• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:43
CEST 23:43
KST 06:43
  • 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 EWC 202540Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9[ASL19] Finals Recap: Standing Tall15
Community News
Weekly Cups (Jul 28-Aug 3): herO doubles up5LiuLi Cup - August 2025 Tournaments3[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4Google Play ASL (Season 20) Announced55
StarCraft 2
General
TL Team Map Contest #5: Presented by Monster Energy Clem Interview: "PvT is a bit insane right now" Serral wins EWC 2025 Would you prefer the game to be balanced around top-tier pro level or average pro level? Weekly Cups (Jul 28-Aug 3): herO doubles up
Tourneys
WardiTV Mondays $5,000 WardiTV Summer Championship 2025 Sparkling Tuna Cup - Weekly Open Tournament LiuLi Cup - August 2025 Tournaments Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
How do you go up to people? How do the new Battle.net ranks translate? Nobody gona talk about this year crazy qualifiers? Help, I can't log into staredit.net BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[Megathread] Daily Proleagues [ASL20] Online Qualifiers Day 2 Cosmonarchy Pro Showmatches [ASL20] Online Qualifiers Day 1
Strategy
Simple Questions, Simple Answers [G] Mineral Boosting Muta micro map competition Does 1 second matter in StarCraft?
Other Games
General Games
Stormgate/Frost Giant Megathread Total Annihilation Server - TAForever Nintendo Switch Thread Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
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
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine European Politico-economics QA Mega-thread US Politics Mega-thread 9/11 Anniversary Possible Al Qaeda Attack on 9/11
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread [\m/] Heavy Metal Thread Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
The Link Between Fitness and…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 661 users

Feb 10 Proposed Changes: Pro Opinions - Page 8

Forum Index > SC2 General
343 CommentsPost a Reply
Prev 1 6 7 8 9 10 18 Next All
Ossan
Profile Joined November 2012
14 Posts
February 11 2014 23:23 GMT
#141
On February 12 2014 07:30 digmouse wrote:
Show nested quote +
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Sorry, but if you posted your solutions in the other thread I might have missed it. I agree with your point, but if they are intent on nerfing MsC & Blink those were just my suggestions.

BTW I don't expect Terrans to SimCity their entire cliff but if High Ground Blink Range was reduced from 8 to 6, then wouldn't Stalkers have to take more damage before Blinking in or out? What if your Depot Wall was near the cliff and just far enough inside that Stalkers couldn't pick away at it from the bottom, and forces them to Blink in and target either the Bunker(s), Depots, and repairing SCVs if they want to break through? What if you have 2+ WMs prepared because you knew that Stalkers could only Blink into a certain area without Detection?
soon.Cloak
Profile Blog Joined August 2010
United States983 Posts
February 11 2014 23:26 GMT
#142
But seriously, these things are awesome, keep em up!
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
February 11 2014 23:29 GMT
#143
On February 12 2014 08:09 Destructicon wrote:
Show nested quote +
On February 12 2014 08:03 stuchiu wrote:
On February 12 2014 08:01 digmouse wrote:
On February 12 2014 07:37 stuchiu wrote:
On February 12 2014 07:30 digmouse wrote:
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?

Well we hit a deadend here.


We can blame the maps all we want, but in the end we're getting faster balance patches than map updates.


Everybody keeps saying BW was balanced trough maps and that we should do the same in SC2, but that isn't entirely possible, the issues with DPS density, critical mass and certain spells/units makes map making in SC2 already very restrictive.

Maps can't have be too open because zerg would dominate to hard and protoss would suck, maps can't have too many chokes or narrow corridors or splash units and FF dominate and zergs suck, maps can't have too much air space or mutas are too good. To this list of restrictions we now need to add, maps can't have too mains with too much surface area to blink into. At this rate we'll run out of possible permutations on how to build SC2 maps, its already restrictive as it is.

idk, I kind of feel like they should make maps that break these "restrictions" you listed and tell everyone "have fun, go figure out new strats"

I really think people would come up with interesting ways to deal with maps that don't adhere to the "SC2 standard"
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Harreh
Profile Joined September 2013
90 Posts
February 11 2014 23:36 GMT
#144
I am of the opinion that Swarm Host is a horrendous mistake as it is completely not-fun to play against. So I guess it's good that they're looking into a solution... but what they come up with is totally off the mark.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 11 2014 23:39 GMT
#145
On February 12 2014 08:29 KrazyTrumpet wrote:
Show nested quote +
On February 12 2014 08:09 Destructicon wrote:
On February 12 2014 08:03 stuchiu wrote:
On February 12 2014 08:01 digmouse wrote:
On February 12 2014 07:37 stuchiu wrote:
On February 12 2014 07:30 digmouse wrote:
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?

Well we hit a deadend here.


We can blame the maps all we want, but in the end we're getting faster balance patches than map updates.


Everybody keeps saying BW was balanced trough maps and that we should do the same in SC2, but that isn't entirely possible, the issues with DPS density, critical mass and certain spells/units makes map making in SC2 already very restrictive.

Maps can't have be too open because zerg would dominate to hard and protoss would suck, maps can't have too many chokes or narrow corridors or splash units and FF dominate and zergs suck, maps can't have too much air space or mutas are too good. To this list of restrictions we now need to add, maps can't have too mains with too much surface area to blink into. At this rate we'll run out of possible permutations on how to build SC2 maps, its already restrictive as it is.

idk, I kind of feel like they should make maps that break these "restrictions" you listed and tell everyone "have fun, go figure out new strats"

I really think people would come up with interesting ways to deal with maps that don't adhere to the "SC2 standard"


Yeah and if it takes Protoss six months, a year, two years to figure out a way to deal with a map with wider ramps than Daedalus, who cares if shitty Zerg "pros" end up winning real life money while mechanically skilled players fall out of tournaments over and over, right?
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Kerence
Profile Joined May 2011
Sweden1817 Posts
February 11 2014 23:42 GMT
#146
These are really interesting to read. My thanks to both TL and the players!
I am here in the shadows.
KrazyTrumpet
Profile Joined April 2010
United States2520 Posts
February 11 2014 23:42 GMT
#147
On February 12 2014 08:39 pure.Wasted wrote:
Show nested quote +
On February 12 2014 08:29 KrazyTrumpet wrote:
On February 12 2014 08:09 Destructicon wrote:
On February 12 2014 08:03 stuchiu wrote:
On February 12 2014 08:01 digmouse wrote:
On February 12 2014 07:37 stuchiu wrote:
On February 12 2014 07:30 digmouse wrote:
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?

Well we hit a deadend here.


We can blame the maps all we want, but in the end we're getting faster balance patches than map updates.


Everybody keeps saying BW was balanced trough maps and that we should do the same in SC2, but that isn't entirely possible, the issues with DPS density, critical mass and certain spells/units makes map making in SC2 already very restrictive.

Maps can't have be too open because zerg would dominate to hard and protoss would suck, maps can't have too many chokes or narrow corridors or splash units and FF dominate and zergs suck, maps can't have too much air space or mutas are too good. To this list of restrictions we now need to add, maps can't have too mains with too much surface area to blink into. At this rate we'll run out of possible permutations on how to build SC2 maps, its already restrictive as it is.

idk, I kind of feel like they should make maps that break these "restrictions" you listed and tell everyone "have fun, go figure out new strats"

I really think people would come up with interesting ways to deal with maps that don't adhere to the "SC2 standard"


Yeah and if it takes Protoss six months, a year, two years to figure out a way to deal with a map with wider ramps than Daedalus, who cares if shitty Zerg "pros" end up winning real life money while mechanically skilled players fall out of tournaments over and over, right?

Well, that escalated quickly.

I'm just saying one of the worst things people do when it comes to SC2 is say things like "You can't do this"
www.twitch.tv/krazy Best Stream Quality NA @KClarkSC2
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2014-02-11 23:43:53
February 11 2014 23:43 GMT
#148
"Imbalanced" maps are fine in certain contexts - namely, minor leagues and/or team leagues, especially if they have a proelague-style format. Proleague is in fact the perfect testing ground for imbalanced and extreme maps, because if it turns out broken in a specific matchup, that can be easily avoided altogether until the map itself is figured out.

If Daedalus had been introduced in Proleague it would still be unchanged, and maybe it could even have helped in evolving the game further imo. Similar things have happened before (Arkanoid anyone?).
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
February 11 2014 23:48 GMT
#149
On February 12 2014 08:42 KrazyTrumpet wrote:
Show nested quote +
On February 12 2014 08:39 pure.Wasted wrote:
On February 12 2014 08:29 KrazyTrumpet wrote:
On February 12 2014 08:09 Destructicon wrote:
On February 12 2014 08:03 stuchiu wrote:
On February 12 2014 08:01 digmouse wrote:
On February 12 2014 07:37 stuchiu wrote:
On February 12 2014 07:30 digmouse wrote:
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?

Well we hit a deadend here.


We can blame the maps all we want, but in the end we're getting faster balance patches than map updates.


Everybody keeps saying BW was balanced trough maps and that we should do the same in SC2, but that isn't entirely possible, the issues with DPS density, critical mass and certain spells/units makes map making in SC2 already very restrictive.

Maps can't have be too open because zerg would dominate to hard and protoss would suck, maps can't have too many chokes or narrow corridors or splash units and FF dominate and zergs suck, maps can't have too much air space or mutas are too good. To this list of restrictions we now need to add, maps can't have too mains with too much surface area to blink into. At this rate we'll run out of possible permutations on how to build SC2 maps, its already restrictive as it is.

idk, I kind of feel like they should make maps that break these "restrictions" you listed and tell everyone "have fun, go figure out new strats"

I really think people would come up with interesting ways to deal with maps that don't adhere to the "SC2 standard"


Yeah and if it takes Protoss six months, a year, two years to figure out a way to deal with a map with wider ramps than Daedalus, who cares if shitty Zerg "pros" end up winning real life money while mechanically skilled players fall out of tournaments over and over, right?

Well, that escalated quickly.

I'm just saying one of the worst things people do when it comes to SC2 is say things like "You can't do this"


I might agree with you if you brought this up elsewhere, but Teoita's got the right of it. As far as premier competitions go -- this is one of those things you just can't do.

Is it good that it's one of those things? Probably not, so fingers crossed for LOTV.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
SidianTheBard
Profile Joined October 2010
United States2474 Posts
February 11 2014 23:59 GMT
#150
On February 12 2014 07:37 stuchiu wrote:
Show nested quote +
On February 12 2014 07:30 digmouse wrote:
On February 12 2014 07:28 Ossan wrote:
Re: MsC & Blink

Is there any reason why they couldn't test MsC Sight: 11, and increase Blink Cost to 200/200 with a separate High Ground Range: 6? Wouldn't that allow T to do some damage before Stalkers could blink onto cliff, and perhaps allow for Depot Wall + Bunker(s) with Marauders on cliff? Similar to a TvZ Wall-off except on the ridge? IMO the MsC Sight seems to only be a problem with Blink and other spellcasting units seem to have Sight: 11.

You can't cover your entire main cliff with buildings, as I stated the Blink problem mostly lies in maps not balance itself. Add dead space below the main would simply fix the problem without breaking anything, leaving a part of the main blink-able or leave several maps blink-able to allow strategy diversity is the best way to do it and everyone will be happy. Remember they removed the low ground between main and 3rd on Tal'darim to avoid blinking into the main? Why can't they do that again?


Cause all the mapmakers quit?


Oh, we're still around. It's just not much motivation to create maps because the likely hood of them ever getting used is slim to none. So many of us just sit around doing jack shit until TL has a mapping contest.
Creator of Abyssal Reef, Ascension to Aiur, Battle on the Boardwalk, Habitation Station, Honorgrounds, IPL Darkness Falls, King's Cove, Korhal Carnage Knockout & Moonlight Madness.
Bumalate
Profile Joined January 2012
United States33 Posts
February 12 2014 00:05 GMT
#151
Qxc had some great analysis. Interesting to think about.
Dongraegu <3
VKCA
Profile Joined September 2011
Canada391 Posts
Last Edited: 2014-02-12 00:29:43
February 12 2014 00:29 GMT
#152
On February 12 2014 09:05 Bumalate wrote:
Qxc had some great analysis. Interesting to think about.

Yeah I agree, I think this:
Make locusts move faster off creep and slower on creep. This would turn the swarm host into a more aggressively oriented. It would be stronger on the offense, weaker behind static defense and closer to the action in general.

is probably one of the best ideas about removing swarmhosts turtle strength while still keeping them viable
sagefreke
Profile Joined August 2010
United States241 Posts
February 12 2014 00:31 GMT
#153
I agreed with the majority of Scarlett's comments. If you want to nerf the swarmhost, you gotta show the corruptor some love or give them more viable mid game openings that aren't easily defended with MSC.
yo yo yo
aZealot
Profile Blog Joined May 2011
New Zealand5447 Posts
Last Edited: 2014-02-12 00:35:43
February 12 2014 00:33 GMT
#154
On February 12 2014 09:29 VKCA wrote:
Show nested quote +
On February 12 2014 09:05 Bumalate wrote:
Qxc had some great analysis. Interesting to think about.

Yeah I agree, I think this:
Show nested quote +
Make locusts move faster off creep and slower on creep. This would turn the swarm host into a more aggressively oriented. It would be stronger on the offense, weaker behind static defense and closer to the action in general.

is probably one of the best ideas about removing swarmhosts turtle strength while still keeping them viable


I've thought that too, but it seems to go against the overall race mechanic. That said, it is worth a shot (if a SH change is really required - I still think a period of wait and see may be best; even if the SH is a unit that is difficult to love).

I've also thought that the SH needs to be more aesthetically pleasing. It is not a big change in the grand scheme of things. But the SH and locusts looks so damn ugly and boring. The only pleasing aspect of the locusts are those little claws at the front and when they spit at you. But these can be improved. You want something that screams terror. It will help.
KT best KT ~ 2014
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
February 12 2014 00:35 GMT
#155
When are we going to nerf hosts, and that joke of a unit that is the voidray?

Void Rays are so strong the only way to beat them is mass static + viper + anti air, and the only way to get that is turtling on hosts, which is boring as fuck to play.

This all comes down to Protoss again... :/
Mura Ma Man, Dark Da Dude, Super Shot Sos!
The_Darkness
Profile Joined December 2011
United States910 Posts
February 12 2014 00:47 GMT
#156
This is a great series. I love reading the pros' take on proposed changes.
To be is to be the value of a bound variable.
c0ldfusion
Profile Joined October 2010
United States8293 Posts
February 12 2014 00:51 GMT
#157
lol @ the blink reactions from the Ts and Zs.
Zs: "Uh, this probably impacts PvT more than PvZ, we don't really see this."
Ts: "Don't know about the other match-ups but sure as hell don't impact PvT."
Stitch
Profile Blog Joined January 2011
Hong Kong134 Posts
February 12 2014 00:53 GMT
#158
Blink Stalker all ins are so hard to deal with. I think changing blink timing is kind of ridiculous. However, the widow mine upgrade will do heaps against all-ins from Protoss early game. I like the idea of the Mothership core nerf, It truly gives Protoss a risk factor in going for an all-in. I hope this change goes through!
Head Production Director of NDTV - No Dice Gaming - Twitter: @StitchHK
bobsire
Profile Joined December 2011
Canada296 Posts
February 12 2014 01:39 GMT
#159
great work guys
ejozl
Profile Joined October 2010
Denmark3384 Posts
Last Edited: 2014-02-12 01:56:03
February 12 2014 01:55 GMT
#160
qxc's fix is good, but it's weird to give a Zerg unit less movement on creep. You can just give Locust the standard 2.25 movespeed with no creep modifier. This is precisely the median between it's movespeed on and off speed also, makes perfect sense.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Prev 1 6 7 8 9 10 18 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 2h 17m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
UpATreeSC 153
Nathanias 138
StarCraft: Brood War
Larva 383
BeSt 286
ggaemo 239
firebathero 166
Mong 46
Dota 2
capcasts361
Pyrionflax121
Counter-Strike
fl0m2458
Stewie2K1381
byalli420
Foxcn228
Super Smash Bros
PPMD62
Mew2King44
Liquid`Ken38
Other Games
Grubby5406
shahzam499
KnowMe162
ZombieGrub67
Sick59
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• davetesta233
• StrangeGG 54
• musti20045 45
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• FirePhoenix8
• Pr0nogo 3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota22605
League of Legends
• Doublelift4867
• TFBlade966
Other Games
• imaqtpie1964
Upcoming Events
OSC
2h 17m
WardiTV Summer Champion…
13h 17m
WardiTV Summer Champion…
17h 17m
PiGosaur Monday
1d 2h
WardiTV Summer Champion…
1d 13h
Stormgate Nexus
1d 16h
uThermal 2v2 Circuit
1d 18h
The PondCast
2 days
WardiTV Summer Champion…
2 days
Replay Cast
3 days
[ Show More ]
LiuLi Cup
3 days
uThermal 2v2 Circuit
3 days
RSL Revival
4 days
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
Sparkling Tuna Cup
5 days
uThermal 2v2 Circuit
5 days
Wardi Open
6 days
RotterdaM Event
6 days
Liquipedia Results

Completed

ASL Season 20: Qualifier #2
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
HCC Europe
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025

Upcoming

ASL Season 20
CSLPRO Chat StarLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
uThermal 2v2 Main Event
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
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.