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Legacy of the Void Announced - Page 113

Forum Index > SC2 General
2977 CommentsPost a Reply
Prev 1 111 112 113 114 115 149 Next
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-11-10 19:48:57
November 10 2014 19:47 GMT
#2241
--- Nuked ---
vjcamarena
Profile Joined October 2013
Spain493 Posts
November 10 2014 20:01 GMT
#2242
On November 11 2014 04:26 SatedSC2 wrote:
Show nested quote +
On November 11 2014 04:07 OtherWorld wrote:
On November 11 2014 03:55 SatedSC2 wrote:
On November 11 2014 03:11 OtherWorld wrote:
On November 11 2014 03:08 SatedSC2 wrote:
On November 11 2014 02:53 Liquid`Nazgul wrote:
On November 11 2014 02:50 SatedSC2 wrote:
Efficiency is unchanged, as opposed to conflicting earlier reports.

Thank god for that.

Now they just need to get rid of fewer resources per base and 12 starting workers.

Especially 12 starting workers. Removing the possibility of proxy cheese/early pools is just blatantly catering to people who don't know how to/don't want to scout for such things.

I can't understand for the life of me how you can be against the saturation suggestion. Can you explain what downside you would see to it? The effect I see it having is that games won't stop around 3 base vs 3 base anymore. Whichever player has the defenders advantage can jump up to 4 bases or even more. It will allow for much more diversity, aggression, harass, etc.

Because as with almost everything else announced, encouraging more expansions is a direct nerf to Protoss. Terran and Zerg are mobile and Protoss is not. Nothing we're getting so far increases our mobility and MSC/WG nerfs make it harder to defend multiple bases than it already is. Protoss is already forced into an ultra-defensive posture if they want to take a third base. This will make it even easier to exploit that fact than it already is.

Plus, I more-or-less like HotS for what it is, aside from some imbalanced maps (like last season's ladder pool) and the Swarm Host. I was hoping LotV would address obvious issues rather than be a complete re-work. Blizzard are taking something that I think is stable and generally works pretty well and smashing it up. Of course I am opposed to that.

Well, the current LotV system (less minerals but without reduced efficiency) is precisely what you are against, but the same system with the reduced efficiency is precisely what would allow to encourage expanding without nerfing the immobile race

"Now they just need to get rid of fewer resources per base and 12 starting workers."

I don't want less minerals per base either. You're misunderstanding my argument. The HotS economy is fine how it is.

Hmm I think we're misunderstanding each other then. I was talking about your reaction to the "Efficiency is unchanged" part, because I feel changing mining efficiency would be good for SC2. Obviously, like The_Red_Viper is saying, Protoss would get changed as well based on this new, reduced saturation econ system

Protoss are being changed. WG weakened. MSC weakened. No new units or improved mobility for the current army. It's a massive nerf. I could not possibly overstate how much Protoss is getting dicked on here.


Yeah, I agree that in the pre-alpha version, Toss got heavily nerfed from HOTS. What you should keep in mind though is that that's IN NO WAY the end result! They are commited to having a balanced game (see: big patch changes every year). If they nerf all that they're nerfing, they will buff other things.

Don't worry about the future winrate. It will be MADE to be 50/50. Worry about they making new playstyles viable! They can always just give Zealots 50 extra life if needed, if you catch my drift.

EG: Considering nerfs to Collosi/Warp In and changes to the Inmmortal, as well as ravagers killing FF, they may very well buff Zealot/Stalker or add a new early game unit. Would less reliance on Collossi/FF be good for protoss?

Maybe they'll make it easier to be agressive on PvZ via zealot stalker disruptor, with disruptors playing the Widow Mine and Zealots & Stalkers playing the "Marine" (zealots add dps, Stalkers use range from behind/kill roaches)? That way protoss can get more expos. Would this be a good playstyle?
Mvp and ForGG! - Vortix FTW - Never forget Lucifron
IeZaeL
Profile Joined July 2012
Italy991 Posts
November 10 2014 20:01 GMT
#2243
So how much do new units cost? Do you know this?
Author of Coda and Eastwatch.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 10 2014 20:19 GMT
#2244
If they're going to push the whole "take lots of bases and be mobile" thing, then they need to either give Protoss units that can fight unassisted by AoE or Nerf Stim bio (and potentially Roach/Hydra).

If the new unit they give Protoss comes out of the Gateway, they will need to nerf Warpgate.

We're slowly creeping back towards Brood War here guys. With the new changes it seems Terran has every incentive to Mech and Protoss will need to multiprong and harass/deny bases.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Foxxan
Profile Joined October 2004
Sweden3427 Posts
November 10 2014 20:21 GMT
#2245
Just thought about something really cool. About that archon mode.
Why cant this become the competetive aspect? Imagine the moves that we would see as viewers.

Its like a big teamwork but with 1team.
Imagine archonmode but 3ppl in the same team?

PVT
Rain, zest, partin vs maru, innovation, flash
Their mechanics together.


Something else. Imagine a RTS designed with archon mode in mind.
Wow? The moves, the tactics.
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
November 10 2014 20:31 GMT
#2246
On November 11 2014 05:19 DinoMight wrote:
If they're going to push the whole "take lots of bases and be mobile" thing, then they need to either give Protoss units that can fight unassisted by AoE or Nerf Stim bio (and potentially Roach/Hydra).

If the new unit they give Protoss comes out of the Gateway, they will need to nerf Warpgate.

We're slowly creeping back towards Brood War here guys. With the new changes it seems Terran has every incentive to Mech and Protoss will need to multiprong and harass/deny bases.


I wish the game was more fluent and more about positioning but I just can't see it happening yet with the proposed changes.
The whole protoss race in sc2 is designed to work in a deathball (unless you are doing some early allin of course). Just look at the ground units. They mostly suck alone but combined they do work.

If protoss will be played as in BW then the changes need to be much more radical and to the core IMO.

I haven't touched HoTS either btw.
Revolutionist fan
mijagi182
Profile Joined March 2011
Poland797 Posts
November 10 2014 20:34 GMT
#2247
Hey, forgive my ignorance but are there any streams with the beta already?
oh in the sun sun having fun
PhoenixVoid
Profile Blog Joined December 2011
Canada32746 Posts
November 10 2014 20:44 GMT
#2248
On November 11 2014 05:34 mijagi182 wrote:
Hey, forgive my ignorance but are there any streams with the beta already?

Nope, most we got of actual gameplay with pros was the 2v2s at BlizzCon but that's not even beta, it was alpha gameplay.
I'm afraid of demented knife-wielding escaped lunatic libertarian zombie mutants
imJealous
Profile Joined July 2010
United States1382 Posts
Last Edited: 2014-11-10 21:16:50
November 10 2014 20:45 GMT
#2249
On November 11 2014 05:34 mijagi182 wrote:
Hey, forgive my ignorance but are there any streams with the beta already?

Nope, they are not even in alpha yet. Beta will start some time in the first half of 2015.

On November 11 2014 05:31 Salteador Neo wrote:
Show nested quote +
On November 11 2014 05:19 DinoMight wrote:
If they're going to push the whole "take lots of bases and be mobile" thing, then they need to either give Protoss units that can fight unassisted by AoE or Nerf Stim bio (and potentially Roach/Hydra).

If the new unit they give Protoss comes out of the Gateway, they will need to nerf Warpgate.

We're slowly creeping back towards Brood War here guys. With the new changes it seems Terran has every incentive to Mech and Protoss will need to multiprong and harass/deny bases.


I wish the game was more fluent and more about positioning but I just can't see it happening yet with the proposed changes.
The whole protoss race in sc2 is designed to work in a deathball (unless you are doing some early allin of course). Just look at the ground units. They mostly suck alone but combined they do work.

If protoss will be played as in BW then the changes need to be much more radical and to the core IMO.

I haven't touched HoTS either btw.

From watching the multiplayer panel it sounds like they are still working on several ideas for a new gateway unit. I kinda wonder what would happen if they nerf colossus (reduce its base damage and give it a bonus vs light or armor = to current damage) and introduced some kind of early tech gateway splash damage unit.
... In life very little goes right. "Right" meaning the way one expected and the way one wanted it. One has no right to want or expect anything.
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2014-11-10 20:53:19
November 10 2014 20:50 GMT
#2250
+ Show Spoiler +
On November 11 2014 04:45 Hider wrote:
Show nested quote +
Yeah, but for what you're saying to be true, Protoss needs to be able to trade WAY more cost efficiently than Zerg/Terran if they're going to be down in bases. As it is, Protoss can only be down 1 to Zerg and needs to be even with Terran.

So unless there is a huge unit redesign that allows P to trade way more cost efficiently (doubt anyone in this community will accept such a change seeing the hate that Colossi and Storm get already....) this isn't really possible.


I don't know (?) With a BW economy, I think most people would accept a higher cost-efficiency for protoss (as long as unit design is improved simultaneously).

Bio-play and zerg would then be able to outexpand the protoss player and benefit economically while the toss player could trade more-cost efficiently but have less stuff. As long as the micro-interactions are fun, this could work.
Moreover, if toss can stay at like 2 bases at 16th minute mark, he will have an easier time moving out in midgame which could reward more non-allinsh aggression from protoss.

Vs mech-play, the roles could then be switched and the protoss would attempt to outexpand terran in midgame while terran will harass with Banshee's, Hellions and Cyclones.
This could make the matchups feel a lot more diverse.



I agree completely. I think the economic changes are the right direction for the game to take and yes of course races may need some balancing, like the Terran econ might be to strong vs zerg since with less saturation required and with mules still for Terran zergs normal economy advantage over terran in the early mid game will be wiped out and they will need some kind of buff to compensate maybe Terran and protoss both see mild nerfs to worker production? Or maybe lurkers will turn out to be as strong or stronger then their brood war counterparts and that will resolve the problem. Perhaps also protoss gateway units could get some love to help them deal with the fact they need to hold more bases and their big power units like colossi could receive moderate nerfs in return. Their is so much they could do if they are willing to change the econ that would reduce the death ball syndrome this game has. I'm really looking forward to it as it could radically shake up some of the very stale match ups like tvp.
"when life gives Hero lemons he makes carriers" -Artosis
Hider
Profile Blog Joined May 2010
Denmark9424 Posts
November 10 2014 21:05 GMT
#2251
On November 11 2014 05:50 washikie wrote:
+ Show Spoiler +
On November 11 2014 04:45 Hider wrote:
Show nested quote +
Yeah, but for what you're saying to be true, Protoss needs to be able to trade WAY more cost efficiently than Zerg/Terran if they're going to be down in bases. As it is, Protoss can only be down 1 to Zerg and needs to be even with Terran.

So unless there is a huge unit redesign that allows P to trade way more cost efficiently (doubt anyone in this community will accept such a change seeing the hate that Colossi and Storm get already....) this isn't really possible.


I don't know (?) With a BW economy, I think most people would accept a higher cost-efficiency for protoss (as long as unit design is improved simultaneously).

Bio-play and zerg would then be able to outexpand the protoss player and benefit economically while the toss player could trade more-cost efficiently but have less stuff. As long as the micro-interactions are fun, this could work.
Moreover, if toss can stay at like 2 bases at 16th minute mark, he will have an easier time moving out in midgame which could reward more non-allinsh aggression from protoss.

Vs mech-play, the roles could then be switched and the protoss would attempt to outexpand terran in midgame while terran will harass with Banshee's, Hellions and Cyclones.
This could make the matchups feel a lot more diverse.



I agree completely. I think the economic changes are the right direction for the game to take and yes of course races may need some balancing, like the Terran econ might be to strong vs zerg since with less saturation required and with mules still for Terran zergs normal economy advantage over terran in the early mid game will be wiped out and they will need some kind of buff to compensate maybe Terran and protoss both see mild nerfs to worker production? Or maybe lurkers will turn out to be as strong or stronger then their brood war counterparts and that will resolve the problem. Perhaps also protoss gateway units could get some love to help them deal with the fact they need to hold more bases and their big power units like colossi could receive moderate nerfs in return. Their is so much they could do if they are willing to change the econ that would reduce the death ball syndrome this game has. I'm really looking forward to it as it could radically shake up some of the very stale match ups like tvp.


I was talking about BW economy, not LOTV economy, which has a very different effect on the gameplay.
Lexender
Profile Joined September 2013
Mexico2656 Posts
November 10 2014 21:16 GMT
#2252
On November 11 2014 05:31 Salteador Neo wrote:
Show nested quote +
On November 11 2014 05:19 DinoMight wrote:
If they're going to push the whole "take lots of bases and be mobile" thing, then they need to either give Protoss units that can fight unassisted by AoE or Nerf Stim bio (and potentially Roach/Hydra).

If the new unit they give Protoss comes out of the Gateway, they will need to nerf Warpgate.

We're slowly creeping back towards Brood War here guys. With the new changes it seems Terran has every incentive to Mech and Protoss will need to multiprong and harass/deny bases.


I wish the game was more fluent and more about positioning but I just can't see it happening yet with the proposed changes.
The whole protoss race in sc2 is designed to work in a deathball (unless you are doing some early allin of course). Just look at the ground units. They mostly suck alone but combined they do work.

If protoss will be played as in BW then the changes need to be much more radical and to the core IMO.

I haven't touched HoTS either btw.


But thats basically what they are doing, nerfing WG, FF, PO, Collosus, a lot of speed buffs, Immortal shield change, WP pick up from distance, they are working really hard the core of protoss, they also are nerfing a lot of the turtle mechanics, SH, PDD, Deathballs, David Kim said that they were working in a unit that came from the nexus that helped for early game but they scraped it, so I think is quite certain that the 2nd protoss unit will be a gateway one

On November 11 2014 05:01 IeZaeL wrote:
So how much do new units cost? Do you know this?


They haven't released that information
spajn
Profile Joined August 2011
34 Posts
November 10 2014 21:19 GMT
#2253
It's good but they still did not go far enough. Mining efficiency needs to be changed in order to get a proper macro game with skirmishes all over the map. I also have a hard time seeing how games won't end with one big battle that ends in 5 seconds without nerfing the dps across the board.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-11-10 21:41:03
November 10 2014 21:24 GMT
#2254
First of all its useless to discuss balance at this stage of development, right now only design discussion is helpful. How can we discuss if protoss is weak when they are probably making more drastic changes to all races from now on (the game is clearly broken atm). Yes, early HotS was not balanced, but from what we know the chances of protoss being OP or UP in game release are probably 50/50 atm o_O

About new economy:
Cons:
Less minerals per patch does not give a bigger advantage to a player expanding, since its not easier to expand. All-ins will be as common and powerful as they are now, if not more powerful, since the punishment for losing a base is greater. And since the bases mine out faster, a timing attack that delays your own expansion can become an all in.
Its simple, you get the same extra income with expansion, you invest the same. The difference is that the total minerals you can mine there is reduced. If you lose a base, you get rewarded less to rebuild and the income can only be decreased more, depending on how many patches runned out in your other bases. Games might be decided faster, with a single base falling down. There will be less come backs. Both sides expanding at a faster pace, so if you lose a base there is little chance to ever catch up :/

Pros:
Its possible to expand more in SC2 (not always, but quite often). Players don't do it because its not worth it (look at Terran not landing those macro ccs). 3 base saturation is enough for T and P, so getting your 4th before your main is close to be mined out makes you more vulnerable with a small economic reward (a mule place for T, geysers for P, and a small economic boost with transfered workers). It can work.
Late games can be quite interesting with mined out base everywhere, and expansions in the entire map. In some scenarios it can turn into a very scrappy game. The high econ late game (with those big banks) will be really short lived or maybe non-existant.

So i agree that a change in mining efficiency might be a good idea, since it deals with the cons of the new economy.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
royalroadweed
Profile Joined April 2013
United States8301 Posts
November 10 2014 21:25 GMT
#2255
Not a fan of the stasis mines for the oracle. Feels too terranish for protoss. The opposite goes for the seige tank drop tbh.
"Nerfing Toss can just make them stronger"
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
November 10 2014 21:54 GMT
#2256
I also don't like that Oracle has no lasting detection now...vs DTs you can just bait the revelation then hit with the second DT.... it makes it not a viable way of detection.

Certainly someone MUST come across this in beta...
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
November 10 2014 21:57 GMT
#2257
On November 11 2014 06:54 DinoMight wrote:
I also don't like that Oracle has no lasting detection now...vs DTs you can just bait the revelation then hit with the second DT.... it makes it not a viable way of detection.

Certainly someone MUST come across this in beta...


I think this is intended. Now, oracle doesn't counter DT as hard since you will need a cannon. Oracle will help delay to get that cannon up.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
royalroadweed
Profile Joined April 2013
United States8301 Posts
Last Edited: 2014-11-10 22:00:09
November 10 2014 21:59 GMT
#2258
It seems that the marauder has been changed too. Nathanias said on his stream that they now have reduced damage but hit twice. It also does less damage to armored. He said they're much better at breaking through PPDs now but zealots are harder to kill.
"Nerfing Toss can just make them stronger"
NewSunshine
Profile Joined July 2011
United States5938 Posts
November 10 2014 22:01 GMT
#2259
On November 11 2014 04:47 SatedSC2 wrote:
Show nested quote +
On November 11 2014 04:30 OtherWorld wrote:
On November 11 2014 04:26 SatedSC2 wrote:
On November 11 2014 04:07 OtherWorld wrote:
On November 11 2014 03:55 SatedSC2 wrote:
On November 11 2014 03:11 OtherWorld wrote:
On November 11 2014 03:08 SatedSC2 wrote:
On November 11 2014 02:53 Liquid`Nazgul wrote:
On November 11 2014 02:50 SatedSC2 wrote:
Efficiency is unchanged, as opposed to conflicting earlier reports.

Thank god for that.

Now they just need to get rid of fewer resources per base and 12 starting workers.

Especially 12 starting workers. Removing the possibility of proxy cheese/early pools is just blatantly catering to people who don't know how to/don't want to scout for such things.

I can't understand for the life of me how you can be against the saturation suggestion. Can you explain what downside you would see to it? The effect I see it having is that games won't stop around 3 base vs 3 base anymore. Whichever player has the defenders advantage can jump up to 4 bases or even more. It will allow for much more diversity, aggression, harass, etc.

Because as with almost everything else announced, encouraging more expansions is a direct nerf to Protoss. Terran and Zerg are mobile and Protoss is not. Nothing we're getting so far increases our mobility and MSC/WG nerfs make it harder to defend multiple bases than it already is. Protoss is already forced into an ultra-defensive posture if they want to take a third base. This will make it even easier to exploit that fact than it already is.

Plus, I more-or-less like HotS for what it is, aside from some imbalanced maps (like last season's ladder pool) and the Swarm Host. I was hoping LotV would address obvious issues rather than be a complete re-work. Blizzard are taking something that I think is stable and generally works pretty well and smashing it up. Of course I am opposed to that.

Well, the current LotV system (less minerals but without reduced efficiency) is precisely what you are against, but the same system with the reduced efficiency is precisely what would allow to encourage expanding without nerfing the immobile race

"Now they just need to get rid of fewer resources per base and 12 starting workers."

I don't want less minerals per base either. You're misunderstanding my argument. The HotS economy is fine how it is.

Hmm I think we're misunderstanding each other then. I was talking about your reaction to the "Efficiency is unchanged" part, because I feel changing mining efficiency would be good for SC2. Obviously, like The_Red_Viper is saying, Protoss would get changed as well based on this new, reduced saturation econ system

Protoss are being changed. WG weakened. MSC weakened. No new units or improved mobility for the current army. It's a massive nerf. I could not possibly overstate how much Protoss is getting dicked on here.

No new units/buffs yet. You know perfectly well Blizzard won't release a game with one race being obviously UP (I mean as UP as P looked during the showmatches)

They released WoL with one race being obviously OP. I don't see any reason why they couldn't possibly do the reverse. So no, I do not know perfectly well that Blizzard won't release a game with one race being obviously UP.

WoL was 4 years ago. I don't know what you think you've been contributing to the discussion here, but all I see is classic troll behavior. Not just this thread.
"If you find yourself feeling lost, take pride in the accuracy of your feelings." - Night Vale
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2014-11-10 22:03:31
November 10 2014 22:01 GMT
#2260
Makes sense. PDD sometimes made marauder hopeless in breaking tank positions. Further, zealot armor now counts twice for the marauder shots making the 'marauder ball kiting' maneuver less effective. But hmm, doesn't the + attack cancel out the armor still? Oh maybe the new damage (including both shots) is overall less.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
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