 22:18 GMT
#40
On March 19 2013 06:49 andrewlt wrote:
Show nested quote +
On March 19 2013 06:37 Lysenko wrote:
On March 19 2013 06:36 CecilSunkure wrote:
On March 19 2013 06:32 Lysenko wrote:
On March 19 2013 06:02 CecilSunkure wrote:
Sadly doesn't sound like they have any employees that worked on or played Brood War. Explains all the headaches we've had on balance since SC2's release. I get a feeling of ego from his words "No we wouldn't dare go look at that old dusty tome".


Funny you'd say that, because Chris Sigaty was head of quality assurance on Starcraft: Brood War.

Well I suppose I just don't understand what's going on in there then.


Like the guy a couple posts up said, it's just that their philosophy with HOTS was to look at the game in front of them and figure out how to make it better, rather than say "how can we make this more like Brood War." I agree with that earlier poster that they're taking the right approach in that sense.


That's not really the issue. Neither is UI stuff auto-mining or unlimited unit selection or what not. The issue is changing stuff like high ground mechanics just for the sake of being different. Or removing key units and abilities that they now realize is needed.

It feels like Blizzard took a list of all the units and spells in BW, drew an arbitrary line in the middle, then said we're keeping the ones in the left side in SC2 and removing the ones in the right side. And no matter how the metagame in SC2 develops, if that BW unit/spell that people are requesting falls on the right side of their line, it's not coming back. No way. No how.

It reminds me too much of the teenager who tries too hard to be different to his parents.


Your argument kinda proves that in the end you want BW units then eventually BW 2.0. This is what they will never do. There can be a unit with similar concept to BW units but work differently like widow mine and spider mine but they will never bring back BW units anymore. There are general concepts like space control unit,harass unit,multi purpose unit and more. They can make unit base around those concepts.
Prev 1 2 3 4 5 Next All
Please log in or register to reply.
Live Events Refresh
PiG Sty Festival
12:00
PiGfest 8.0 Group D
Maru vs Shameless
Reynor vs TriGGeR
PiGStarcraft1038
IntoTheiNu 799
IndyStarCraft 113
3DClanTV 88
BRAT_OK 66
LiquipediaDiscussion
Sparkling Tuna Cup
10:00
Weekly #142
ByuN vs GgMaChineLIVE!
TBD vs SHIN
CranKy Ducklings145
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft1038
IndyStarCraft 113
Rex 85
BRAT_OK 66
StarCraft: Brood War
Britney 41591
Calm 12786
Horang2 1485
BeSt 698
EffOrt 485
Pusan 339
Light 251
Soma 240
Last 187
Larva 186
[ Show more ]
Mong 117
Stork 109
Snow 98
Hyun 90
ggaemo 72
Mind 69
soO 61
ToSsGirL 51
Sacsri 30
Free 30
sorry 28
Bale 28
Sexy 24
JulyZerg 23
scan(afreeca) 19
IntoTheRainbow 17
Shine 15
Noble 9
zelot 7
Terrorterran 2
Dota 2
qojqva815
KheZu291
Counter-Strike
fl0m2533
zeus261
x6flipin257
Heroes of the Storm
Khaldor96
Other Games
B2W.Neo627
ToD374
DeMusliM286
Happy283
KnowMe61
MindelVK7
Organizations
StarCraft 2
ComeBackTV 320
Other Games
BasetradeTV269
StarCraft: Brood War
UltimateBattle 17
[ Show 13 non-featured ]
StarCraft 2
• CranKy Ducklings SOOP12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Michael_bg 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV875
• lizZardDota2143
League of Legends
• Jankos1554
Upcoming Events
IPSL
3h 35m
OSC
11h 35m
Afreeca Starleague
21h 35m
Rush vs Hm
Bisu vs Shuttle
WardiTV Weekly
22h 35m
The Patches Monday
1d 3h
Afreeca Starleague
1d 21h
Sharp vs Shinee
Action vs Shine
GSL
1d 22h
PiGosaur Cup
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
BeSt vs Paralyze
Jaedong vs Speed
[ Show More ]
Kung Fu Cup
2 days
Replay Cast
3 days
The PondCast
3 days
KCM Race Survival
3 days
Replay Cast
4 days
PiG Sty Festival
4 days
CranKy Ducklings
5 days
PiG Sty Festival
5 days
Sparkling Tuna Cup
6 days
PiG Sty Festival
6 days
Liquipedia Results

Completed

Escore Tournament S3: W7
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
Acropolis #5
CSLAN 4
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

ASL Season 22
CSL Season 22: Qualifier 1
Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5 - TRS
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.