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Balance Patch Coming Soon - July 22 - Page 14

Forum Index > SC2 General
522 CommentsPost a Reply
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Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
July 23 2014 14:47 GMT
#261
It's also lacking in that the oracle can usually snipe 4 workers even if directly countered, or just kill the entire mineral line if not, unlike a pair of widow mines which even if uncountered can't kill the entire mineral line, and then fly off and wait a minute for the shields to recharge for another go.
Loccstana
Profile Blog Joined November 2012
United States833 Posts
July 23 2014 14:55 GMT
#262
I would like to see the AI of the widow mine improved. For example, it would try not to hit single isolated units and instead aim for the center of enemy' mass.
[url]http://i.imgur.com/lw2yN.jpg[/url]
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2014-07-23 15:18:05
July 23 2014 15:12 GMT
#263
I would have preferred:
1) Tanks do more damage.
2) Factories become less expensive.
3) Immortals get less shields.
4) Tempest supply increased to 6.

This change, while helping bio, does not do much for mech.

I have basically stopped watching pro games because mech is not viable at pro level outside of TvT. As a mech player I learn nothing from watching 300+ APM Koreans running around with bio. I have seen it for years and it is simply boring.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 23 2014 15:34 GMT
#264
On July 23 2014 23:55 Loccstana wrote:
I would like to see the AI of the widow mine improved. For example, it would try not to hit single isolated units and instead aim for the center of enemy' mass.

That's called miro gestion and focus firing.
Big J
Profile Joined March 2011
Austria16289 Posts
July 23 2014 15:57 GMT
#265
On July 24 2014 00:12 MockHamill wrote:
I would have preferred:
1) Tanks do more damage.
2) Factories become less expensive.
3) Immortals get less shields.
4) Tempest supply increased to 6.

This change, while helping bio, does not do much for mech.

I have basically stopped watching pro games because mech is not viable at pro level outside of TvT. As a mech player I learn nothing from watching 300+ APM Koreans running around with bio. I have seen it for years and it is simply boring.


Well, then you also miss out on the Mech players like SuNo or Flash.
But yes, I think makig tanks behave more like mines - strong single target damage, reasonable splash would help Mech a lot while not breaking anything.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-07-23 16:15:23
July 23 2014 15:58 GMT
#266
On July 23 2014 13:23 StaraCroft wrote:
Is this really what terrans want? This basically means if you don't pull your probes in time against an early mine drop you will loose to one mine. And you might still loose if they send in a second medivac into the retreat path of your probes (haven't seen anyone do this since the beta).
This doesn't seem like it addresses any balance concerns and will just give random wins to terran if they happen to land a lucky widow mine shot.


An early mine drop is not going to kill all your probes, even if you don't scout it and have horrible reaction times. Not only should you see the medivac come out of the fog of war, you have the unloading time and then slow burrow.... this is a large window of time unless you just are not paying attention.

An oracle on the other hand is instant death if unprepared for, you can't just run two feet away and avoid worker losses entirely.

Also, with the way AI targeting works on the mine, you can very accurately estimate which unit is targeted, for those talking about a situation where the mine targets the last probe escaping the mine radius and leading the missile to the whole group.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
Last Edited: 2014-07-23 16:17:13
July 23 2014 16:16 GMT
#267
On July 24 2014 00:58 Genome852 wrote:

The fact that you have the same number as me in your nickname is really disturbing :o
CakeSauc3
Profile Joined February 2011
United States1437 Posts
July 23 2014 16:30 GMT
#268
On July 24 2014 00:34 Faust852 wrote:
Show nested quote +
On July 23 2014 23:55 Loccstana wrote:
I would like to see the AI of the widow mine improved. For example, it would try not to hit single isolated units and instead aim for the center of enemy' mass.

That's called miro gestion and focus firing.


Which the firing delay makes impractical.
BronzeKnee
Profile Joined March 2011
United States5217 Posts
Last Edited: 2014-07-23 16:32:33
July 23 2014 16:31 GMT
#269
On July 23 2014 03:35 blacksheepwall wrote:
Show nested quote +
On July 23 2014 03:31 DinoMight wrote:
I just fucking hate widow mines.


I also hate Widow Mines. They're not fun to use as a Terran player, they're infuriating to play against and I find them pretty boring to watch in pro matches since there's little micro involved once they're burrowed.


Well put. Widows Mines were a bad addition in my opinion also, especially since they killed a really fun to watch, use, and play against unit: Siege Tanks.

I am going to start laddering again and just do mass Widow Mines and Vikings versus Protoss. As a former masters Protoss player, it is more difficult than you think to combat, because you have but one option: Storm.
Dimagus
Profile Joined December 2010
United States1004 Posts
July 23 2014 16:41 GMT
#270
1) Turn the Widow Mine into a mobile Auto-Turret / Perdition Turret (hell let it transform back and forth before burrowing)
2) Give the Raven a Point Defense Mine that fires Seeker Missiles with a cooldown similar to the existing Widow Mine.
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-07-23 16:51:04
July 23 2014 16:48 GMT
#271
On July 24 2014 01:31 BronzeKnee wrote:
Show nested quote +
On July 23 2014 03:35 blacksheepwall wrote:
On July 23 2014 03:31 DinoMight wrote:
I just fucking hate widow mines.


I also hate Widow Mines. They're not fun to use as a Terran player, they're infuriating to play against and I find them pretty boring to watch in pro matches since there's little micro involved once they're burrowed.


Well put. Widows Mines were a bad addition in my opinion also, especially since they killed a really fun to watch, use, and play against unit: Siege Tanks.

I am going to start laddering again and just do mass Widow Mines and Vikings versus Protoss. As a former masters Protoss player, it is more difficult than you think to combat, because you have but one option: Storm.


I have been doing this. But it is very hard to get off the ground because you just die to any allin if you are not also building tanks (which still doesn't make you blink or immortal allin proof). Which then cuts a lot into your economy.
And for a macro game, good blink control just kills all the mines before they kill any stalkers. Just good stalker and immortal control kills it. Given, with the drilling claws you can combat immortals quite well, but at the end of the day you are completely relying on the Protoss not kiting properly against the mines when they come.
So yes, it is hard to play against it when you don't have good control, but you have much more options than just storm, since well controlled stalkers should never die to mines. Also canons just shut down the mine aggression. It's one of those styles that often catches an opponent offguard because he doesn't know what to do, but once you hit players that know it, you just give them freewins.

Imo, opening with mass hellion/tank is just better and only mixing in mines into the hellion harass.
[PkF] Wire
Profile Joined March 2013
France24202 Posts
Last Edited: 2014-07-23 17:08:33
July 23 2014 16:53 GMT
#272
As for widow mines + vikings style, as true as it is that it has only one counter, this is such a hard counter I'm not sure the style would be viable. This plus the fact that a well controlled blink stalkers + a sprinkle of immortals army should do very well in any timing. As for widow mines drops, they're now as strong as they were at release, so I don't see them become too trendy since good Protoss players will know how to react and get reasonably fast detection -maybe very early forge for quick cannon if needed will become the norm again.

A lot of people mentioned the possibility of the TvZ metagame shifting towards roach + hydra. It would be really interesting to see.

On the whole, though I really think the widow mine patch should have been a bit toned down, in the end I guess the patch is quite good (I realized that the WM buff in TvP boils down to +20(20) in 1.25-1.5 and +30(30) in 1.5-1.75. This is big but not something we won't be able to overcome : careful mine baiting with blink stalkers, hallucinations, charge against no drilling claws, and the simple fact that colossi do very well against mines and that those cut into your gas ; I don't see mine incorportation to the MMMVG being really beneficial).
ZenithM
Profile Joined February 2011
France15952 Posts
July 23 2014 16:55 GMT
#273
First thing I do when I log on after the patch is start to pwn gold leaguers (probably, decay oblige) with imbaterran.
Oh yeah!
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-07-23 16:59:28
July 23 2014 16:57 GMT
#274
On July 24 2014 01:53 [PkF] Wire wrote:
A lot of people mentioned the possibility of the TvZ metagame shifting towards roach + hydra. It would be really interesting to see.

On the whole, though I really think the widow mine patch should have been a bit toned down, in the end I guess the patch is quite good.

Well, even with old mines, roach hydra was rarely seen. Though as a T, I love playing against that style since battles don't end in 2 seconds and tanks can be used.

On July 24 2014 01:16 Faust852 wrote:
Show nested quote +
On July 24 2014 00:58 Genome852 wrote:

The fact that you have the same number as me in your nickname is really disturbing :o

lolol
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
July 23 2014 17:01 GMT
#275
On July 24 2014 01:57 Genome852 wrote:
Show nested quote +
On July 24 2014 01:53 [PkF] Wire wrote:
A lot of people mentioned the possibility of the TvZ metagame shifting towards roach + hydra. It would be really interesting to see.

On the whole, though I really think the widow mine patch should have been a bit toned down, in the end I guess the patch is quite good.

Well, even with old mines, roach hydra was rarely seen. Though as a T, I love playing against that style since battles don't end in 2 seconds and tanks can be used.

Show nested quote +
On July 24 2014 01:16 Faust852 wrote:
On July 24 2014 00:58 Genome852 wrote:

The fact that you have the same number as me in your nickname is really disturbing :o

lolol

WMs style against roach hydra is really terrible, you need to have tanks to hold the hugely powerful timing of the zergs.
r691175002
Profile Joined October 2012
249 Posts
July 23 2014 17:15 GMT
#276
I find that the biggest balance problems occur when a race has a disparity of strong cheeses.

I know a lot of us will quickly dismiss this opinion on the basis that a win is a win, regardless of how it is achieved, but in reality there is a difference.

A cheap win is much easier for a less skilled player to replicate, and this has led to the well accepted homogeneity of high level protoss players. A proxy oracle from any high skill Protoss player will execute roughly the same, whereas a parade push coming from Taeja will be incomparable to that from a foreign pro.

Protoss winners are a haphazard list of numerous players, many of whom have been forgotten. Terran, on the other hand, has a much more concentrated set of champions.

When a race has extremely powerful "low skill" options available (for another good example, see BL/Festor) we end up in a situation where not only are win rates and distributions getting skewed, but viewers can easily identify the disparity.

A perfect example is the present time, where ZvT is arguably more skewed than PvT in terms of recent winrates and tournament representation. But since Zerg wins are generally mid/late game plays with substantial micro they are accepted.

The reason why everyone hates Protoss is because of the prevalence of effective but low skill options. The vast majority of these builds are only viable because of the protection the MSC provides. Any proxy or hidden tech build can be rushed essentially unit-less which is just stupid.
FakeFX
Profile Joined July 2014
2 Posts
July 23 2014 17:33 GMT
#277
I strongly agree with the fact that the buff is needed, but in the same time... yeah, WM is far from being the most interesting thing to play atm. Burrow/unborrow micro is the only available/practical micro available for this unit, which is kind of sad.

WM would be very cool IMO with something like 50/200 cost, and a cooldown in planting mines (spider ones, or real mines that explodes on the spot after being activated: in that case allow it to shoot air as well, or at least with the splash part.) although it does not give 'super micro' ability, it gives terran a mechanic the like of creep spread.

Part 1: it's fun (IMO creep spread is the best addition to macromechanics in SC2).

Part 2: defender's advantage: Terran mechanics is the only one which is RTS standard like, in front of instant warp and instant remax, terran is facing some troubles, especially in late stage of the game.

With a few Widow Mines creating constant map control and defensives options via minefields, it kind of balance things out easily. However, you need mechanics to do that, it does not add easy-turtle to the game as it needs babysitting.

At least Terran may get a come back in winrates in ZvT, and Maru agressive style TvP may get some fresh air via mines addition, but in terms of 'fun' there is better things to do.
viperattack999
Profile Joined July 2014
Canada32 Posts
July 23 2014 17:55 GMT
#278
On July 24 2014 00:12 MockHamill wrote:
I would have preferred:
1) Tanks do more damage.
2) Factories become less expensive.
3) Immortals get less shields.
4) Tempest supply increased to 6.

This change, while helping bio, does not do much for mech.

I have basically stopped watching pro games because mech is not viable at pro level outside of TvT. As a mech player I learn nothing from watching 300+ APM Koreans running around with bio. I have seen it for years and it is simply boring.

Blizzard prolly gonna wait till LOV to make major changes. I'm not convinced they have the balls to make the changes necessary to dramaticly improve the game, but we can always hope they'll grow a pair.

The widow mine change may balance Terran, which is good, but it doesn't address the underlying issues Terran has had for a long time. Blizzard always talks a good game regarding game improvements but their actions don't measure up. Too timid when big changes are needed.
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
July 23 2014 19:26 GMT
#279
On July 23 2014 10:10 Karpfen wrote:
Show nested quote +
On July 23 2014 10:06 beg wrote:
On July 23 2014 09:53 iamcaustic wrote:
On July 23 2014 09:28 beg wrote:
On July 23 2014 07:24 iamcaustic wrote:
On July 23 2014 07:05 beg wrote:
On July 23 2014 06:44 gneGne wrote:
On July 23 2014 06:37 beg wrote:
On July 23 2014 06:31 iamcaustic wrote:
On July 23 2014 06:26 beg wrote:
Secondly, why are so many people saying that Terran doesnt have T3 units? Jeee, can people finally start to build Ravens in TvZ?

This by the way gives an easy counter argument to everyone saying "when korean top tier pros never do a certain strategy, it means it's not viable, cause they must have tested it for sure". This obviously doesn't seem to be the case, cause Ravens are actually so strong that David Kim already openly spoke out about nerfing them.

The "doesn't have T3 units" argument takes into account the overall flow of a game, rather than the pure existence of late game units. Ravens are powerful (probably even OP) when massed, but getting to that critical mass of Ravens is generally not viable in professional play; your opponent will likely end up killing you before you can reach it. It's kind of like mass Void Rays in that regard.

Judging from the few relatively high level Raven games we do actually see, I'd actually disagree and say you're wrong. Avilo might not be Korean top tier, but if he can consistently pull off the Raven transition against pretty much every kind of opponent your argument seems shaky.

Also, I've seen several of the highest level Korean pros in situations where they not only could have pulled off the transition, but needed Ravens badly (say to defend against Broodlords), but it's still a rare sight to see anyone use Ravens.



This is an obvious flaw in Terran's current meta, if you ask me.


As much as I love Avilo for trying mech, he is definitely not a top tier Korean like you say, and I think all balance patches are directed towards problems at the top tier (mostly Koreans). Funnily, Bbyong has now done mech/raven three times in the ProLeague semifinals, but arguably on a specific map where he only won the first time surprising the opponent AND had a hidden expansion.

My argument was that Avilo is able to consistently pull off Raven transitions against all kinds of players, which was meant to include top tier Koreans.

To me personally, this is proof that Raven is severely underused.

I watch Avilo's stream. He doesn't generally play against the Koreans (he's honestly not at that level of skill). On the once-in-a-blue-moon occasion he does face one, he loses.

On July 23 2014 07:05 beg wrote:
On July 23 2014 06:47 PinheadXXXXXX wrote:
On July 23 2014 06:37 beg wrote:
On July 23 2014 06:31 iamcaustic wrote:
On July 23 2014 06:26 beg wrote:
Secondly, why are so many people saying that Terran doesnt have T3 units? Jeee, can people finally start to build Ravens in TvZ?

This by the way gives an easy counter argument to everyone saying "when korean top tier pros never do a certain strategy, it means it's not viable, cause they must have tested it for sure". This obviously doesn't seem to be the case, cause Ravens are actually so strong that David Kim already openly spoke out about nerfing them.

The "doesn't have T3 units" argument takes into account the overall flow of a game, rather than the pure existence of late game units. Ravens are powerful (probably even OP) when massed, but getting to that critical mass of Ravens is generally not viable in professional play; your opponent will likely end up killing you before you can reach it. It's kind of like mass Void Rays in that regard.

Judging from the few relatively high level Raven games we do actually see, I'd actually disagree and say you're wrong. Avilo might not be Korean top tier, but if he can consistently pull off the Raven transition against pretty much every kind of opponent your argument seems shaky.

Also, I've seen several of the highest level Korean pros in situations where they not only could have pulled off the transition, but needed Ravens badly (say to defend against Broodlords), but it's still a rare sight to see anyone use Ravens.



This is an obvious flaw in Terran's current meta, if you ask me.

Avilo doesn't play like normal people though, he turtles on way less bases than he should actually have at any given time and never actually attacks. And he doesn't play bio, either. With bio if you let up the pressure you will get crushed, even with the new mines, and ravens won't make up for it as they don't do shit vs mutas. And that isn't even mentioning their complete lack of viability in a bio army.

Avilo does play "like normal people" who play mech and he can play Bio Raven in TvZ pretty well.

What I'm trying to say here, is.... you seem to be making your arguments up out of thin air. You assume that Raven probably sucks with Bio, because no one does it (and theorycrafting maybe). Am I right?





ps: i'm playing bio raven in every TvZ and it makes the zergs whine in a large number of cases

I can't wait to see your debut in WCS Challenger.

Of course Avilo loses against most top tier players, but it still looks like he'd have a really great chance at pulling off a Raven transition. And sometimes he does. And in superlategame he actually stands a great fight against Korean top tier Terrans...

So judging from this, I believe that a great player could regularly pull off a Raven transition in top tier matches. Your counter-argument is "but Avilo loses to top tier Koreans".



Let me try to sum up your opinion. Koreans don't play Raven, because there's no chances to transition? Is that what you're saying?

Doesn't even matter what my opinion is, yours is based entirely on speculation that has already been disproven by reality (bold emphasis mine). He also doesn't come close to competing with Korean top-tier Terrans. At best, he can take a lucky ladder game once in a blue moon against mid-tier Koreans.

Worse still is how he consistently fails to perform well with this style at a competitive level despite playing it all the time, against opponents who almost never face this style of play. In other words, the opponent's response isn't even optimal. This is just a general inevitability, as nobody at higher tiers plays the super late game mass-raven style on a regular basis. Usually when you buck the meta-game trend with a viable strategy, you can get a lot of free wins just by your opponent responding poorly. I honestly suspect this to be the only reason Avilo gets into GM in the first place, and also why he comes nowhere close to a professional level of play (hence his extremely early and embarassing drop outs in tournament qualifiers).

I hate to write these kinds of posts because it feels like I'm just bashing Avilo, but the real problem is people like you putting him on an unrealistic pedestal.

I'm sad I couldn't convince you in the slightest.

Here's another point: I could show you numerous top tier Korean games with Terrans going Mech, doing great until messing up by not transitioning to Raven. It's so tangible and easy to see, once you see an actual game. Anyway, I obviously cant be assed to search for the replays now.

If you dont trust me on that one, okay.



So you stick to your argument, "Koreans don't play it, so it's not viable in top tier"?



Obviously you won't be able to pull off a transition in every game. But the games where a transition seems reasonable are quite a few, IMHO.




PS: "Terran has no AoE", trololol.

I-I c-can show you b-but huh c-can't search replay f-for you. I s-swear.

Pretty much sums it up. Low-Masters-at-best thinks he knows better than the pros. Ravens are a perfectly viable unit (including a couple in your army composition is quite powerful, especially when going mech), but the idea of massing Ravens isn't competitively reasonable. It's not some new concept; if it was actually consistently viable to mass them we'd see players taking their money to the bank already.

I think the weirdest part was beg's p.s.; Terran has a bunch of AoE so wtf?
Twitter: @iamcaustic
pmp10
Profile Joined April 2012
3323 Posts
July 23 2014 19:30 GMT
#280
On July 24 2014 02:55 viperattack999 wrote:
Show nested quote +
On July 24 2014 00:12 MockHamill wrote:
I would have preferred:
1) Tanks do more damage.
2) Factories become less expensive.
3) Immortals get less shields.
4) Tempest supply increased to 6.

This change, while helping bio, does not do much for mech.

I have basically stopped watching pro games because mech is not viable at pro level outside of TvT. As a mech player I learn nothing from watching 300+ APM Koreans running around with bio. I have seen it for years and it is simply boring.

Blizzard prolly gonna wait till LOV to make major changes. I'm not convinced they have the balls to make the changes necessary to dramaticly improve the game, but we can always hope they'll grow a pair.

The widow mine change may balance Terran, which is good, but it doesn't address the underlying issues Terran has had for a long time. Blizzard always talks a good game regarding game improvements but their actions don't measure up. Too timid when big changes are needed.

We can't even be sure if LotV will have any multiplayer changes.
For all we know it might end up as singleplayer-only campaign.
And even if it dose change things - competitive scene may be dead by the time it's out.
Sadly the time for fixing SC2 was about a year ago.
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