• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 17:02
CET 23:02
KST 07:02
  • 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: Winners11Intel 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
[TLMC] Fall/Winter 2025 Ladder Map Rotation7Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada Craziest Micro Moments Of All Time? SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
RSL S3 Round of 16 Master Swan Open (Global Bronze-Master 2) Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
BW General Discussion FlaSh on: Biggest Problem With SnOw's Playstyle Terran 1:35 12 Gas Optimization BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals
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 EVE Corporation Should offensive tower rushing be viable in RTS games? Path of Exile
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
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread The Games Industry And ATVI
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
2024 - 2026 Football Thread Formula 1 Discussion 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
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1670 users

Call to Action: February 23 Balance Testing - Page 11

Forum Index > SC2 General
261 CommentsPost a Reply
Prev 1 9 10 11 12 13 14 Next All
PressureSC2
Profile Joined January 2016
122 Posts
Last Edited: 2016-02-25 03:26:52
February 25 2016 03:22 GMT
#201
This thread is important lets try to be respectful. Also, Blizz has too much invested in the franchise/brand to donate control over balance - I doubt that is even a possibility at all for business/investor reasons.

A few point to add:

- Tankivac removes the TvT high ground advantage to the defender in many cases. We used to have to siege up on the edge of bases and scan or rely on a flying unit that could be picked off for vision. This was already a game ending strategy in many cases without need to doom drop. It could end a turtle.

- Blizzard has recognized the need to preserve this high ground advantage as a core mechanic when the MS core had vision reduced to reduce blink all ins. Blizzard used more high ground advantage to solve an early-mid game issue.

- Terrans and Protoss probably didn't see a need to buff spores in HOTS. But it was the zerg feedback that was most relevant because the change was needed because all we saw were Muta wars in ZvZ. Here, terrans want a nerf to tankivac to fix TvT. Two thirds of the feedback being offered may not actually be aimed at the real problem with tankivac, which is in playing TvT. This has to be considered.

- The tankivac change will probably create more need for balance changes not solve them. That is ok because the game needs a big GAMEPLAY change. It may take longer to see the metagame settle. Do you want an average sc2 or the best sc2 for the next 10 years?
NinjaDuckBob
Profile Joined March 2014
183 Posts
Last Edited: 2016-02-25 03:24:43
February 25 2016 03:24 GMT
#202
On February 25 2016 05:58 Spinoza wrote:
Personally, I think we need to wrestle the balance tweaks from Blizzards hands. This can not go on any longer, it is like watching a headless duck wandering about the yard.

Give balance tweaks over to the community where it actually belongs.

They tested majority vote with dreampool. The only map pool I've seen a large-scale major emergency reversion on. Just because people play a game doesn't mean they're experts at game design.
NinjaDuckBob ~ Fear the fuzzy!
Danglars
Profile Blog Joined August 2010
United States12133 Posts
February 25 2016 04:51 GMT
#203
On February 25 2016 12:22 PressureSC2 wrote:
This thread is important lets try to be respectful. Also, Blizz has too much invested in the franchise/brand to donate control over balance - I doubt that is even a possibility at all for business/investor reasons.

A few point to add:

- Tankivac removes the TvT high ground advantage to the defender in many cases. We used to have to siege up on the edge of bases and scan or rely on a flying unit that could be picked off for vision. This was already a game ending strategy in many cases without need to doom drop. It could end a turtle.

- Blizzard has recognized the need to preserve this high ground advantage as a core mechanic when the MS core had vision reduced to reduce blink all ins. Blizzard used more high ground advantage to solve an early-mid game issue.

- Terrans and Protoss probably didn't see a need to buff spores in HOTS. But it was the zerg feedback that was most relevant because the change was needed because all we saw were Muta wars in ZvZ. Here, terrans want a nerf to tankivac to fix TvT. Two thirds of the feedback being offered may not actually be aimed at the real problem with tankivac, which is in playing TvT. This has to be considered.

- The tankivac change will probably create more need for balance changes not solve them. That is ok because the game needs a big GAMEPLAY change. It may take longer to see the metagame settle. Do you want an average sc2 or the best sc2 for the next 10 years?
The question is whether a big game-changing patch on siege tanks is a proper start to creating more balance changes that it solves. If other units need a nerf because they overrun tank play easily, will it happen or just stop there? Every next iteration of balance testing will be viewed in how it affects XvT and ALSO ZvZ ZvP and PvP. I say this is the wrong change to start a healthy future round of balancing. Blizzard is obviously unwilling to return to WoL level siege tanks (50 damage flat, REALLY crushed ling/blings running through). I give that example just to show you the other side: an overbuff to compensate for the nerf would also "create more need for balance changes" in a game that "needs a big GAMEPLAY change." It would in this case spur other units to be buffed, versus other units to be nerfed.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
emc
Profile Joined September 2010
United States3088 Posts
February 25 2016 07:09 GMT
#204
I'm hoping for a late game upgrade at the fusion core for tankivac
Loccstana
Profile Blog Joined November 2012
United States833 Posts
February 25 2016 07:45 GMT
#205
Where is the cyclone buff? The unit is nigh useless right now.
[url]http://i.imgur.com/lw2yN.jpg[/url]
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
February 25 2016 07:57 GMT
#206
If you remove Tankivac at least let me pick them up sieged so that I have a chance of saving them. It is still a big nerf as the Medivac is not healing units whilst boosting away, the tank drops unsieged and is still very vulnerable to being chased down, it is not contributing firepower for a good while, it sinks APM. It also helps against the retarded blinding cloud later game.
Creager
Profile Joined February 2011
Germany1920 Posts
February 25 2016 08:49 GMT
#207
Really want to see Tankivacs go, especially in TvT. Positional play nowadays is just looking at a spot on a map, thinking "yup looks nice" and boosting dem Tankivacs into position to drop, giving the defender too little time to react or reposition accordingly.

I'm a long time Terran player with my best MU being TvT by far (at least in Wings and Hots) which came down to me often having a better understanding of abusing positional advantages with mech. Out of all MU it felt the most rewarding, but with Lotv I could no longer keep up with all the high speed doom dropping with Tanks. It nullifies the defender's advantage and forces you to go bio to give your army the mobility and synergy with Medivacs. This is all my personal experience, of course, so feel free to disagree.

On February 25 2016 16:57 DeadByDawn wrote:
If you remove Tankivac at least let me pick them up sieged so that I have a chance of saving them. It is still a big nerf as the Medivac is not healing units whilst boosting away, the tank drops unsieged and is still very vulnerable to being chased down, it is not contributing firepower for a good while, it sinks APM. It also helps against the retarded blinding cloud later game.


The proposed idea of being able to defensively lift a Tank in siege mode but only unload it in tank mode may be a really good compromise, should tone down the power of doom drops with Tanks a lot, which currently is my biggest concern in the matchup without removing the defensive APM sink which also makes for exciting plays to watch. The versatility of current Tankivacs is just too good and too easy for the attacking player to execute, which makes it frustrating to play against as you rarely feel like having been outplayed.
... einmal mit Profis spielen!
Elentos
Profile Blog Joined February 2015
55555 Posts
Last Edited: 2016-02-25 09:08:37
February 25 2016 09:04 GMT
#208
On February 25 2016 17:49 Creager wrote:
+ Show Spoiler +
Really want to see Tankivacs go, especially in TvT. Positional play nowadays is just looking at a spot on a map, thinking "yup looks nice" and boosting dem Tankivacs into position to drop, giving the defender too little time to react or reposition accordingly.

I'm a long time Terran player with my best MU being TvT by far (at least in Wings and Hots) which came down to me often having a better understanding of abusing positional advantages with mech. Out of all MU it felt the most rewarding, but with Lotv I could no longer keep up with all the high speed doom dropping with Tanks. It nullifies the defender's advantage and forces you to go bio to give your army the mobility and synergy with Medivacs. This is all my personal experience, of course, so feel free to disagree.

On February 25 2016 16:57 DeadByDawn wrote:
If you remove Tankivac at least let me pick them up sieged so that I have a chance of saving them. It is still a big nerf as the Medivac is not healing units whilst boosting away, the tank drops unsieged and is still very vulnerable to being chased down, it is not contributing firepower for a good while, it sinks APM. It also helps against the retarded blinding cloud later game.


The proposed idea of being able to defensively lift a Tank in siege mode but only unload it in tank mode may be a really good compromise, should tone down the power of doom drops with Tanks a lot, which currently is my biggest concern in the matchup without removing the defensive APM sink which also makes for exciting plays to watch. The versatility of current Tankivacs is just too good and too easy for the attacking player to execute, which makes it frustrating to play against as you rarely feel like having been outplayed.

As you said, you were a mech player in HotS, so this might not have occured to you, but in marine/tank vs marine/tank doom drops were also insanely strong in HotS already and the tanks had to be picked up and dropped unsieged back then. To me, they were stronger then actually because without tankivacs, any doom drop that lands and sets itself up when you're not perfectly in position gets a better position because your units have to get past your buildings if you want to defend. And you couldn't just counter drop or all your shit dies.

Once I switched to mech in TvT I never lost to another doom drop in HotS again. But I'm not so sure mech is going to be all that good even with the tank changes.
Every 60 seconds in Africa, a minute passes.
Railgan
Profile Joined August 2010
Switzerland1507 Posts
February 25 2016 09:06 GMT
#209
On February 25 2016 16:45 Loccstana wrote:
Where is the cyclone buff? The unit is nigh useless right now.

Underused and useless are not the same thing
Grandmaster Zerg from Switzerland!!! www.twitch.tv/railgan // www.twitter.com/railgansc // www.youtube.com/c/railgansc
Magic Powers
Profile Joined April 2012
Austria4478 Posts
February 25 2016 09:13 GMT
#210
On February 25 2016 13:51 Danglars wrote:
The question is whether a big game-changing patch on siege tanks is a proper start to creating more balance changes that it solves. If other units need a nerf because they overrun tank play easily, will it happen or just stop there? Every next iteration of balance testing will be viewed in how it affects XvT and ALSO ZvZ ZvP and PvP. I say this is the wrong change to start a healthy future round of balancing. Blizzard is obviously unwilling to return to WoL level siege tanks (50 damage flat, REALLY crushed ling/blings running through). I give that example just to show you the other side: an overbuff to compensate for the nerf would also "create more need for balance changes" in a game that "needs a big GAMEPLAY change." It would in this case spur other units to be buffed, versus other units to be nerfed.


This is why for a potential SC3 I propose matchup-specific solutions. F.e. purely hypothetically the first marine attack upgrade gives +1 in TvZ and +1.2 in TvP and +1.1 in TvT. Or different build times for things. Stuff like that would make it very easy to finetune matchups without problems.
If you want to do the right thing, 80% of your job is done if you don't do the wrong thing.
Branch.AUT
Profile Blog Joined May 2010
Austria853 Posts
February 25 2016 10:15 GMT
#211
On February 25 2016 18:13 Magic Powers wrote:
Show nested quote +
On February 25 2016 13:51 Danglars wrote:
The question is whether a big game-changing patch on siege tanks is a proper start to creating more balance changes that it solves. If other units need a nerf because they overrun tank play easily, will it happen or just stop there? Every next iteration of balance testing will be viewed in how it affects XvT and ALSO ZvZ ZvP and PvP. I say this is the wrong change to start a healthy future round of balancing. Blizzard is obviously unwilling to return to WoL level siege tanks (50 damage flat, REALLY crushed ling/blings running through). I give that example just to show you the other side: an overbuff to compensate for the nerf would also "create more need for balance changes" in a game that "needs a big GAMEPLAY change." It would in this case spur other units to be buffed, versus other units to be nerfed.


This is why for a potential SC3 I propose matchup-specific solutions. F.e. purely hypothetically the first marine attack upgrade gives +1 in TvZ and +1.2 in TvP and +1.1 in TvT. Or different build times for things. Stuff like that would make it very easy to finetune matchups without problems.


It would also make the game very convoluted and difficult to learn for new players. DKim repeatedly stated that his intentions were to avoid weird or difficult to comprehend behaviour. That line of thinking also is the reason why we won't see the unsieged drop from sieged pickup, or the pickup from animation.

I do think that making a lot of exceptions and making upgrades behave differently in different cirumstances is convoluted design aswell. If you take a time tested game like chess the rules for Rook movement are: as many squares as you want in a straigh direction. Not something like: 4 squares when attacking a pawn, 3 when attacking a knight, and 3 squares in one and 1 into another direction when not attacking.
weikor
Profile Blog Joined March 2011
Austria580 Posts
February 25 2016 12:10 GMT
#212
On February 25 2016 19:15 Branch.AUT wrote:
Show nested quote +
On February 25 2016 18:13 Magic Powers wrote:
On February 25 2016 13:51 Danglars wrote:
The question is whether a big game-changing patch on siege tanks is a proper start to creating more balance changes that it solves. If other units need a nerf because they overrun tank play easily, will it happen or just stop there? Every next iteration of balance testing will be viewed in how it affects XvT and ALSO ZvZ ZvP and PvP. I say this is the wrong change to start a healthy future round of balancing. Blizzard is obviously unwilling to return to WoL level siege tanks (50 damage flat, REALLY crushed ling/blings running through). I give that example just to show you the other side: an overbuff to compensate for the nerf would also "create more need for balance changes" in a game that "needs a big GAMEPLAY change." It would in this case spur other units to be buffed, versus other units to be nerfed.


This is why for a potential SC3 I propose matchup-specific solutions. F.e. purely hypothetically the first marine attack upgrade gives +1 in TvZ and +1.2 in TvP and +1.1 in TvT. Or different build times for things. Stuff like that would make it very easy to finetune matchups without problems.


It would also make the game very convoluted and difficult to learn for new players. DKim repeatedly stated that his intentions were to avoid weird or difficult to comprehend behaviour. That line of thinking also is the reason why we won't see the unsieged drop from sieged pickup, or the pickup from animation.

I do think that making a lot of exceptions and making upgrades behave differently in different cirumstances is convoluted design aswell. If you take a time tested game like chess the rules for Rook movement are: as many squares as you want in a straigh direction. Not something like: 4 squares when attacking a pawn, 3 when attacking a knight, and 3 squares in one and 1 into another direction when not attacking.


I really dislike the idea too, but new players would just know "get the upgrade & dont get the upgrade", its already a lot more complicated than just 1 attack anyway.

Zealots actually attack twice, so it gives them 2 attack, making them weaker against armor upgrades.
Zealots also take 2 hits to kill a zergling now, increasing their damage by 1/3rd against them.
Damage upgrades are actually completely pointless if they dont change the number of hits required to kill something.
Cyro
Profile Blog Joined June 2011
United Kingdom20321 Posts
February 25 2016 12:33 GMT
#213
Damage upgrades are actually completely pointless if they dont change the number of hits required to kill something.


This is rarely the case though - in a situation like 100% zergling vs 100% zealot, sure. They're both melee no-splash units.

Usually there is a mix of units and things will often die earlier because of more damage having been inflicted. With a unit like the siege tank, there is the main splash radius, secondary and then tertiary splash which is a % of the damage written on tooltip, so you're likely changing interactions there whenever you change damage
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
deacon.frost
Profile Joined February 2013
Czech Republic12129 Posts
February 25 2016 12:38 GMT
#214
On February 25 2016 16:57 DeadByDawn wrote:
If you remove Tankivac at least let me pick them up sieged so that I have a chance of saving them. It is still a big nerf as the Medivac is not healing units whilst boosting away, the tank drops unsieged and is still very vulnerable to being chased down, it is not contributing firepower for a good while, it sinks APM. It also helps against the retarded blinding cloud later game.

I agree, let's do it step by step.
I imagine France should be able to take this unless Lilbow is busy practicing for Starcraft III. | KadaverBB is my fairy ban mother.
ejozl
Profile Joined October 2010
Denmark3459 Posts
Last Edited: 2016-02-25 12:42:50
February 25 2016 12:40 GMT
#215
If Blizzard is really on the fence with this, then they must compromise.
Example:
-Medivac Boost now costs 25 energy.
-Siege Tank deals +4 damage to non-armoured (no Probe/Drone one shot.)
-Return of 2 cargo space Hell Bats.
mb other minimal buff to Mech if needed? Thor? Assault Viking? Cyclone?

The reason I target Medivac Boost is because it would severely nerf doom dropping and energy usage is most targeted at Bio, or Bio&Tank, therefore if you Mech you can spam the ability a lot more. So a huge buff to Mech in TvT.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
SpecKROELLchen
Profile Joined August 2011
Germany151 Posts
February 25 2016 12:49 GMT
#216
This is something different but i think its important too as we all like our progaming players:

We all know what the change of the tankivac will bring- balance is shaking.
What i fear is the future for some progamers.

In my opinion it would be a good thing to introduce some minor Mirror cups in korea
to help the best players of each race getting some salary even if their race is UP for a few month because i think
that is what will happen.

I know that these cups would not be as entertaining as normal cups for the majority but we also have to think about the pros.
[PkF] Wire
Profile Joined March 2013
France24235 Posts
February 25 2016 13:53 GMT
#217
On February 25 2016 21:38 deacon.frost wrote:
Show nested quote +
On February 25 2016 16:57 DeadByDawn wrote:
If you remove Tankivac at least let me pick them up sieged so that I have a chance of saving them. It is still a big nerf as the Medivac is not healing units whilst boosting away, the tank drops unsieged and is still very vulnerable to being chased down, it is not contributing firepower for a good while, it sinks APM. It also helps against the retarded blinding cloud later game.

I agree, let's do it step by step.

I think this is the way this always should have been. No tankivac, but you can pick up sieged tanks. When dropped back they're not sieged anymore. Simple.
RavingRaver
Profile Joined May 2014
Canada57 Posts
Last Edited: 2016-02-25 15:30:03
February 25 2016 15:25 GMT
#218
I've been testing the balance test map on TvZ and TvT. In TvZ, bio tank is still strong. The increased damage and weakened ravager helps compensate. I don't think Mech is viable in TvZ with this change though. TvT is way better, marine tank vs. marine tank has more emphasis on positioning like in HotS.

I think Mech is viable in TvT with this change and Bio is still capable of tearing apart a Mech player. I would not be opposed to allowing siege tanks to be picked up in siege mode and dropped off in tank mode only if the increased siege damage is retained. I don't think they will become OP, probably makes TvZ more balanced if anything IMO.
mCon.Hephaistas
Profile Joined May 2014
Netherlands891 Posts
February 25 2016 17:45 GMT
#219
On February 26 2016 00:25 RavingRaver wrote:
I've been testing the balance test map on TvZ and TvT. In TvZ, bio tank is still strong. The increased damage and weakened ravager helps compensate. I don't think Mech is viable in TvZ with this change though. TvT is way better, marine tank vs. marine tank has more emphasis on positioning like in HotS.

I think Mech is viable in TvT with this change and Bio is still capable of tearing apart a Mech player. I would not be opposed to allowing siege tanks to be picked up in siege mode and dropped off in tank mode only if the increased siege damage is retained. I don't think they will become OP, probably makes TvZ more balanced if anything IMO.


Maybe but you can't nerf ravagers when you can still pickup tanks
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
Last Edited: 2016-02-25 17:49:49
February 25 2016 17:48 GMT
#220
On February 26 2016 02:45 mCon.Hephaistas wrote:
Show nested quote +
On February 26 2016 00:25 RavingRaver wrote:
I've been testing the balance test map on TvZ and TvT. In TvZ, bio tank is still strong. The increased damage and weakened ravager helps compensate. I don't think Mech is viable in TvZ with this change though. TvT is way better, marine tank vs. marine tank has more emphasis on positioning like in HotS.

I think Mech is viable in TvT with this change and Bio is still capable of tearing apart a Mech player. I would not be opposed to allowing siege tanks to be picked up in siege mode and dropped off in tank mode only if the increased siege damage is retained. I don't think they will become OP, probably makes TvZ more balanced if anything IMO.


Maybe but you can't nerf ravagers when you can still pickup tanks


That's entirely debatable. Ravagers are strong units and even with Tankivac, the Tank is relegated strictly to supporting roles.

What you mean to say is that you can't nerf the Ravager with pick-uppable Tanks without fundamentally altering the landscape of TvZ. That's probably true!
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Prev 1 9 10 11 12 13 14 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 58m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
White-Ra 300
PiGStarcraft278
Livibee 94
JuggernautJason87
ZombieGrub85
ProTech34
ForJumy 13
StarCraft: Brood War
Calm 2117
Shuttle 480
UpATreeSC 129
sas.Sziky 67
Rock 28
Sexy 25
NaDa 13
ivOry 13
Dota 2
Dendi1113
syndereN252
Counter-Strike
Foxcn352
Super Smash Bros
Mew2King75
Other Games
Grubby4792
Liquid`Hasu492
C9.Mang072
Trikslyr44
Maynarde42
Nathanias12
fpsfer 1
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Hupsaiya 29
• Adnapsc2 5
• Dystopia_ 2
• intothetv
• Kozan
• sooper7s
• Migwel
• LaughNgamezSOOP
• AfreecaTV YouTube
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2898
• WagamamaTV428
• lizZardDota248
League of Legends
• imaqtpie3312
• TFBlade1190
Other Games
• Shiphtur258
Upcoming Events
Tenacious Turtle Tussle
58m
The PondCast
11h 58m
RSL Revival
11h 58m
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
13h 58m
ByuN vs ShoWTimE
Classic vs Cure
Reynor vs TBD
WardiTV Korean Royale
13h 58m
PiGosaur Monday
1d 2h
RSL Revival
1d 11h
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
1d 13h
herO vs TBD
CranKy Ducklings
2 days
RSL Revival
2 days
herO vs Gerald
ByuN vs SHIN
[ Show More ]
Kung Fu Cup
2 days
IPSL
2 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
2 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
3 days
RSL Revival
3 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
3 days
WardiTV Korean Royale
3 days
BSL 21
3 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
3 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
4 days
Wardi Open
4 days
Monday Night Weeklies
4 days
WardiTV Korean Royale
5 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
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
BLAST Rivals Fall 2025
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
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 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.