• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 16:18
CET 22:18
KST 06:18
  • 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
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!41$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
StarCraft, SC2, HotS, WC3, Returning to Blizzcon! Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[BSL21] RO32 Group A - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1519 users

Legacy of the Void: Multiplayer Development Update - Page 9

Forum Index > SC2 General
680 CommentsPost a Reply
Prev 1 7 8 9 10 11 35 Next All
TheDwf
Profile Joined November 2011
France19747 Posts
December 17 2014 22:06 GMT
#161
On December 18 2014 07:04 SackOfWetMice wrote:
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a couple sentries (guardian shield) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

And then Protoss still builds the deathball with buffed gate units. No thanks.
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-12-17 22:13:01
December 17 2014 22:08 GMT
#162
On December 18 2014 06:53 TheDwf wrote:
Show nested quote +
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things

Yeah, this; except perhaps for Zerg, where both the Lurker and the Ravager can be nice.

They should remove the swarm host and replace it with the lurker, I think that's the superior choice. The game probably has enough units already, one more per race would be okay, but two is pushing it. Like, what's even the point of the cyclone and herc if not to simply add new units? The disruptor is there to fulfill a similar role as the colossus at the same tech level.

I don't know, actually, part of me thinks that if mobas can get away with 100+ heroes then it would be okay to have multiple overlapping units in sc2. It makes scouting more difficult, it adds to the knowledge entry barrier, the game becomes more difficult to balance and it loses some of its clarity. There are benefits though.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
December 17 2014 22:11 GMT
#163
On December 18 2014 07:08 Grumbels wrote:
Show nested quote +
On December 18 2014 06:53 TheDwf wrote:
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things

Yeah, this; except perhaps for Zerg, where both the Lurker and the Ravager can be nice.

They should remove the swarm host and replace it with the lurker, I think that's the superior choice. The game probably has enough units already, one more per race would be okay, but two is pushing it. Like, what's even the point of the cyclone and herc if not to simply add new units? The disruptor is there to fulfill a similar role to the colossus at the same tech level.

I don't know, actually, part of me thinks that if mobas can get away with 100+ heroes then it would be okay to have multiple overlapping units in sc2. It makes scouting more difficult, it adds to the knowledge entry barrier, the game becomes more difficult to balance and it loses some of its clarity. There are benefits though.


SH can be good for the game. See: ForGG vs Life. When they take on the role of the BW tank and other Zerg units act as the vulture, the dynamic is very engaging.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
December 17 2014 22:12 GMT
#164
On December 18 2014 06:52 DinoMight wrote:
Also I don't understand what they're doing.

1) Upgrades should be meaningful.
2) Removes a core Immortal ability and makes it an upgrade.

-_____- ???

How about make the extended WP range thing an upgrade to address balance issues?

The whole point of Immortals is that they're tough. Without any sort of special shields or abilities they're pretty useless (Mortals).




Context is everything. If the immortal is functional without the ability and it's placed as an upgrade then that's a good example of having meaningful upgrades in the game that change unit interactions. However, if the immortal needs the shield to function and on top of that you were used to the shield ability to begin with then it becomes an annoying upgrade which perhaps merely exists as a necessary evil. It depends partly on one's point of view though.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-12-17 22:17:15
December 17 2014 22:12 GMT
#165
On December 18 2014 07:04 SackOfWetMice wrote:
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a few sentries (guardian shield, force fields on your ramp) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

I think it would be perfect. Sentries/Stalkers/Zealots that do a little more damage against early game bio/roach pushes.

Make it slow like Sentries, and not have an attack of its' own, like HTs/Infestors.

I call it the number 3 deathball effect unit, the first is the colossus, the second is the sentry.
I agree that toss needs something for the early/mid game specially with new z and t units and warpgate nerf, but not yet another thing that force the protoss army to stay clumped.
@ Grumbels: i think overlapping units can make scouting less effective and its no good. You scout a robo bay and don't know if its disruptor or colossus. Or early armory and don't know if its Hercs or hellbats (or thor rush ). Its potentially bad.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
DoD_SymphoniC
Profile Joined June 2013
14 Posts
December 17 2014 22:14 GMT
#166
I'm somewhat discouraged and confused that they're removing the Photon Overcharge nerf. LotV is the last opportunity Blizzard has to redesign Protoss in a way that they'll actually need--get ready for it--units (!!!) to defend aggression; NOT one hero unit and one click.

I like a lot of the other changes being discussed, particularly in regards to quickening the pace of the game and placing greater emphasis on macro and harassment as opposed to turtling into deathballs. Photon Overcharge remaining the way it is, though, seems to fly in the face of that philosophy.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
Last Edited: 2014-12-17 22:18:59
December 17 2014 22:15 GMT
#167
On December 18 2014 07:04 SackOfWetMice wrote:
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a few sentries (guardian shield, force fields on your ramp) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

I think it would be perfect. Sentries/Stalkers/Zealots that do a little more damage against early game bio/roach pushes.

Make it slow like Sentries, and not have an attack of its' own, like HTs/Infestors.


That or something similar would be my wish. Imagine like sth that needs twighlight council tech and is some kind of adept templar or sth and has abilities like the flat damage buff or shield recharge.

These abilities could be interesting if they have to be controled correctly. Letz say they need the unit to channel and stand in one place for a while. This would also open possibilities for counterplay such as kiting away or target firing that unit.

On December 18 2014 07:12 Superbanana wrote:
Show nested quote +
On December 18 2014 07:04 SackOfWetMice wrote:
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a few sentries (guardian shield, force fields on your ramp) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

I think it would be perfect. Sentries/Stalkers/Zealots that do a little more damage against early game bio/roach pushes.

Make it slow like Sentries, and not have an attack of its' own, like HTs/Infestors.

I call it the number 3 deathball effect unit, the first is the colossus, the second is the sentry.
I agree that toss needs something for the early/mid game specially with new z and t units and warpgate nerf, but not yet another thing that force the protoss army to stay clumped.


I dont think thats automatically true. The deathball effect from the sentry comes mostly from FF and the deathball effect from colossus comes from the fact that its AoE stacks. A P unit with an attack or shield buff which is reasonably sized and does not stack(!) would work just as well in small to medium sized groups.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-12-17 22:17:05
December 17 2014 22:15 GMT
#168
On December 18 2014 07:08 Grumbels wrote:
Show nested quote +
On December 18 2014 06:53 TheDwf wrote:
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things

Yeah, this; except perhaps for Zerg, where both the Lurker and the Ravager can be nice.

They should remove the swarm host and replace it with the lurker, I think that's the superior choice. The game probably has enough units already, one more per race would be okay, but two is pushing it. Like, what's even the point of the cyclone and herc if not to simply add new units? The disruptor is there to fulfill a similar role to the colossus at the same tech level.

I don't know, actually, part of me thinks that if mobas can get away with 100+ heroes then it would be okay to have multiple overlapping units in sc2. It makes scouting more difficult, it adds to the knowledge entry barrier, the game becomes more difficult to balance and it loses some of its clarity. There are benefits though.


Yeah, really don't like the new SH at all from playing/watching the mod.
I could see the cyclone has a great bio-->mech transition unit. Since it doesn't have obvious drawbacks and is somewhat mobile it could work as kind of "supermarine" to combat ultras and Protoss lategame in general when splash becomes too much too handle. Especially since the unit is gasheavy it might be very smooth.
Herc, I don't know. I think it can be a fun unit, but as they write in that blog they too don't seem to have a clue what it really should do. Just *something* against ling/bling and light and some cool micro. I don't dislike that, because cool micro equals fun. I'm not sure the unit will really fullfill that.

for the overlap... just make reduce the actual buildable units to 7-10 and then prechoose your compositions. (then add a new unit every few months)
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
December 17 2014 22:16 GMT
#169
--- Nuked ---
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
December 17 2014 22:18 GMT
#170
On December 18 2014 07:11 pure.Wasted wrote:
Show nested quote +
On December 18 2014 07:08 Grumbels wrote:
On December 18 2014 06:53 TheDwf wrote:
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things

Yeah, this; except perhaps for Zerg, where both the Lurker and the Ravager can be nice.

They should remove the swarm host and replace it with the lurker, I think that's the superior choice. The game probably has enough units already, one more per race would be okay, but two is pushing it. Like, what's even the point of the cyclone and herc if not to simply add new units? The disruptor is there to fulfill a similar role to the colossus at the same tech level.

I don't know, actually, part of me thinks that if mobas can get away with 100+ heroes then it would be okay to have multiple overlapping units in sc2. It makes scouting more difficult, it adds to the knowledge entry barrier, the game becomes more difficult to balance and it loses some of its clarity. There are benefits though.


SH can be good for the game. See: ForGG vs Life. When they take on the role of the BW tank and other Zerg units act as the vulture, the dynamic is very engaging.

Well, the current swarm host is already gone and replaced with a different version. And even if the unit was the cause for various interesting games there were too many downsides and the game is better off without it. Like, if you had a new unit design and you would say to yourself: "well, this is broken some of the time, but it might also be cool sometimes" then it would be obvious you had to cut your losses and try again with something else.

Honestly though, it might be cool to have "wild-card" units like the new swarm host which do not fulfill a strictly necessary role, but which can be used as a surprise strategy to create unique games.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Karis Vas Ryaar
Profile Blog Joined July 2011
United States4396 Posts
Last Edited: 2014-12-17 22:19:55
December 17 2014 22:18 GMT
#171
On December 18 2014 07:12 Grumbels wrote:
Show nested quote +
On December 18 2014 06:52 DinoMight wrote:
Also I don't understand what they're doing.

1) Upgrades should be meaningful.
2) Removes a core Immortal ability and makes it an upgrade.

-_____- ???

How about make the extended WP range thing an upgrade to address balance issues?

The whole point of Immortals is that they're tough. Without any sort of special shields or abilities they're pretty useless (Mortals).




Context is everything. If the immortal is functional without the ability and it's placed as an upgrade then that's a good example of having meaningful upgrades in the game that change unit interactions. However, if the immortal needs the shield to function and on top of that you were used to the shield ability to begin with then it becomes an annoying upgrade which perhaps merely exists as a necessary evil. It depends partly on one's point of view though.


To adress Blizzard's post said that upgrades for late game units are redundant especially since the units need those upgrades to function and there's no reason to not have them. Like Ultralisks literally don't work without armor and you usually get yamato can as soon as you build battlecruisers.. they said that upgrades should be done to make lower power units more viable in the late game. I'm not sure how viable immortals will be without the upgrade but again blizzard is just trying different things to avoid impossible to stop immortal warp prison harrssment.

but yeah this all depends on how viable immortals are without the upgrade.
"I'm not agreeing with a lot of Virus's decisions but they are working" Tasteless. Ipl4 Losers Bracket Virus 2-1 Maru
TheDwf
Profile Joined November 2011
France19747 Posts
December 17 2014 22:18 GMT
#172
On December 18 2014 07:16 SatedSC2 wrote:
The more I hear, the less I like.

Between this and the map-pool going back to the horror that was season 3, I'm finding it very hard to get motivated to play...

It's just for two weeks, you know.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-12-17 22:32:54
December 17 2014 22:21 GMT
#173
--- Nuked ---
Grumbels
Profile Blog Joined May 2009
Netherlands7031 Posts
Last Edited: 2014-12-17 22:35:14
December 17 2014 22:26 GMT
#174
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Glockateer
Profile Joined June 2009
United States254 Posts
December 17 2014 22:27 GMT
#175
The resources is in the right direction. Focusing on how to make workers more efficient on multiple bases is important to give an economy advantage to riskier 5-6 base play (or something of that nature).

I really think 10 workers is better simply to allow an early worker to be sent out with the 15-30 seconds extra to proxy and give more room for openers. The games would be too cookie-cutter if they cross the fine line of early variations. It'd be boring seeing the same "solved" build beating every cheese or opener in the game.

Protoss need a fighting unit as stated. I could see a new T2 Protoss unit that did small AOE being a beneficial transition instead of colossus or templar instantly. I'm really sure a creative and fun unit can be made even without splash damage. One with the ability to cross through sentry force fields or had an extra attack every x seconds for hit and run potential can synergize better than another harassment unit. The extra attack could be anything from a slow to a psi blast. Just throwing out ideas.

It has been cool seeing mech be viable. For the Terran upgrades, if it needs to be split for balance issues then split the air and mech attack upgrades while keeping the armor shared. That'd make a mech/air composition 3 upgrades instead of 4 for viability sake. The herc knockback can actually be interesting.

Zerg changes seem well but are still developing like the rest of the game. I haven't thought of another useful infestor spell. A temporary move speed bonus aoe on creep could be a defensive spell. Clearly a baneling catapult is needed. Granted, being able to launch banelings at air units would be hilarious.

Excited for LotV!
GET SM4SHED
SackOfWetMice
Profile Joined October 2014
United States288 Posts
December 17 2014 22:27 GMT
#176
On December 18 2014 07:06 TheDwf wrote:
Show nested quote +
On December 18 2014 07:04 SackOfWetMice wrote:
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a couple sentries (guardian shield) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

And then Protoss still builds the deathball with buffed gate units. No thanks.

...You can obviously balance it. Smaller area of effect, smaller damage buff, etc. Just something to make early Sentries/Stalkers that are in a defensive position slightly more effective.
Zest - Flash - TY - Top 3 SC2! - KT Rolster Fighting, #6 team in Proleague! - Zest #1 Proleague Ace Player!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-12-17 22:38:29
December 17 2014 22:29 GMT
#177
delete plz
SackOfWetMice
Profile Joined October 2014
United States288 Posts
December 17 2014 22:31 GMT
#178
Or possibly, remove Photon Overcharge and replace it with a spell that makes the Nexus give a flat damage/armor buff to friendly units near it.
Zest - Flash - TY - Top 3 SC2! - KT Rolster Fighting, #6 team in Proleague! - Zest #1 Proleague Ace Player!
Whitewing
Profile Joined October 2010
United States7483 Posts
December 17 2014 22:33 GMT
#179
Blizzard is going about this expansion thing the wrong way. Rather than reducing the minerals in each patch, they should be reducing the amount of patches at each base, meaning saturation is fewer workers. This encourages more expanding to take advantage of the extra supply: suddenly you can make use of 4 or 5 bases simultaneously rather than just holding extra for when you run out in your other bases. The current form simply punishes players for not expanding, rather than rewarding them for doing so.

It also unnecessarily punishes players for falling behind. Come-backs become much harder when you can't build up for a while, try to take favorable engagements, and slowly expand. You run out of money before you can rebuild now, meaning one fight is more likely than ever to kill you. Reducing mineral patches will reduce income rates overall at the start of the game and will encourage more, but smaller, engagements and make deathballing harder and maxing out slower. The current system they are using will just make the game even more of a one and done.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
WhaleOFaTale
Profile Joined June 2014
46 Posts
December 17 2014 22:34 GMT
#180
I have been thinking, how bout for terran they give a bomber/stealth fighter type unit. There have been no new terran air units yet, and no air units that deal aoe to ground (not counting seeker missle). With this unit you draw a "bombing path" with your mouse LOL-esque. This path is visible to the opponent who then has to micro away from this red area. The user could use this ability to split armies in half or prevent the retreat of an army. Give it high health so it can't be focused down so quickly. Wahla!
Prev 1 7 8 9 10 11 35 Next All
Please log in or register to reply.
Live Events Refresh
BSL 21
20:00
ProLeague - RO32 Group A
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
ZZZero.O220
LiquipediaDiscussion
LAN Event
18:00
Stellar Fest: Day 2
ByuN vs LamboLIVE!
Zoun vs Scarlett
Clem vs TriGGeR
ComeBackTV 991
UrsaTVCanada792
IndyStarCraft 286
EnkiAlexander 60
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 286
Nathanias 74
Railgan 51
elazer 48
StarCraft: Brood War
Sea 1574
ZZZero.O 220
White-Ra 135
Dota 2
febbydoto14
LuMiX1
League of Legends
KnowMe84
Counter-Strike
kRYSTAL_37
Heroes of the Storm
Liquid`Hasu420
Khaldor240
Other Games
Grubby4374
Beastyqt764
Pyrionflax259
Mlord217
Fuzer 205
mouzStarbuck137
ToD112
ArmadaUGS86
goatrope76
Organizations
Other Games
gamesdonequick765
Counter-Strike
PGL156
Other Games
angryscii13
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• LaughNgamezSOOP
• intothetv
• IndyKCrew
StarCraft: Brood War
• 3DClanTV 35
• HerbMon 29
• Airneanach17
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2681
• Ler88
• lizZardDota280
League of Legends
• imaqtpie2771
Other Games
• Scarra498
• Shiphtur272
• tFFMrPink 18
Upcoming Events
Replay Cast
1h 43m
Sparkling Tuna Cup
12h 43m
WardiTV Korean Royale
14h 43m
LAN Event
17h 43m
IPSL
20h 43m
JDConan vs WIZARD
WolFix vs Cross
BSL 21
22h 43m
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d 11h
Wardi Open
1d 14h
WardiTV Korean Royale
2 days
Replay Cast
3 days
[ Show More ]
Kung Fu Cup
3 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
6 days
BSL 21
6 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.