• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:03
CET 09:03
KST 17:03
  • 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
TL.net Map Contest #21: Winners9Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) StarCraft, SC2, HotS, WC3, Returning to Blizzcon!
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
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
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1739 users

David Kim's Current Balance Thoughts - Page 62

Forum Index > SC2 General
1229 CommentsPost a Reply
Prev 1 60 61 62
ETisME
Profile Blog Joined April 2011
12499 Posts
January 23 2014 17:08 GMT
#1221
On January 24 2014 01:51 plogamer wrote:
Show nested quote +
On January 24 2014 01:32 ETisME wrote:
On January 24 2014 01:10 plogamer wrote:
On January 24 2014 00:58 ETisME wrote:
On January 24 2014 00:55 Fjodorov wrote:
On January 23 2014 23:11 Big J wrote:
On January 23 2014 21:59 Fjodorov wrote:
On January 23 2014 21:51 SeXyBaCk wrote:
Anyone who refuses to see that TvP is completely broken now is delusional. Pro-league means nothing. I can't remember the last time a terran even remotely won a set easily against protoss. Winning usually involves 3 pronged attacking and a protoss walking their colossus or templars into a small unit of bio and losing the game due to poor control. Whenever there's army clashing terran dies.

This has simply happened because one by one every terran timing has been nerfed out of the game. What do you want to achieve playing TvP these days? What are you going for? What's the aim? Deny a third? Deny a 4th? Get to lategame ghost viking? What? 2-2 pushes? None of it remotely works. All it is now is surviving whatever massive attack protoss throws at you and then stay in the game hoping protoss will somehow mess up their control and throw away their aoe damage.

I don't think TvZ has been played enough yet post mine nerf to call it balanced. There seems to be way more mech play because the mines feel close to useless against mutas these days, as well as the hits vs bane ling feel completely random. Zerg have figured out mines, and even if the nerf was undone I think they could still handle them and results would be the same.

Now I understand balance team addressing mines, at times they felt devestating and change a game within 1 second. Why TvP hasn't been addressed in 2 years of protoss dominating the matchup is utterly beyond me.

Someone tell me if were to bet money on starcraft between pro players, would anyone right now bet on the terran when up against the protoss if you knew nothing about the players? Are you putting your money on the protoss or the terran? Be honest.

That is not balance. It's not even remotely close. 95% will honestly put their money on the protoss.


Oh but DK nerfed the mine for entertainment purposes. He wanted to see the tank more, saying tanks and mines is more fun for the spectator than just mines. Its hilarious if you think about it, but dont spend to much time thinking about it becasue in the end you will want to bash your head against a wall.


and buffed the tank and the merged the air & mech upgrades in the same patch and it has been a huge success in TvZ, as we are currently seeing bio and mech being played and the matchup looking quite balanced.


The thing is that DK thought it would be fun for spectators if terrans were playing bio/tank/mine. Thats whats so stupid. Nobody is going to use both tanks and mines. Thats why he could have buffed the tank without nerfing the WM so hard.

bomber just used it against JD in habitation station but he lost


With bio/mine, Terrans have to split bio and target fire with mines. With bio/tank, Terrans have to split bio and target fire with tanks. With bio/mine/tank... Well, split bio and target fire mines AND tanks.

It made some sense on paper to nerf mines with buff to mech upgrades and tank attack speed. However, the off-paper nerf of having to control more units to A) do the most efficient damage, and B) reducing friendly fire; was not taken into consideration.

I was pretty hopeful when the changes were introduced myself. Hindsight is, of course, 20/20. I hope we can see some reversal of the nerfs to the mines (partial or otherwise).

pro rarely target fire with mines
the mine micro is mostly only about burrowing and unburrowing. (and spread out the mines of cause)
Bio is often pre spread and poking.

the only time when you do reactive spread is when the zerg is trying to break through or you gained a momentum to push on creep.

bio tank mine is not any more challenging than bio tank, the biggest threat (muta) is still a problem whether it is bio tank or bio mine tank.


Whether pros rarely target fire or not, there's no argument that target-firing is optimal. And when pros manage to target fire, they get more damage, and less friendly fire (ex. losing all your medivacs filled with retreating units, though it was pre-nerf mine).

By that same token, you see a lot of reactive spreading from pros. While bio-mine is mobile, ling/muta/bane is even faster. When a Zerg chooses to engage away from a pre-spread, entrenched location; Terrans have to move their army and Zergs do their best to exploit that. If I had a penny every time a Terran pro barely burrows mines before an engagement with the Zerg, well, I don't know - I shouldn't exaggerate. But it'd be quite a lot of pennies.

/edit

Then when you add leap frogging and target-firing with tanks to the mix, it becomes quite a challenging juggle to manage when there's a counter-attack happening at your third at the same time.

that depends on what do you mean by optimal.
you probably want to put more focus on spreading bio over targeting mine, you just won't have enough apm to do so.
pre nerf bio mine always have the momentum which rarely requires them to do reactive splitting (usually off creep), you need to watch how they poke the 4th of zerg while staying off creep with most of the army, and using drops to control muta positioning.

it is normal to see terran burrowing mine before engagement now because of the momentum is there anymore due to the mine nerf
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
Creager
Profile Joined February 2011
Germany1918 Posts
January 23 2014 17:08 GMT
#1222
On January 24 2014 01:41 MTAC wrote:
Show nested quote +
bio tank mine is not any more challenging than bio tank, the biggest threat (muta) is still a problem whether it is bio tank or bio mine tank.


That's why I think one of the easiest way to buff biomech/mech comp would be to put tank on 2 supply and decrease buildtime and cost. Maybe even to 75 gas. Bio/tank or bio/tank/mine would have a better way to deal with Mutas since more marines and with tank cost decreased won't cut that much into double/triple upgrades. Furthermore, mobility would still be a problems but eyh, having some drawback is normal and I do think it could be a viable playstyle this way. Even if that means going even slower and leapfrogging with Tank/mines/bunkers.

In terms of mech play, it allows a FAR better midgame with a lot more power source TvZ/TvP in straight fight, and better defense (supply decrease).

And maybe we could see Terran going out of home before the 10 minutes markes on TvZ/TvP. That would be much, much, much more interesting and challenging for the opponents.

EDIT: and make some use of bunkers upgrades would help a lot--> allow HB in it maybe, and incerease range even more by 1. And Raven nerf is needed too.


A buff that huge to tanks would completely destroy TvT, which has already the tank as core unit. They could very well reduce WM supply to 1, that'd be better since they can't kill stuff decently and just aren't worth their supply anymore...
... einmal mit Profis spielen!
ImperialFist
Profile Joined April 2013
790 Posts
January 23 2014 17:19 GMT
#1223
On January 24 2014 02:08 Creager wrote:
Show nested quote +
On January 24 2014 01:41 MTAC wrote:
bio tank mine is not any more challenging than bio tank, the biggest threat (muta) is still a problem whether it is bio tank or bio mine tank.


That's why I think one of the easiest way to buff biomech/mech comp would be to put tank on 2 supply and decrease buildtime and cost. Maybe even to 75 gas. Bio/tank or bio/tank/mine would have a better way to deal with Mutas since more marines and with tank cost decreased won't cut that much into double/triple upgrades. Furthermore, mobility would still be a problems but eyh, having some drawback is normal and I do think it could be a viable playstyle this way. Even if that means going even slower and leapfrogging with Tank/mines/bunkers.

In terms of mech play, it allows a FAR better midgame with a lot more power source TvZ/TvP in straight fight, and better defense (supply decrease).

And maybe we could see Terran going out of home before the 10 minutes markes on TvZ/TvP. That would be much, much, much more interesting and challenging for the opponents.

EDIT: and make some use of bunkers upgrades would help a lot--> allow HB in it maybe, and incerease range even more by 1. And Raven nerf is needed too.


A buff that huge to tanks would completely destroy TvT, which has already the tank as core unit. They could very well reduce WM supply to 1, that'd be better since they can't kill stuff decently and just aren't worth their supply anymore...


yeah 1 supply mines could be nice, they feel like dead supply pretty often, I've even ventured into mech and take boring mass raven wins vs zerg since bio is so much harder now, though I hate myself for even touching that kind of OP style of play and I do always apologize to the opponent tt

i wont even commentate on TvP since it's too bizarre lol
"In the name of Holy Terra I challenge, Take up arms, for the Emperor’s Justice falls on you!"
plogamer
Profile Blog Joined January 2012
Canada3132 Posts
January 23 2014 17:36 GMT
#1224
On January 24 2014 02:08 ETisME wrote:
Show nested quote +
On January 24 2014 01:51 plogamer wrote:
On January 24 2014 01:32 ETisME wrote:
On January 24 2014 01:10 plogamer wrote:
On January 24 2014 00:58 ETisME wrote:
On January 24 2014 00:55 Fjodorov wrote:
On January 23 2014 23:11 Big J wrote:
On January 23 2014 21:59 Fjodorov wrote:
On January 23 2014 21:51 SeXyBaCk wrote:
Anyone who refuses to see that TvP is completely broken now is delusional. Pro-league means nothing. I can't remember the last time a terran even remotely won a set easily against protoss. Winning usually involves 3 pronged attacking and a protoss walking their colossus or templars into a small unit of bio and losing the game due to poor control. Whenever there's army clashing terran dies.

This has simply happened because one by one every terran timing has been nerfed out of the game. What do you want to achieve playing TvP these days? What are you going for? What's the aim? Deny a third? Deny a 4th? Get to lategame ghost viking? What? 2-2 pushes? None of it remotely works. All it is now is surviving whatever massive attack protoss throws at you and then stay in the game hoping protoss will somehow mess up their control and throw away their aoe damage.

I don't think TvZ has been played enough yet post mine nerf to call it balanced. There seems to be way more mech play because the mines feel close to useless against mutas these days, as well as the hits vs bane ling feel completely random. Zerg have figured out mines, and even if the nerf was undone I think they could still handle them and results would be the same.

Now I understand balance team addressing mines, at times they felt devestating and change a game within 1 second. Why TvP hasn't been addressed in 2 years of protoss dominating the matchup is utterly beyond me.

Someone tell me if were to bet money on starcraft between pro players, would anyone right now bet on the terran when up against the protoss if you knew nothing about the players? Are you putting your money on the protoss or the terran? Be honest.

That is not balance. It's not even remotely close. 95% will honestly put their money on the protoss.


Oh but DK nerfed the mine for entertainment purposes. He wanted to see the tank more, saying tanks and mines is more fun for the spectator than just mines. Its hilarious if you think about it, but dont spend to much time thinking about it becasue in the end you will want to bash your head against a wall.


and buffed the tank and the merged the air & mech upgrades in the same patch and it has been a huge success in TvZ, as we are currently seeing bio and mech being played and the matchup looking quite balanced.


The thing is that DK thought it would be fun for spectators if terrans were playing bio/tank/mine. Thats whats so stupid. Nobody is going to use both tanks and mines. Thats why he could have buffed the tank without nerfing the WM so hard.

bomber just used it against JD in habitation station but he lost


With bio/mine, Terrans have to split bio and target fire with mines. With bio/tank, Terrans have to split bio and target fire with tanks. With bio/mine/tank... Well, split bio and target fire mines AND tanks.

It made some sense on paper to nerf mines with buff to mech upgrades and tank attack speed. However, the off-paper nerf of having to control more units to A) do the most efficient damage, and B) reducing friendly fire; was not taken into consideration.

I was pretty hopeful when the changes were introduced myself. Hindsight is, of course, 20/20. I hope we can see some reversal of the nerfs to the mines (partial or otherwise).

pro rarely target fire with mines
the mine micro is mostly only about burrowing and unburrowing. (and spread out the mines of cause)
Bio is often pre spread and poking.

the only time when you do reactive spread is when the zerg is trying to break through or you gained a momentum to push on creep.

bio tank mine is not any more challenging than bio tank, the biggest threat (muta) is still a problem whether it is bio tank or bio mine tank.


Whether pros rarely target fire or not, there's no argument that target-firing is optimal. And when pros manage to target fire, they get more damage, and less friendly fire (ex. losing all your medivacs filled with retreating units, though it was pre-nerf mine).

By that same token, you see a lot of reactive spreading from pros. While bio-mine is mobile, ling/muta/bane is even faster. When a Zerg chooses to engage away from a pre-spread, entrenched location; Terrans have to move their army and Zergs do their best to exploit that. If I had a penny every time a Terran pro barely burrows mines before an engagement with the Zerg, well, I don't know - I shouldn't exaggerate. But it'd be quite a lot of pennies.

/edit

Then when you add leap frogging and target-firing with tanks to the mix, it becomes quite a challenging juggle to manage when there's a counter-attack happening at your third at the same time.

that depends on what do you mean by optimal.
you probably want to put more focus on spreading bio over targeting mine, you just won't have enough apm to do so.
pre nerf bio mine always have the momentum which rarely requires them to do reactive splitting (usually off creep), you need to watch how they poke the 4th of zerg while staying off creep with most of the army, and using drops to control muta positioning.

it is normal to see terran burrowing mine before engagement now because of the momentum is there anymore due to the mine nerf


Optimal as in best case scenario. Certainly when there are banes rolling, splitting bio is probably the priority. But if you spot it in time, have time to split and then focus fire with mines - optimal. But then you add tank positoning and focus fire, you can see how much more difficult it becomes to reach the best case scenario.

Even if you put tanks and mines in the same control group, the range difference makes it awkward - or when tanks kill that clump of banes you were targeting before the widow mine's sentinel missles land (1.5 second + missile travel time vs instant tank shot), makes for very counter-intuitive synergy.
[PkF] Wire
Profile Joined March 2013
France24233 Posts
January 23 2014 17:40 GMT
#1225
It's sickening to see what GSL will be this season. Some patch should have been done long ago. The situation is kind of similar to what it was during the broodlord infestor era. Protoss is utterly dominating and I don't think the photon overcharge nerf they were talking about will do anything else but breaking PvP.

I said it numerous times before, but I say it again ; Terran early game needs to be safer, Protoss early game needs to be a bit less safe. I'd go for a slight msc vision nerf, an overcharge nerf looking like "an overcharged Nexus can't produce anything" and remove the e-bay requirement for turrets.
Ana_
Profile Joined May 2012
Finland453 Posts
Last Edited: 2014-01-23 17:44:55
January 23 2014 17:43 GMT
#1226
On January 24 2014 02:40 [PkF] Wire wrote:
It's sickening to see what GSL will be this season. Some patch should have been done long ago. The situation is kind of similar to what it was during the broodlord infestor era. Protoss is utterly dominating and I don't think the photon overcharge nerf they were talking about will do anything else but breaking PvP.

I said it numerous times before, but I say it again ; Terran early game needs to be safer, Protoss early game needs to be a bit less safe. I'd go for a slight msc vision nerf, an overcharge nerf looking like "an overcharged Nexus can't produce anything" and remove the e-bay requirement for turrets.


E-bay requirement for turrets, hmm, would this kill banshees once and for all? would this kill DT:s and Oracles both? What about turrets after factory, what would change?

I just wish vision range nerf for moma core and timewarp either removed or moved to mothership, I feel lke timewarp is no needed anyway.
Sticks and stones may break my bones but words will never hurt me.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
January 23 2014 17:45 GMT
#1227
Yea the problems we see in TvP are actually issues we see in PvP when you removed the MSC but worse because the composition you can get as Protoss with that kind of Defense will always trump a terran players army....

I'm seeming to remember Innovations quote in WCS when the caster asked him " Innovation you just won a convincing game of TvP when a lot of people see it as a protoss favored match up what do you ahve to say about that?"

Innovation: " Protoss is stronger but the style protoss players are using right now I have a lot of practice against that and thats why i won"
[PkF] Wire
Profile Joined March 2013
France24233 Posts
January 23 2014 17:45 GMT
#1228
Do you feel it'd be a bad thing if every TvT hadn't to begin with banshee harass ? If oracles couldn't wipe out a mineral line so easily ? Man I play toss and I wish oracles never made it to the game, it's such a stupid unit.

Your suggestions are interesting, I feel a more powerful timewarp given to the mothership could give some incentive to build it.
Big J
Profile Joined March 2011
Austria16289 Posts
January 23 2014 18:33 GMT
#1229
On January 24 2014 02:19 ImperialFist wrote:
Show nested quote +
On January 24 2014 02:08 Creager wrote:
On January 24 2014 01:41 MTAC wrote:
bio tank mine is not any more challenging than bio tank, the biggest threat (muta) is still a problem whether it is bio tank or bio mine tank.


That's why I think one of the easiest way to buff biomech/mech comp would be to put tank on 2 supply and decrease buildtime and cost. Maybe even to 75 gas. Bio/tank or bio/tank/mine would have a better way to deal with Mutas since more marines and with tank cost decreased won't cut that much into double/triple upgrades. Furthermore, mobility would still be a problems but eyh, having some drawback is normal and I do think it could be a viable playstyle this way. Even if that means going even slower and leapfrogging with Tank/mines/bunkers.

In terms of mech play, it allows a FAR better midgame with a lot more power source TvZ/TvP in straight fight, and better defense (supply decrease).

And maybe we could see Terran going out of home before the 10 minutes markes on TvZ/TvP. That would be much, much, much more interesting and challenging for the opponents.

EDIT: and make some use of bunkers upgrades would help a lot--> allow HB in it maybe, and incerease range even more by 1. And Raven nerf is needed too.


A buff that huge to tanks would completely destroy TvT, which has already the tank as core unit. They could very well reduce WM supply to 1, that'd be better since they can't kill stuff decently and just aren't worth their supply anymore...


yeah 1 supply mines could be nice, they feel like dead supply pretty often, I've even ventured into mech and take boring mass raven wins vs zerg since bio is so much harder now, though I hate myself for even touching that kind of OP style of play and I do always apologize to the opponent tt

i wont even commentate on TvP since it's too bizarre lol


1supply roaches definitely were nice
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
January 23 2014 18:38 GMT
#1230
Locking this. This thread has served its purpose and there is a newer balance related thread where discussion can happen.
Administrator~ Spirit will set you free ~
Prev 1 60 61 62
Please log in or register to reply.
Live Events Refresh
Next event in 1h 57m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 219
ProTech119
StarCraft: Brood War
Sea 5355
Zeus 803
Larva 349
Noble 24
Hm[arnc] 18
Bale 18
Dota 2
NeuroSwarm103
LuMiX1
League of Legends
JimRising 641
Reynor63
Counter-Strike
fl0m1739
Other Games
summit1g16450
WinterStarcraft481
C9.Mang0389
Organizations
Other Games
gamesdonequick705
Counter-Strike
PGL134
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• Adnapsc2 7
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt654
Other Games
• Shiphtur277
Upcoming Events
CranKy Ducklings
1h 57m
IPSL
9h 57m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
9h 57m
Lambo vs Clem
Scarlett vs TriGGeR
ByuN vs TBD
Zoun vs TBD
BSL 21
11h 57m
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
Replay Cast
14h 57m
Sparkling Tuna Cup
1d 1h
WardiTV Korean Royale
1d 3h
IPSL
1d 9h
JDConan vs WIZARD
WolFix vs Cross
LAN Event
1d 9h
BSL 21
1d 11h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
[ Show More ]
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.