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Forum Index > SC2 General
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Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 05 2014 23:42 GMT
#101
They are adding new units in LotV. They are not going to release an expansion with a bunch of tweeks to current units and limited new content. The video game press would eat them alive.

I liked DKs answers. He doesn't want to completely destroy the game just to try to buff one side that is doing poorly. I also like that they are talking about swarm hosts and how they spawn automatically with rally points.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Squat
Profile Joined September 2013
Sweden7978 Posts
Last Edited: 2014-02-05 23:45:27
February 05 2014 23:43 GMT
#102
On February 06 2014 08:39 aZealot wrote:
Show nested quote +
On February 06 2014 08:36 CutTheEnemy wrote:
StarCraft is dead unless Rob Pardo steps in. It's just a mess right now, isn't it? All this balance stuff, it isn't even about balance, is it? It's mostly about design tweaks to make the game more enjoyable. That's the complaint. Its like a fighting game where the characters are roughly equally strong, but none are fun enough, and they're addressing it with balance patches.

I think the community needs to be serious about asking Blizzard to put Pardo in charge of the next expansion. For those who read this, consider mentioning Pardo more often in threads. He led the design on broodwar, remember.


I thought Pardo led the initial design on SC2 and DB stepped in from 2007 (a couple of years into SC2s development, IIRC)?

Pardo has an uncanny ability to sense when it's time to jump shit to another product before whatever he is currently on becomes shit. Post TBC WoW, SC2, Diablo 3, he successfully dodged the development on all these. Impressive. Now he's back on WoW and what do you know, they're actually making some pretty good changes in the next expansion.
"Digital. They have digital. What is digital?" - Donald J Trump
StutteR
Profile Blog Joined January 2010
United States1903 Posts
February 05 2014 23:43 GMT
#103
Everyone is looking at Starbow saying I wish SC2 was like that, but OneGoal has more realistic changes to SC2. Starbow is like BW 1.5 and Blizz will never make SC2 like that, while OneGoal looks like a better SC2.
`~` | effOrt Movie sKyHigh forever & SEn
Firkraag8
Profile Joined August 2010
Sweden1006 Posts
February 05 2014 23:43 GMT
#104
On February 06 2014 08:24 murphs wrote:
He really is useless. Absolutely no desire to address the fundamental issues.

He likes forcefields and warp gate, no bright future for this game.

You know there's a ton of people who actually like these things, silent majority for damn sure.
Too weird to live, too rare to die.
Sufinsil
Profile Joined January 2011
United States760 Posts
February 05 2014 23:44 GMT
#105
We don't generally do unit design changes with patches (only exception here I can think of off the top of my head was when we added the Phoenix range upgrade back in Wings), but for the Swarm Host in the long term, we are also internally discussing if it's a bad thing that locusts keep spawning automatically. The main reason being often times Zerg players just leave Swarm Hosts rally pointed at a location, and it's very common for the observer to go and watch nothing happening because there are no units to attack. But this isn't as big of an issue as the issue mentioned above.


So is he saying he wants to force Zerg to require more micro with them beyond positioning?

Lurkers are great since you just have to position them and they control that area. Swarm Hosts seem to do the same thing, but its more directional control and have a longer range. And requires more than positioning to micro them effectively.
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-02-06 00:12:29
February 05 2014 23:47 GMT
#106
On February 06 2014 08:38 Ammanas wrote:
Show nested quote +
On February 06 2014 08:29 aZealot wrote:
On February 06 2014 08:17 Ammanas wrote:
DId he say anything at all about the economy aspect of the game? Or again not a single soul asked him? (I did, but I was late -.-)


A couple of people did mention the economy. It was not addressed, possibly because it did not have anything to do with the set guidelines for the AMA (although DK did answer a question on deathballs).

However, DB, did (sort of) address it a while ago prior to HOTS release when LaLush raised it:


LaLush: Sometime between October 2007 and October 2008, you decided to introduce better worker AI, shorten the time workers spent at minerals and decrease the yield to 5 minerals per trip. What happened during this time period that prompted you to change workers? What was your reasoning behind the changes? What are your thoughts on the cap on economic growth in your game? Do you guys at Blizzard at all view your artificial 3 base economic cap as an issue, or is it rather considered a non-issue?

Dustin Browder: One of our goals with workers (especially when it comes to the gas changes with 2 geysers) was to make your economy a little bit more expensive and complicated to manage since (at the time) we had a lot of concerns both on the team and in the community that base building was going to be too simple in SC2.

We discussed this some (but I like your insights here) during the beta for Swarm and felt like it was a pretty huge change at this point to alter core economy. We would have had to rebalance the entire game and at that time we were dealing with Oracle, Widowmine, etc. and those changes were absolutely kicking our butts.


I've PMed you the link to the full AMA in case you find it interesting.

Thank you very much. Quite an interesting read, isn't it? DB didn't answer the 2nd (probably more important) part of Lalush's question (if the 3 base cap is considered an issue or not). I would really love to know an answer to that.
The fact that they at least discussed it can suggest that they are maybe at least thinking about it for LotV. It would give me so much hope.
He is correctly stating, that such a change would probably require a complete balance overhaul. Do you guys think people would be OK, if there were no new units in LotV multiplayer and only a redesign of economy + rebalance of units already in?
I mean, how many units can they add anyway? The game feels like it has too much units already!


Yes, it is an interesting read. And, as you say, I understand where they are coming from when choosing not to overhaul the economy for HOTS. They may have even wanted to, but their decisions don't occur in a vacuum. If, for example, there are deadlines to meet for HOTS release then shipping a wrecked multiplayer with no balance does Blizzard no good at all.

I share your concern regarding the economy. But, maybe not as much I used to. I no longer think, or am unsure that it is the crippling flaw I originally thought it was. From WOL to HOTS we have seen the growth of 1 base to 3 base play (facilitated by map layouts). While a mature one time army is achievable on a usually comfortably attained 3 base economy, we do see more and more games (especially at the highest level of play) going to 4 and 5 bases so that those armies can be recycled and reconfigured. This also tends to open up opportunities for more harassment and and multiple engagements.

I think, often, we confuse our own experience on ladder for the total reality of the game.

As to redesign of the economy for LOTV + rebalance and no new units. Hmm, that is a difficult question, dude.
KT best KT ~ 2014
Sufinsil
Profile Joined January 2011
United States760 Posts
February 05 2014 23:50 GMT
#107
We've learned that capital units such as BCs, Carriers, or Motherships are rare and lose their cool if they were built every game. Imagine every PvT ending with BCs. We are discussing ways to make captial ships more interesting to use and watch so that we can bring these units into play more often in the future. But I wouldn't say there will be changes coming to make this happen any time soon, as this is a tricky area that potentially requires delicate design changes. As I said earlier today, we prefer not to do design changes in a patch if we can, because changing how the unit functions completely will be very confusing to players.


From the little Brood War I watched, Carrier builds were rather entertaining and effective. Once a counter was made by Flash, they were not used as much anymore. But at least they were a possbility unlike in SC2.
samurai80
Profile Joined November 2011
Japan4225 Posts
February 05 2014 23:51 GMT
#108
DK answers make sense to me. It's a bit annoying to see all the protoss hate along those questions though.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
February 05 2014 23:52 GMT
#109
If they re balance the economy, we might be back to square one with everyone stuck on two bases and going two base all ins. Its not like they can just say "And now there are 5 mineral patches and everything is beautiful". People will always gravitate towards ending the game early and will only stop when trying to do so becomes to risky.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
February 05 2014 23:52 GMT
#110
I can Live with Forcefields its Timewarp that is kind of a back breaker. Reason being is that it is a HUGE overlap of Forcefield mechanics. Its an Ability that can be casted from a decent range from a Flying unit that is 100/100. Even with the energy nerf I don't think this ability is in the best interest of hte game. It makes any and ALL defense / Offense builds 10x stronger for a unit that also has the capability to supercharge a Nexus to be a Super Cannon which is also a Mechanic overlap of photon cannons. Personally I would have liked to ask him why is there sooooooo much overlap in ALL of the Protoss design of units to the point then when you combine them together it gives protoss MASSIVE advantages that I predicted that would come into the play of MASSIVE imbalance that we are just starting to see the tip of the iceberg now LOL past 2 Major tourneys were PVP finals and Mostly populated with P players in the RO16 in both tourneys lol
Pandain
Profile Blog Joined May 2010
United States12989 Posts
February 05 2014 23:55 GMT
#111
Be right back, will finish updating in about 5 minutes or so.
Destructicon
Profile Blog Joined September 2011
4713 Posts
February 05 2014 23:55 GMT
#112
On February 06 2014 08:47 aZealot wrote:
Show nested quote +
On February 06 2014 08:38 Ammanas wrote:
On February 06 2014 08:29 aZealot wrote:
On February 06 2014 08:17 Ammanas wrote:
DId he say anything at all about the economy aspect of the game? Or again not a single soul asked him? (I did, but I was late -.-)


A couple of people did mention the economy. It was not addressed, possibly because it did not have anything to do with the set guidelines for the AMA (although DK did answer a question on deathballs).

However, DB, did (sort of) address it a while ago prior to HOTS release when LaLush raised it:


LaLush: Sometime between October 2007 and October 2008, you decided to introduce better worker AI, shorten the time workers spent at minerals and decrease the yield to 5 minerals per trip. What happened during this time period that prompted you to change workers? What was your reasoning behind the changes? What are your thoughts on the cap on economic growth in your game? Do you guys at Blizzard at all view your artificial 3 base economic cap as an issue, or is it rather considered a non-issue?

Dustin Browder: One of our goals with workers (especially when it comes to the gas changes with 2 geysers) was to make your economy a little bit more expensive and complicated to manage since (at the time) we had a lot of concerns both on the team and in the community that base building was going to be too simple in SC2.

We discussed this some (but I like your insights here) during the beta for Swarm and felt like it was a pretty huge change at this point to alter core economy. We would have had to rebalance the entire game and at that time we were dealing with Oracle, Widowmine, etc. and those changes were absolutely kicking our butts.


I've PMed you the link to the full AMA in case you find it interesting.

Thank you very much. Quite an interesting read, isn't it? DB didn't answer the 2nd (probably more important) part of Lalush's question (if the 3 base cap is considered an issue or not). I would really love to know an answer to that.
The fact that they at least discussed it can suggest that they are maybe at least thinking about it for LotV. It would give me so much hope.
He is correctly stating, that such a change would probably require a complete balance overhaul. Do you guys think people would be OK, if there were no new units in LotV multiplayer and only a redesign of economy + rebalance of units already in?
I mean, how many units can they add anyway? The game feels like it has too much units already!


Yes, it is an interesting read. And, as you say, I understand where they are coming from when choosing not to overhaul the economy for HOTS. They may have even wanted to, but their decisions don't occur in a vacuum. If, for example, there are deadlines to meet for HOTS release then shipping a wrecked multiplayer with no balance does Blizzard no good at all.

I share your concern regarding the economy. But, maybe not as much I used to. I no longer think, or am unsure that it is the crippling flaw I originally thought it was. From WOL to HOTS we have seen the growth of 1 base to 3 base play (facilitated by map layouts). While a mature one time army is achievable on a usually comfortably achieved 3 base economy, we do see more and more games (especially at this highest level of play) going to 4 and 5 bases so that those armies can be recycled and reconfigured. This also tends to open up opportunities for more harassment and and multiple engagements.

I think, often, we confuse our own experiences on ladder for the total reality of the game.

As to redesign of the economy for LOTV + rebalance and no new units. Hmm, that is a difficult question, dude.


One big flaw they seem to continue to ignore though, is the problem with armies dying to quickly and deathballing still. Starbow devs realized early that the 40% attack speed nerf would be needed to offset the speed of fastest setting from Blizzard. However, even if that was fixed I'm not sure it would fix Deathballing, its just that some units are way to efficient in a ball or once they reach critical mass.
WriterNever give up, never surrender! https://www.youtube.com/user/DestructiconSC
Ammanas
Profile Blog Joined July 2011
Slovakia2166 Posts
Last Edited: 2014-02-06 00:00:05
February 05 2014 23:58 GMT
#113
On February 06 2014 08:47 aZealot wrote:
Show nested quote +
On February 06 2014 08:38 Ammanas wrote:
On February 06 2014 08:29 aZealot wrote:
On February 06 2014 08:17 Ammanas wrote:
DId he say anything at all about the economy aspect of the game? Or again not a single soul asked him? (I did, but I was late -.-)


A couple of people did mention the economy. It was not addressed, possibly because it did not have anything to do with the set guidelines for the AMA (although DK did answer a question on deathballs).

However, DB, did (sort of) address it a while ago prior to HOTS release when LaLush raised it:


LaLush: Sometime between October 2007 and October 2008, you decided to introduce better worker AI, shorten the time workers spent at minerals and decrease the yield to 5 minerals per trip. What happened during this time period that prompted you to change workers? What was your reasoning behind the changes? What are your thoughts on the cap on economic growth in your game? Do you guys at Blizzard at all view your artificial 3 base economic cap as an issue, or is it rather considered a non-issue?

Dustin Browder: One of our goals with workers (especially when it comes to the gas changes with 2 geysers) was to make your economy a little bit more expensive and complicated to manage since (at the time) we had a lot of concerns both on the team and in the community that base building was going to be too simple in SC2.

We discussed this some (but I like your insights here) during the beta for Swarm and felt like it was a pretty huge change at this point to alter core economy. We would have had to rebalance the entire game and at that time we were dealing with Oracle, Widowmine, etc. and those changes were absolutely kicking our butts.


I've PMed you the link to the full AMA in case you find it interesting.

Thank you very much. Quite an interesting read, isn't it? DB didn't answer the 2nd (probably more important) part of Lalush's question (if the 3 base cap is considered an issue or not). I would really love to know an answer to that.
The fact that they at least discussed it can suggest that they are maybe at least thinking about it for LotV. It would give me so much hope.
He is correctly stating, that such a change would probably require a complete balance overhaul. Do you guys think people would be OK, if there were no new units in LotV multiplayer and only a redesign of economy + rebalance of units already in?
I mean, how many units can they add anyway? The game feels like it has too much units already!


Yes, it is an interesting read. And, as you say, I understand where they are coming from when choosing not to overhaul the economy for HOTS. They may have even wanted to, but their decisions don't occur in a vacuum. If, for example, there are deadlines to meet for HOTS release then shipping a wrecked multiplayer with no balance does Blizzard no good at all.

I share your concern regarding the economy. But, maybe not as much I used to. I no longer think, or am unsure that it is the crippling flaw I originally thought it was. From WOL to HOTS we have seen the growth of 1 base to 3 base play (facilitated by map layouts). While a mature one time army is achievable on a usually comfortably achieved 3 base economy, we do see more and more games (especially at this highest level of play) going to 4 and 5 bases so that those armies can be recycled and reconfigured. This also tends to open up opportunities for more harassment and and multiple engagements.

As to redesign of the economy for LOTV + rebalance and no new units. Hmm, that is a difficult question, dude.

Yes, indeed that's what we see in HotS. The important thing you mention - the more bases players take, the more opportunities for harass and multiple engagements we see.

What I believe is, that if the economy would be changed in that way, it would kinda 'force' players to expand sooner which would mean those opportunities would come faster.

Another thing I firmly believe is that currently if there is a turtling player (avilo style terran mech, most commonly), there is very little opportunity for the opposing player to attack into him, so they just go for turtle mode themselves. Change of economy flow could open more opportunities for them to actually attack and trade (because even unfavourable trades would be good enough if you have more economy while still having same army supply).

Last thing I wanna mention (not at all related to economy, just a little tidbit ^^), I personally would MUCH rather see a recall ability on oracle (teleport units towards the oracle, maybe limited by supply ala drops?) instead of the doom deathray we have now. Would be much cooler imo.

On February 06 2014 08:52 Plansix wrote:
If they re balance the economy, we might be back to square one with everyone stuck on two bases and going two base all ins. Its not like they can just say "And now there are 5 mineral patches and everything is beautiful". People will always gravitate towards ending the game early and will only stop when trying to do so becomes to risky.

That is indeed (probably) true.
JangBi forever <3 || Classic! herO! Rain! Zest! | Rogue! Hydra! Solar! | Fantasy! Cure! Reality! Sorry! Journey!
kasumimi
Profile Blog Joined October 2007
Greece460 Posts
February 05 2014 23:58 GMT
#114
As a veteran fan of both BW and SC2, this was a very disheartening read.

Even though I don't have any expectations anymore, the reality check is always harsh reminder.

...especially the warpgate/ff comments...
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
February 06 2014 00:00 GMT
#115
meh, nothing but safe and shallow answers here.
NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
Falling
Profile Blog Joined June 2009
Canada11571 Posts
February 06 2014 00:12 GMT
#116
On February 06 2014 08:36 CutTheEnemy wrote:
StarCraft is dead unless Rob Pardo steps in. It's just a mess right now, isn't it? All this balance stuff, it isn't even about balance, is it? It's mostly about design tweaks to make the game more enjoyable. That's the complaint. Its like a fighting game where the characters are roughly equally strong, but none are fun enough, and they're addressing it with balance patches.

I think the community needs to be serious about asking Blizzard to put Pardo in charge of the next expansion. For those who read this, consider mentioning Pardo more often in threads. He led the design on broodwar, remember.

I don't know Pardo so much. Led design on BW, but I believe it was Patrick Wyatt and Bob Fitch that led the development of Starcraft itself. I haven't heard Pardo talk about BW development so much, but from asking questions of Wyatt and reading his blog, I at least know he is intimately aware of the different emergent behaviours that developed from Starcraft and seems to appreciate the competitive and extra strategic elements they added.
ModeratorDavid Duke, Richard Spencer, Nick Fuentes, Daily Stormer... "Some very fine people on both sides"
Vindicare605
Profile Blog Joined August 2011
United States16124 Posts
February 06 2014 00:13 GMT
#117
I asked the question on Warp Gate and Forcefield. In hindsight I should've probably rephrased it a little bit.

It would seem and this is why I wish I could ask a follow up question that Blizzard likes Warp Gate and Forcefield enough that they are ok with the Deathball syndrome it gives Protoss. As long as they aren't promoting too many 1-2 base plays, they are ok with the end game result.

I wish I could ask if that's actually what he thinks.
aka: KTVindicare the Geeky Bartender
Ayaz2810
Profile Joined September 2011
United States2763 Posts
February 06 2014 00:14 GMT
#118
Why are a lot of the questions asked multiple times? It keeps confusing me
Vrtra Vanquisher/Tiamat Trouncer/World Serpent Slayer
Deleted User 137586
Profile Joined January 2011
7859 Posts
February 06 2014 00:15 GMT
#119
On February 06 2014 09:13 Vindicare605 wrote:
I asked the question on Warp Gate and Forcefield. In hindsight I should've probably rephrased it a little bit.

It would seem and this is why I wish I could ask a follow up question that Blizzard likes Warp Gate and Forcefield enough that they are ok with the Deathball syndrome it gives Protoss. As long as they aren't promoting too many 1-2 base plays, they are ok with the end game result.

I wish I could ask if that's actually what he thinks.


Had this been announced a bit more in advance, we could have refined questions a bit more... But, as they mentioned that this will happen again, might as well write down a question or two.
Cry 'havoc' and let slip the dogs of war
Aveng3r
Profile Joined February 2012
United States2411 Posts
February 06 2014 00:15 GMT
#120
I dont know how I feel about any of these answers.

for once, I respect some of the protoss design choices. Warpgate being a race-specific unit build mechanic actually makes sense, although I still dont think its particularly fair.

I really dont like what they have to say about tvp. One race has a seemingly infinite arsenal of early game cheeses, the other race has none. The discussion should stop right there- it is simply not fair.

If I understood correctly, the "newest patch should address blink allin tvp concerns". What fucking change are they talking about exactly?
I carve marble busts of assassinated world leaders - PM for a quote
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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
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