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Blizzard's thoughts on Swarm Hosts - Page 11

Forum Index > SC2 General
1050 CommentsPost a Reply
Prev 1 9 10 11 12 13 53 Next
LingBlingBling
Profile Joined December 2012
United States353 Posts
Last Edited: 2014-05-06 19:08:57
May 06 2014 19:08 GMT
#201
Viper abduct is like actually needed in top level Korean PVZ, Protoss is already hard to break in the late game for zerg as they have garbage anti air vs protoss deathball and have to go into swarm host/viper or muta/corrupter/viper ect and yank slowly the massive units of protoss.

Is Swarm host in zvz really a thing?? Come on now no one in NA or Korea uses it. Blizzard really considering making drastic changes because a few obnoxious EU pros are using it to stall out Tournaments??? ZvZ for rest of the world is roach vs roach muta into roach ect. Stephano is like the only person along with a few EU players that do that anyways, and they do it to make the other guy mad lol.
Remember our motto: We ain't got it.
Ercster
Profile Joined August 2011
United States603 Posts
May 06 2014 19:08 GMT
#202
On May 07 2014 04:05 Falling wrote:
Show nested quote +
On May 07 2014 03:54 Thieving Magpie wrote:
On May 07 2014 03:52 ZigguratOfUr wrote:
On May 07 2014 03:47 Ercster wrote:
Would capping the amount of swarm hosts you can have at once help? I'm not talking about increasing their supply cost, but just making it so you can only have something like 15-20 out at a time?


Changes like this are just poor design. You end up with a ton of unintuitive corner cases, which makes learning the game much harder. All changes need to make sense when compared to previously existing changes.

You could presumably design a balanced game where each unit deals a different amount of damage to each other unit, and with weird unit caps to each unit but it would be way too restrictive and confusing to play.


Not that I agree with him (its one of the dumber ideas I've heard) but the unit limit has already been done with the Mothership and the Mothership Core. Blizz is already okay with arbitrary non-supply limitations in the number of units.

It's still not a good solution. It basically acknowledges that they've made a unit that snowballs too well, but doesn't change the underlying cause on why it snowballs. Plus the swarmhost doesn't really even have special spells that would make it even feel like a hero unit like the Mothership. (And I never liked the idea of a mothership in the first place.)

I mean, realistically this could be the solution to any unit composition problem. Marauders are too good and Terran will only make pure marauders to snipe everything on the ground and shrug off air attacks. Solution? You can only make 20 marauders... or fix the reason why Terran only goes marauders every game.

It sounds like they want a short term fix, though. Long term would be to change what makes them good in a comp, and that doesn't seem likely in this expansion. It's kinda the reason why I presented the idea of the unit cap. It wasn't to be the end all solution to the unit, but for the time being it might fix the problems it has until they decide to rework the unit.
“The good thing about science is that it's true whether or not you believe in it.” -Neil deGrasse Tyson
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
May 06 2014 19:09 GMT
#203
oh gosh
finally they spoke of making massive units immune to abduct
hope that goes through
it's so disgusting to see huge amounts of resources get destroyed instantly with one spell
i'm sure one can make the game balanced without a spell that basically kills the capital units instantly
i personally would make massive immune to abduct, and decrease abduct cost to 50e, so that it's used more often against non-massive units
NLWiNtER
Profile Joined January 2013
Hungary11 Posts
May 06 2014 19:09 GMT
#204
It should be removed. Mech vs SH is boring. SH vs SH is boring. Toss vs SH is boring to watch and even play. You have to redesign or remove. It should be done!
superpanda27
Profile Blog Joined October 2012
111 Posts
May 06 2014 19:09 GMT
#205
This is kind of funny because I just played quite a few ladder games where I used swarmhosts and then this statement from Blizz comes. I usually never play SH, because I'm unused to them. One game, a ZvZ, on Alterzim Stronghold I came back from a huge deficit all because I turtled up and went SH. The game was 1 hr 30min and it was the closest I've ever been to mining out that map. My opponent didn't go SH (thank god) he kept trying hydra ling with broodlord support with Nydus worms. He could not break my around 30 SH and large amount of static defense with a mobile muta corruptor contingent.

Man... I felt so dirty because by the end there was a 30k resource difference in resources lost. My opponent I think only killed about 5-6 swarm hosts and was consistently one base ahead of me and outmined me heavily.

The other game was a ZvT on Sejong Station, where I went to a swarm host muta composition against bio. My opponent couldn't handle the constant locusts on his third bases and was being pulled away by mutas flying in. I would say I turtled up, but I tried being aggressive with the SH. However, my opponent kept moving (I would say luckily) his units everytime I moved my SH into aggressive positions.

So the point of this is that I am conflicted. I really want them to change the SH right now, because of my win on Alterzim altar. Though, that game on King Sejong I found pretty exciting due to giving me another style to play other than ling bling muta. It's probably not as viable as it seems due to my opponent not really knowing how to deal with it, but playing aggressively with swarmhosts was refreshing.

On their proposed changes, I'm indifferent on the hydra buff and spore debuff, because I tend to use mutas in ZvZ a lot. But that abduct change, that is a resounding no.
DarkPlasmaBall
Profile Blog Joined March 2010
United States44629 Posts
May 06 2014 19:09 GMT
#206
On May 07 2014 02:33 Shellshock wrote:
I don't think they should make all massive units immune to abduct. I think it's fine vs stuff like Tempests and Colossi. I like the suggestion some people made about just making brood lords immune to it so they dont just get pulled into spores and can instead be used to break entrenched positions

Hydra buff could be ok too


I agree... can't they just make broodlords immune to abduct and keep all other massive units abductable? That way, ZvZ might be fixed and ZvT and ZvP truly wouldn't be touched.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
Noocta
Profile Joined June 2010
France12578 Posts
May 06 2014 19:10 GMT
#207
On May 07 2014 04:06 Squat wrote:
Show nested quote +
On May 07 2014 04:00 SC2Toastie wrote:
On May 07 2014 03:59 Noocta wrote:
On May 07 2014 03:56 SC2Toastie wrote:
On May 07 2014 03:52 Noocta wrote:
On May 07 2014 03:49 SC2Toastie wrote:
On May 07 2014 03:48 Xiphos wrote:
So basically the units needs to be redesigned in order to be 1. Interesting to use and 2. have more dynamics.

Well get to it Blizzard!

That is so damn vague...
Interesting? What? How? Faster? More Range? Less damage? Cost per spawn?
Dynamics? Like what? What is a 'dynamic'?!


It's not the community's role to find the answers, and even if we did they wouldn't use them.
In the end, what we have is them knowing it's an issue, but taking the easy road of avoiding changing stuff about swarm host, and going around the issue.

Sc2 ded gaem wasting time bbggnore


Want a example ?

Lalush video about air pathing.

" Ugh it's too complicated, people might get confused, we don't want to do anything "

Ignoring the amount of rebalancing and recoding that would go into that...

That is certainly a legitimate argument, yet only to a point. Some issues do not warrant the massive changes required to deal with them, but perhaps some of them do.

Protoss is likely a lost cause at this point, it's been stated clearly that the time and effort needed to fix it is not something they feel is warranted. But perhaps something can be done about hosts in LotV that allows zerg late game to still function. And it may require some hefty changes. Could be worth it still.


The fact that we consider a big shift in protoss design a lost cause already is a good example of why I'm a bit pessimistic about Blizzard's way of handling the game.
" I'm not gonna fight you. I'm gonna kick your ass ! "
Squat
Profile Joined September 2013
Sweden7978 Posts
May 06 2014 19:10 GMT
#208
On May 07 2014 04:08 Ercster wrote:
Show nested quote +
On May 07 2014 04:05 Falling wrote:
On May 07 2014 03:54 Thieving Magpie wrote:
On May 07 2014 03:52 ZigguratOfUr wrote:
On May 07 2014 03:47 Ercster wrote:
Would capping the amount of swarm hosts you can have at once help? I'm not talking about increasing their supply cost, but just making it so you can only have something like 15-20 out at a time?


Changes like this are just poor design. You end up with a ton of unintuitive corner cases, which makes learning the game much harder. All changes need to make sense when compared to previously existing changes.

You could presumably design a balanced game where each unit deals a different amount of damage to each other unit, and with weird unit caps to each unit but it would be way too restrictive and confusing to play.


Not that I agree with him (its one of the dumber ideas I've heard) but the unit limit has already been done with the Mothership and the Mothership Core. Blizz is already okay with arbitrary non-supply limitations in the number of units.

It's still not a good solution. It basically acknowledges that they've made a unit that snowballs too well, but doesn't change the underlying cause on why it snowballs. Plus the swarmhost doesn't really even have special spells that would make it even feel like a hero unit like the Mothership. (And I never liked the idea of a mothership in the first place.)

I mean, realistically this could be the solution to any unit composition problem. Marauders are too good and Terran will only make pure marauders to snipe everything on the ground and shrug off air attacks. Solution? You can only make 20 marauders... or fix the reason why Terran only goes marauders every game.

It sounds like they want a short term fix, though. Long term would be to change what makes them good in a comp, and that doesn't seem likely in this expansion. It's kinda the reason why I presented the idea of the unit cap. It wasn't to be the end all solution to the unit, but for the time being it might fix the problems it has until they decide to rework the unit.

A short term fix that doesn't fuck up zerg late game is preferable, and available. Make BLs immune to abduct. Done.
"Digital. They have digital. What is digital?" - Donald J Trump
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
May 06 2014 19:12 GMT
#209
as for the late game protoss deathball, i think it could be fixed by making tempests more expensive and buffing broodlords/corruptors a little bit... but that's just my opinion slightly off topic
superpanda27
Profile Blog Joined October 2012
111 Posts
May 06 2014 19:12 GMT
#210
On May 07 2014 04:09 Ganseng wrote:
oh gosh
finally they spoke of making massive units immune to abduct
hope that goes through
it's so disgusting to see huge amounts of resources get destroyed instantly with one spell
i'm sure one can make the game balanced without a spell that basically kills the capital units instantly
i personally would make massive immune to abduct, and decrease abduct cost to 50e, so that it's used more often against non-massive units


Disgusting to see huge amounts of resources get destroyed by one spell, eh?

If you want massive units to be immune to abduct, then I want forcefields to be able destroyed by units attack them.
BadBorz
Profile Joined June 2012
Canada61 Posts
May 06 2014 19:13 GMT
#211
buff hydra is good because muta is fucking strong in zvz even ith the spore buff its very complicated for player who plays agaisnt muta
crow_mw
Profile Joined March 2012
Poland115 Posts
May 06 2014 19:13 GMT
#212
Rather than making massive units immune to viper pull I would rather see flying units immune to it (or massive flying). That is the very broken aspect in any matchup - sporecrawler forest, pull broodlords / mothership / tempest/ BC / Raven one by one without any possibility for a counter.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
May 06 2014 19:13 GMT
#213
On May 07 2014 04:08 LingBlingBling wrote:
Viper abduct is like actually needed in top level Korean PVZ, Protoss is already hard to break in the late game for zerg as they have garbage anti air vs protoss deathball and have to go into swarm host/viper or muta/corrupter/viper ect and yank slowly the massive units of protoss.

Is Swarm host in zvz really a thing?? Come on now no one in NA or Korea uses it. Blizzard really considering making drastic changes because a few obnoxious EU pros are using it to stall out Tournaments??? ZvZ for rest of the world is roach vs roach muta into roach ect. Stephano is like the only person along with a few EU players that do that anyways, and they do it to make the other guy mad lol.


It should be mentioned that they're also winning with it. Stephano owned Jaedong with it when the latter was ahead in practically every way possible except he didn't make SH's.
I think esports is pretty nice.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
May 06 2014 19:14 GMT
#214
On May 07 2014 04:12 Ganseng wrote:
as for the late game protoss deathball, i think it could be fixed by making tempests more expensive and buffing broodlords/corruptors a little bit... but that's just my opinion slightly off topic

When has this been a problem recently in any pro match? Not really an issue.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
MajorBiscuit
Profile Joined April 2010
83 Posts
May 06 2014 19:15 GMT
#215
Here's a suggestion that I have been thinking about.
Give SH energy and make them cast their locusts. This way the player has to think of when and how he/she uses the unit.
Ercster
Profile Joined August 2011
United States603 Posts
May 06 2014 19:16 GMT
#216
On May 07 2014 04:10 Squat wrote:
Show nested quote +
On May 07 2014 04:08 Ercster wrote:
On May 07 2014 04:05 Falling wrote:
On May 07 2014 03:54 Thieving Magpie wrote:
On May 07 2014 03:52 ZigguratOfUr wrote:
On May 07 2014 03:47 Ercster wrote:
Would capping the amount of swarm hosts you can have at once help? I'm not talking about increasing their supply cost, but just making it so you can only have something like 15-20 out at a time?


Changes like this are just poor design. You end up with a ton of unintuitive corner cases, which makes learning the game much harder. All changes need to make sense when compared to previously existing changes.

You could presumably design a balanced game where each unit deals a different amount of damage to each other unit, and with weird unit caps to each unit but it would be way too restrictive and confusing to play.


Not that I agree with him (its one of the dumber ideas I've heard) but the unit limit has already been done with the Mothership and the Mothership Core. Blizz is already okay with arbitrary non-supply limitations in the number of units.

It's still not a good solution. It basically acknowledges that they've made a unit that snowballs too well, but doesn't change the underlying cause on why it snowballs. Plus the swarmhost doesn't really even have special spells that would make it even feel like a hero unit like the Mothership. (And I never liked the idea of a mothership in the first place.)

I mean, realistically this could be the solution to any unit composition problem. Marauders are too good and Terran will only make pure marauders to snipe everything on the ground and shrug off air attacks. Solution? You can only make 20 marauders... or fix the reason why Terran only goes marauders every game.

It sounds like they want a short term fix, though. Long term would be to change what makes them good in a comp, and that doesn't seem likely in this expansion. It's kinda the reason why I presented the idea of the unit cap. It wasn't to be the end all solution to the unit, but for the time being it might fix the problems it has until they decide to rework the unit.

A short term fix that doesn't fuck up zerg late game is preferable, and available. Make BLs immune to abduct. Done.

"- Change the Viper’s Abduct ability to make massive units immune to it.
o By making Brood Lords immune to Abduct, we’d solve the stalemate. Late game ZvZ would be mostly about who wins in the air.
o There are downsides -- Abduct is a really cool ability, and it is something Zerg needs vs. Colossi in PvZ.
o To address that, we’d consider a potential buff to Blinding Cloud so that Vipers would still be a valuable utility unit in the ZvP matchup."

To me, it doesn't seem like they're capable of doing that otherwise it would have been suggested instead of all massive units. And I don't think applying it to all massive units would be helpful.
“The good thing about science is that it's true whether or not you believe in it.” -Neil deGrasse Tyson
Veriol
Profile Joined October 2010
Czech Republic502 Posts
May 06 2014 19:18 GMT
#217
Again its just ignorance on top of more ignorance from blizzard. SH are not okay and one game from LSC suddenly made them realise or what. In all matchups its so broken its not even funny people just refuse to play 1hr+ games every time.
If anyone goes safely into SH in ZvZ/ZvP or even ZvT (as shown by PiG) it produces insanely long game full of locust waves. People just dont do it because its just soul crushing for everyone involved
"When you play, you have to start off with a mind to turn the game into a rape." -iloveoov
Falling
Profile Blog Joined June 2009
Canada11363 Posts
Last Edited: 2014-05-06 19:20:25
May 06 2014 19:18 GMT
#218
On May 07 2014 04:08 LingBlingBling wrote:
Is Swarm host in zvz really a thing?? Come on now no one in NA or Korea uses it. Blizzard really considering making drastic changes because a few obnoxious EU pros are using it to stall out Tournaments??? ZvZ for rest of the world is roach vs roach muta into roach ect. Stephano is like the only person along with a few EU players that do that anyways, and they do it to make the other guy mad lol.

Well, that's why waiting a bit longer isn't too bad. Did Stephano break ZvZ and everyone else is behind the curve and we're about to get inundated with SH stalemates? Or is this a freak game?

In my heart of hearts, I'd like to think that it couldn't be possible to even have such a freak game, that design could preclude such a possibility. But who knows with how people will play. What does make it disturbing is it was such a bad stalemate in maxed army, macro situation. Rather than a weird base trade where someone has a cannon left and the other has a DT left and neither can attack the other. That's hard to account for, but it's also very rare. Maxed, macro games are a lot easier to get to. A lot easier to repeat the conditions that led to a stalemate. But for that reason, a wait and see is for the best, imo. (Even if I think SH's inherently lend themselves to passive gameplay.)
Moderator"In Trump We Trust," says the Golden Goat of Mars Lago. Have faith and believe! Trump moves in mysterious ways. Like the wind he blows where he pleases...
superpanda27
Profile Blog Joined October 2012
111 Posts
May 06 2014 19:19 GMT
#219
On May 07 2014 04:16 Ercster wrote:
Show nested quote +
On May 07 2014 04:10 Squat wrote:
On May 07 2014 04:08 Ercster wrote:
On May 07 2014 04:05 Falling wrote:
On May 07 2014 03:54 Thieving Magpie wrote:
On May 07 2014 03:52 ZigguratOfUr wrote:
On May 07 2014 03:47 Ercster wrote:
Would capping the amount of swarm hosts you can have at once help? I'm not talking about increasing their supply cost, but just making it so you can only have something like 15-20 out at a time?


Changes like this are just poor design. You end up with a ton of unintuitive corner cases, which makes learning the game much harder. All changes need to make sense when compared to previously existing changes.

You could presumably design a balanced game where each unit deals a different amount of damage to each other unit, and with weird unit caps to each unit but it would be way too restrictive and confusing to play.


Not that I agree with him (its one of the dumber ideas I've heard) but the unit limit has already been done with the Mothership and the Mothership Core. Blizz is already okay with arbitrary non-supply limitations in the number of units.

It's still not a good solution. It basically acknowledges that they've made a unit that snowballs too well, but doesn't change the underlying cause on why it snowballs. Plus the swarmhost doesn't really even have special spells that would make it even feel like a hero unit like the Mothership. (And I never liked the idea of a mothership in the first place.)

I mean, realistically this could be the solution to any unit composition problem. Marauders are too good and Terran will only make pure marauders to snipe everything on the ground and shrug off air attacks. Solution? You can only make 20 marauders... or fix the reason why Terran only goes marauders every game.

It sounds like they want a short term fix, though. Long term would be to change what makes them good in a comp, and that doesn't seem likely in this expansion. It's kinda the reason why I presented the idea of the unit cap. It wasn't to be the end all solution to the unit, but for the time being it might fix the problems it has until they decide to rework the unit.

A short term fix that doesn't fuck up zerg late game is preferable, and available. Make BLs immune to abduct. Done.

"- Change the Viper’s Abduct ability to make massive units immune to it.
o By making Brood Lords immune to Abduct, we’d solve the stalemate. Late game ZvZ would be mostly about who wins in the air.
o There are downsides -- Abduct is a really cool ability, and it is something Zerg needs vs. Colossi in PvZ.
o To address that, we’d consider a potential buff to Blinding Cloud so that Vipers would still be a valuable utility unit in the ZvP matchup."

To me, it doesn't seem like they're capable of doing that otherwise it would have been suggested instead of all massive units. And I don't think applying it to all massive units would be helpful.


One thing they could do for blinding cloud is that units auto-move when they are under blinding cloud. They could make so that they don't auto-move which is a very minor buff to blinding cloud.
Prime Directive
Profile Joined December 2011
United States186 Posts
May 06 2014 19:24 GMT
#220
The best solution i've read is removing unit collision for locusts. Opposing swarmhosts would just wipe each other out very quickly but it doesn't remove the swarmhost's utility versus other units or matchups very much.
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