• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 16:59
CET 21:59
KST 05:59
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Potential Updates Coming to the SC2 CN Server Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
RepMastered™: replay sharing and analyzer site ASL21 General Discussion KK Platform will provide 1 million CNY Recent recommended BW games Gypsy to Korea
Tourneys
[ASL21] Ro24 Group C [ASL21] Ro24 Group B [ASL21] Ro24 Group A [Megathread] Daily Proleagues
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon Path of Exile
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
Formula 1 Discussion 2024 - 2026 Football Thread Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1389 users

Balance Patch Coming Soon - July 22 - Page 19

Forum Index > SC2 General
522 CommentsPost a Reply
Prev 1 17 18 19 20 21 27 Next All
[PkF] Wire
Profile Joined March 2013
France24238 Posts
July 24 2014 09:32 GMT
#361
I don't get why all people shit on warpgate. Sure it can sometimes be frustrating to play against, but this is what makes Protoss production different and interesting. When I first saw casts of the game -didn't play it at the time- and caught a glimpse of this ability, I was like : "Teleporting units ! That's fucking awesome !" and this is part of why I chose to play Protoss (this plus the fact you don't lose a worker, temporarily or definitely, when building a structure) at a time when Protoss was really not considered overpowered at all.

Honestly I don't see a lot of issues with warpgate nowadays. Introducing a gateway/warpgate duality that's not just "warpgate is better, what are you thinking ?" could be interesting but it needs to be because it introduces some interesting ideas or dynamics rather than just "huh, warpgates so broken, need to make toss noobs think". I haven't seen such ideas yet and always feel the underlying statement is "I hate playing against warpin rounds, so let's make it less good than it is".
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
July 24 2014 09:33 GMT
#362
Honestly I don't see a lot of issues with warpgate nowadays. Introducing a gateway/warpgate duality that's not just "warpgate is better, what are you thinking ?" could be interesting but it needs to be because it introduces some interesting ideas or dynamics rather than just "huh, warpgates so broken, need to make toss noobs think". I haven't seen such ideas yet and always feel the underlying statement is "I hate playing against warpin rounds, so let's make it less good than it is".


I think it's mainly problematic against zerg because toss has a lot of timings that are just really damn hard to deal with and not fun to play against at all.
egrimm
Profile Joined September 2011
Poland1199 Posts
July 24 2014 09:38 GMT
#363
On July 24 2014 17:59 Hider wrote:
Show nested quote +
* It would be castable ability so you would have to target specific unit with VR that you want to kill faster.


That's pretty interesting actually.

So when I look at your suggested ability, it would seem to me to be a requirement that the enemey should have a realistic chance of escaping with his units that is being targetted by PA + at the same time it should be something that is actually practical and efficient to do. It shouldn't just be a theoretical type of micro that noone ever does.

From my experience, counterbased action can be hard to create in theory. Rather, it's more about going into the Starcraft-editor and refining stats over and over untill you have satifisied two conditions;

1) A penalty to the enemy for remicro'ing
2) Made it practical/efficient to remicro

So I can't really tell whether it's gonna work or not.

But if I was going to remove one protoss unit from LOTV, it would probably have to be the Void Ray. While I admit it can be relatively interesting if it get's a good spell, the unit it self is very difficult to make micro-intensive. The Tempest on the other hand can at leat get a better moving shot which the control of that unit feel better. And if you come up with a super interesting ability, then the Tempest (or another unit) could get that as well. The Void Ray doesn't have to exist.


Well, yes I agree that it is hard to tell if it would work or not just by looking on paper. It should definitely be tested and tweaked in editor.
Counterbased micro might be hard to achieve for some units that are just slower than VR's - broodlords come to mind. On the other hand I believe that it would be still easier for zerg's to micro against reworked VR than tempest in it's current form which counterd BL/infestor strat too much. Of course it's not like I want to come back to glorious days of bl/infestor but It would be nice to see some diversity, bl/infestors from time to time in PvZ instead of SH...

What you say about control of tempest vs VR it's true. Tempest are able to be micro'ed in traditional way: shoot - reposition - shoot. However their attack and movement speed is so slow that for me at least doesn't feel nice to micro them in other way that just target fire. Also there is already a lot similar micro (shoot - reposition/move - shoot) in sc2 that I would like to see something new. and btw I always liked the model and animations of VR
sOs TY PartinG
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 24 2014 09:38 GMT
#364
--- Nuked ---
Foxxan
Profile Joined October 2004
Sweden3427 Posts
July 24 2014 09:41 GMT
#365
On July 24 2014 18:32 [PkF] Wire wrote:
I don't get why all people shit on warpgate. Sure it can sometimes be frustrating to play against, but this is what makes Protoss production different and interesting. When I first saw casts of the game -didn't play it at the time- and caught a glimpse of this ability, I was like : "Teleporting units ! That's fucking awesome !" and this is part of why I chose to play Protoss (this plus the fact you don't lose a worker, temporarily or definitely, when building a structure) at a time when Protoss was really not considered overpowered at all.

Honestly I don't see a lot of issues with warpgate nowadays. Introducing a gateway/warpgate duality that's not just "warpgate is better, what are you thinking ?" could be interesting but it needs to be because it introduces some interesting ideas or dynamics rather than just "huh, warpgates so broken, need to make toss noobs think". I haven't seen such ideas yet and always feel the underlying statement is "I hate playing against warpin rounds, so let's make it less good than it is".

It makes the macro "unequal", meaning toss produces units faster than their counterparts.

If the macro is this unequal then its probably hard to make zealot/stalker have a pretty solid strength versus their counterparts:
Terran: marine. marauder, medivac etc
zerg: roach, zergling, hydra etc

So these races then either needs a super macro themself or some other unit that are really strong initself, like the widowmine.

I want the warpgate gone from a normal macro protoss, perhaps add it to another unit for a spell or something so it can still be used but more in a strategic way~
Now the counterparts doesnt need a super strength unit or a supermacro themself so imo this would make it easier to have a micro war + a macro war against each other.

If you look at protoss, they always get their tier3 units because they are so strong, in a nutshell it means gateway units cant hold in strength over the curse of the game so it never ever becomes a macrowar between x race vs protoss.


Now if it becomes here a macrowar and microwar, then imo its easier to make better unit interactions against each other.
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
July 24 2014 09:43 GMT
#366
On July 24 2014 18:32 [PkF] Wire wrote:
I don't get why all people shit on warpgate. Sure it can sometimes be frustrating to play against, but this is what makes Protoss production different and interesting. When I first saw casts of the game -didn't play it at the time- and caught a glimpse of this ability, I was like : "Teleporting units ! That's fucking awesome !" and this is part of why I chose to play Protoss (this plus the fact you don't lose a worker, temporarily or definitely, when building a structure) at a time when Protoss was really not considered overpowered at all.

Honestly I don't see a lot of issues with warpgate nowadays. Introducing a gateway/warpgate duality that's not just "warpgate is better, what are you thinking ?" could be interesting but it needs to be because it introduces some interesting ideas or dynamics rather than just "huh, warpgates so broken, need to make toss noobs think". I haven't seen such ideas yet and always feel the underlying statement is "I hate playing against warpin rounds, so let's make it less good than it is".

People shit on warpgate because it denies the "defender" advantage and as a result of this mechanic protoss has shitty tier 1 units for the biggest price. Where is the thought that Protoss has the most expensive units and the strongest for the price?!(gone, because WG) Also "we cannot hold" phrase... dafuq? ... OK, that's OT a little

And the biggest problem - it is not a strategical decision, it is just an upgrade decision where - WG is just better, that's it. Which is wrong. There should be some disadvantage in using WG over GW, not otherwise. Then if you are 3/4gating the defender who doesn't use WG has an advantage... now think about it... then we can reduce nexus overcharge, buff wg units(so you can defend against phoenix/muta harass(possibly +light dmg for stalkers)) etc. So MSC can be redesigned(still a problem with retreating in PvZ with the army without recall, but we can return the recall to WoL status - therefore MSC stays at home with awesome time warp ). But noone from Blizzard wants to play with correct settings of WG/GW, so we have just one correct decision.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-07-24 09:46:16
July 24 2014 09:45 GMT
#367
--- Nuked ---
Squat
Profile Joined September 2013
Sweden7978 Posts
July 24 2014 09:46 GMT
#368
On July 24 2014 18:32 [PkF] Wire wrote:
I don't get why all people shit on warpgate. Sure it can sometimes be frustrating to play against, but this is what makes Protoss production different and interesting. When I first saw casts of the game -didn't play it at the time- and caught a glimpse of this ability, I was like : "Teleporting units ! That's fucking awesome !" and this is part of why I chose to play Protoss (this plus the fact you don't lose a worker, temporarily or definitely, when building a structure) at a time when Protoss was really not considered overpowered at all.

Honestly I don't see a lot of issues with warpgate nowadays. Introducing a gateway/warpgate duality that's not just "warpgate is better, what are you thinking ?" could be interesting but it needs to be because it introduces some interesting ideas or dynamics rather than just "huh, warpgates so broken, need to make toss noobs think". I haven't seen such ideas yet and always feel the underlying statement is "I hate playing against warpin rounds, so let's make it less good than it is".

Mostly because it creates a situation where the defender's advantage is almost irrelevant, and missing or catching a probe can mean the difference between a safe third and just straight up dying. It makes the game feel random and arbitrary.

It also means the basic protoss units have to be pretty bad for their cost since being able to warp in something like BW quality zealots and dragoons would be completely broken, further compounding the extreme dependence protoss has on their big scary gas units.

I think there should be some kind of trade-off, there should be some incentive to use regular gateways over warp gates. Maybe templars and sentries coming from gateways can start with extra energy, and if you warp them in they start with very low or even no energy. Maybe try limiting warp ins by making each round increase the cooldown until you stop warping in to let it "cool down" for a minute or something.
"Digital. They have digital. What is digital?" - Donald J Trump
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-07-24 09:53:36
July 24 2014 09:51 GMT
#369
On July 24 2014 18:45 SatedSC2 wrote:
Show nested quote +
It makes the macro "unequal", meaning toss produces units faster than their counterparts.

Marine build-time is 25s. Zergling build-time is 24s. Zealot cool-down after a warp-in is 28s.

Walking distance
Two units the first round

What i meant is either its a faster/better macro than their counterpart or slower
Like if its different strength in the macro(either better or worse), then it doesnt become a war.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 24 2014 09:54 GMT
#370
--- Nuked ---
Foxxan
Profile Joined October 2004
Sweden3427 Posts
July 24 2014 09:59 GMT
#371
If all races produced units like Terran does then this game would be a lot more boring.

Why? Isnt this a bit to much black and white thinking?

If the units behave differently with really great unitinteractions i take that every day in the way over
"zealots cant micro"
"stalkers suck"
[PkF] Wire
Profile Joined March 2013
France24238 Posts
Last Edited: 2014-07-24 10:13:13
July 24 2014 10:09 GMT
#372
It's probably because I didn't play BW, but to me warpgate is so much of Protoss identity I'd feel betrayed if I couldn't warp in units any more. When I talk about SCII with friends or family and explain them the different races and try to describe them in a nutshell, the ability to teleport units anywhere you have vision of the battlefield is always one of the things I speak about first and I can tell how awesome it sounds. So I'm pretty adamant the game should be balanced around warpgate for the races to keep their distinctive traits, but that's probably just a matter of taste !
Dingodile
Profile Joined December 2011
4139 Posts
July 24 2014 10:10 GMT
#373
I am only hating on warpgate in use in the first ten minutes. Put it on templar archives or robotic bay.
Grubby | ToD | Moon | Lyn | Sky
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
July 24 2014 10:13 GMT
#374
On July 24 2014 18:45 SatedSC2 wrote:
Show nested quote +
It makes the macro "unequal", meaning toss produces units faster than their counterparts.

Marine build-time is 25s. Zergling build-time is 24s. Zealot cool-down after a warp-in is 28s.

Marine 25s + rally, ling 24s + rally, zealot 5s norally.
That's the thing with warpgates neglecting defenders advantage, especially at 200/200.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
lifecanwait
Profile Joined May 2010
96 Posts
Last Edited: 2014-07-24 10:17:45
July 24 2014 10:13 GMT
#375
Even David Kim has finally realized...

★ ° ☾ ☆ ¸. ¸  ★  :.  . • ○ ° ★  .  * . .  ¸ .   °  ¸. * ● ¸ . ...somewhere   ° ☾ °  ¸. ● ¸ .  ★ ° :.  . • °   .  * :. .in a parallel universe* ● ¸     ° ☾ °☆  . * ¸.   ★ ★ ° . .    . ☾ °☆  . * ● ¸ ..Protoss...° ☾ ★ °● ¸ .   ★ ° :.  . • ○ ° ★  .  * Isn't OP ★ ° ☾ ☆ ¸.

But the change itself seems strange to me. It doesn't change the strong protoss armies in a huge way. Ok lategame is affected a little bit (storm/colossi/timewarp combo), but the firepower itself wasn't reduced by much and was very strong itself in combination with forcefields, even before timewarp was invented.

User was warned for this post
dream as if you'll live forever, live as if you'll die today
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
July 24 2014 10:15 GMT
#376
--- Nuked ---
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
July 24 2014 10:15 GMT
#377
On July 24 2014 19:09 [PkF] Wire wrote:
It's probably because I didn't play BW, but to me warpgate is so much of Protoss identity I'd feel betrayed if I couldn't warp in units any more. When I talk about SCII with friends or family and explain them the different races and try to describe them in a nutshell, the ability to teleport units anywhere you have vision of the battlefield is always one of the things I speak about first and I can tell how awesome it sounds. So I'm pretty adamant the game should be balanced around warpgate for the races to keep their distinctive traits, but that's probably just a matter of taste !

I understand and ypu can!
It just requires wg to have a drawback (warp in with no shields, more expensive, takes longer, spells on cooldown, take extra damage while warping, etcetera) just so getting wg is an actual decision and gateways are better.
Thua, defenders advantage - better pvp - ff/po can get nerfed - tons of options open up - game more fun and diverse.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Big J
Profile Joined March 2011
Austria16289 Posts
July 24 2014 10:16 GMT
#378
On July 24 2014 18:59 Foxxan wrote:
Show nested quote +
If all races produced units like Terran does then this game would be a lot more boring.

Why? Isnt this a bit to much black and white thinking?

If the units behave differently with really great unitinteractions i take that every day in the way over
"zealots cant micro"
"stalkers suck"


But can't you just have both? It's not really different creating fun unit interactions for a unit relations like 2:1 than it is for 1:1. At the end of the day, you are never going to have "perfect fights", in which the armies do have the perfect cost/supply/power-even unitcounts anyways, so your interactions have to be created robust against "number imbalances" anyways.

Also, people that say stalkers suck have no clue about the game.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
Last Edited: 2014-07-24 10:39:38
July 24 2014 10:16 GMT
#379
I think there should be some kind of trade-off, there should be some incentive to use regular gateways over warp gates. Maybe templars and sentries coming from gateways can start with extra energy, and if you warp them in they start with very low or even no energy. Maybe try limiting warp ins by making each round increase the cooldown until you stop warping in to let it "cool down" for a minute or something.


So I kinda see this as the "naive" game-designers dream. This dream consist of wanting to create tradeoffs everywhere in order to create as many decisions as possible into the game. The warptech/gateway-tradeoff reminds me a lot of the debate when Speedmedivacs were introduced as people wanted to have a cost to the usage of the speed-boost.

The reason why I called this line of thought naive is that it ignores whether the added "decisions" makes gameplay more fun over the longer haul.

The main question that should be asked for Speedmedivac was whether restricting terrans from using the speedboost would make the game more fun to play. I always spoke against that as would be a nerf to dropplay + a nerf to pickup units after a battle and then escape them. Overall that would lead to more passive play.
And while making Starcraft more decisions-based (at the expense of mechanics/gameplay) perhaps can make the game interesting for a week or two, the optimal usage of the "decisions"-based abilities will be figured out quite quickly and then the game will be quite unfun.

So add decision into the game if it will create new dynamics and interactions that have potential to be fun even when the game is figured out. But don't add decisions at the exepense of gameplay.

The parallels I draw here to warptech and gateway is that I do not think it's fun at all to switch back and fourth between WG and Gateways. If that really was the case every protoss player in Starbow would just do that all the time. But noone really seems to be willing to learn that even though it theoretically has clear advantages.

Further, it doesn't even add any unique mechanics to protoss. Protoss already has the decision behind a normal productionfacilitiy in the Robo and the "instant" production facility in WG. WG's doesn't need to have a "normal" option as well - That will just make it overlap more with the way Robotics Facility works.

Rather, I suggest to make the Robo cheaper and then create a real decision behind how many robo's you want relative to warpgates. While this suggestion mainly is due to gameplay reasons, it does also create a more interesting tradeoff as well.
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2014-07-24 10:31:25
July 24 2014 10:29 GMT
#380
On July 24 2014 19:16 Big J wrote:
Show nested quote +
On July 24 2014 18:59 Foxxan wrote:
If all races produced units like Terran does then this game would be a lot more boring.

Why? Isnt this a bit to much black and white thinking?

If the units behave differently with really great unitinteractions i take that every day in the way over
"zealots cant micro"
"stalkers suck"


But can't you just have both? It's not really different creating fun unit interactions for a unit relations like 2:1 than it is for 1:1. At the end of the day, you are never going to have "perfect fights", in which the armies do have the perfect cost/supply/power-even unitcounts anyways, so your interactions have to be created robust against "number imbalances" anyways.

Also, people that say stalkers suck have no clue about the game.

Ye? Sure.
But getting x and y vs x and y beeing "equal" would be easier.

Getting it 1:1 in one versus one is probably hard, yes.
But getting 1:1 in two versus two or three versus two etc is probably easier.
Atleast closer with "equal" macro against each other.


My opinion is that stalker is a pretty weak unit, yes.
I know about this supply effecient versus zerg but that comes later, much later.
Versus terran however, he is plain bad overall in fighting power.
And i cant care less if stalker is strong later in the game, its still a shitty boring unit for me with his boring blink.

Yes, my opinion, boring ability yet its a strong ability initself.

Also, you truly believe a warpgate like this is possible to get it "right"?
Two units the first round, no walking distance, can morph from a pylon which can be built anywhere.

28sec cooldown on the zealot+5sec warpin. CB can reduce the cooldown by 10sec~ .

Maybe you are clueless about the game?
Prev 1 17 18 19 20 21 27 Next All
Please log in or register to reply.
Live Events Refresh
BSL
20:00
S22 - Ladder Tour #3
ZZZero.O132
LiquipediaDiscussion
PSISTORM Gaming Misc
15:30
FSL s10 FINALS! PTB vs POG
Freeedom82
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft429
LamboSC2 243
SteadfastSC 61
Vindicta 42
StarCraft: Brood War
Britney 17802
Mini 786
EffOrt 515
Shuttle 319
ZZZero.O 132
Soulkey 118
firebathero 112
hero 53
IntoTheRainbow 11
NaDa 8
Dota 2
Gorgc8887
Counter-Strike
byalli1226
Super Smash Bros
hungrybox338
AZ_Axe95
Heroes of the Storm
Khaldor369
Other Games
summit1g7819
tarik_tv2711
Grubby1774
Beastyqt613
ArmadaUGS484
KnowMe322
mouzStarbuck179
Organizations
Other Games
gamesdonequick2041
StarCraft 2
angryscii 25
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• printf 26
• davetesta16
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota249
League of Legends
• Jankos1698
Other Games
• imaqtpie1152
• Scarra473
Upcoming Events
RSL Revival
13h 1m
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
15h 1m
BSL
22h 1m
Replay Cast
1d 3h
Replay Cast
1d 12h
Afreeca Starleague
1d 13h
Light vs Calm
Royal vs Mind
Wardi Open
1d 14h
Monday Night Weeklies
1d 19h
OSC
2 days
Sparkling Tuna Cup
2 days
[ Show More ]
Afreeca Starleague
2 days
Rush vs PianO
Flash vs Speed
Replay Cast
3 days
Afreeca Starleague
3 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
4 days
The PondCast
4 days
Replay Cast
5 days
RSL Revival
5 days
Replay Cast
6 days
RSL Revival
6 days
BSL
6 days
Liquipedia Results

Completed

Proleague 2026-03-27
WardiTV Winter 2026
Underdog Cup #3

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
StarCraft2 Community Team League 2026 Spring
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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 © 2026 TLnet. All Rights Reserved.