• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:16
CET 16:16
KST 00:16
  • 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
Behind the Blue - Team Liquid History Book herO wins SC2 All-Star Invitational Potential Updates Coming to the SC2 CN Server What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
WardiTV Mondays Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10
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
ASL21 General Discussion KK Platform will provide 1 million CNY RepMastered™: replay sharing and analyzer site Gypsy to Korea mca64Launcher - New Version with StarCraft: Remast
Tourneys
2026 Changsha Offline Cup [ASL21] Ro24 Group B [Megathread] Daily Proleagues [ASL21] Ro24 Group A
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Darkest Dungeon General RTS Discussion Thread 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
The Games Industry And ATVI US Politics Mega-thread European Politico-economics QA Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion 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
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6125 users

Ladder Revamp - Page 10

Forum Index > SC2 General
373 CommentsPost a Reply
Prev 1 8 9 10 11 12 19 Next All
Excalibur_Z
Profile Joined October 2002
United States12240 Posts
June 28 2016 00:37 GMT
#181
On June 28 2016 09:08 NonY wrote:
Looks good. I don't mind that they tried another style of ladder and rank presentation first. Of course the argument was made from the start that StarCraft is a competitive game with players who prefer transparency and a focus on progression of skill rather than a vague ranking with types of progression that don't necessarily correlate to skill. And now Blizzard agrees to take it in that direction. But it doesn't mean it was wrong to try the other way. In fact we still can't determine if we would have been better off all along if we always had this system.

I think GM having daily promotions and demotions is something that should have been in from the start. I suppose the idea was to give a strong incentive for everyone to be very active at the beginning of every season but that idea never really caught on and the result was many people occupying GM spots who do not belong. Now players can compete for the top of the ladder even if they didn't reserve a spot in GM at the start of a season.

Show nested quote +
On June 23 2016 07:09 Charoisaur wrote:
this looks great


On June 23 2016 06:18 Ctone23 wrote:
On June 23 2016 06:06 Legobiten wrote:
On June 23 2016 05:56 JonnySC2 wrote:
I don't get why they still need the pointsystem. Just use the MMR instead.


The points displayed are the MMR.


No, there's still points.

Yes, rankings within your division are still based on division points. MMR and division points are not correlated.

Source



I wonder what the point of the points is when there is already MMR showed.

The games still must be played. MMR is estimating the skill of each player by estimating the probability of winning against other players, but the games still must be played and there must be an actual winner and loser! The point system is the quantifier that reflects the actual games played for that period of competition.

Imagine Zest played NA for a season and achieved an MMR far higher than anyone else. He isn't the winner of the next season too just because no one is able to reach his MMR.

Imagine the finals of a tournament. One player is heavily favored based on recent tournament results. He'd have the highest MMR if we pretended all tournament games were actually ladder games. He still needs to play the games and win them to be the winner, to be declared the best at that tournament.

It's not enough to say "I have the highest MMR. I am the best." Being the best is something that has to be continually proven. That's why points and actual rank matter more than MMR and that's part of the purpose of bonus pool.


That's a good point Tyler about activity being a core component. It absolutely needs to be. I don't know if bonus pool is the best way to go about that because it creates a weird moving target depending on when in the season you're talking about (is 500 points "good"? 1000? 2000? it depends on whether you're talking about week 1 or week 10), but everyone is used to what the bonus pool does by now so it's probably fine.

As for the GM league refactor, I know people had a problem with the ranks being locked-in for a full season, but it was also self-correcting to a certain degree in its initial design. The floor for GM was so high that if you were fighting Diamond opponents you would get only 1 point (+1 bonus) for a win, and wins were the only way to spend bonus pool, which meant that you had to win a ton of games just to be able to tread water if you were boosted. It wasn't until they changed bonus pool to absorb losses that it became really exploitable.
Moderator
nightshade2109
Profile Joined September 2013
South Africa5 Posts
June 28 2016 07:04 GMT
#182
Would be nice if they could give us an ETA like within a month or within the next three months "Very soon" could mean a lot of things.
LDaVinci
Profile Joined May 2014
France130 Posts
June 28 2016 08:52 GMT
#183
There should also be a way for official tournament organizers to have games that affect the MMR, just like in Chess any championship, even the smaller one, changes your elo rank. That way, top players, who mainly play big tournaments on there main account, would have an MMR that means something. This MMR could replace aligulac.

This would also be very interesting for viewers to see the actual MMR of top koreans and top foreigners.
Those who refuse to become better, already stop being good
todespolka
Profile Joined November 2012
221 Posts
Last Edited: 2016-06-28 12:22:51
June 28 2016 12:20 GMT
#184
On June 24 2016 03:31 MockHamill wrote:
Show nested quote +
On June 24 2016 03:03 Excalibur_Z wrote:
On June 24 2016 01:12 MockHamill wrote:
I am surprised it took so long.

I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing.

Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop.


1. Add it to the backlog.
2. Flesh out design with design team.
3. Open meeting to gather feedback.
4. Generate wireframe.
5. Establish acceptance criteria.
6. Have preliminary discussions with the team (Eng, UI, Design, QA, Loc) to determine relative cost/level of effort.
7. Meet with stakeholders to determine business value.
8. Prioritize accordingly against other backlog items based on results from steps 4 and 5.
9. Refine acceptance criteria if necessary and recost.
10. Create sub-tasks.
11. Resolve dependencies and blockers.
12. Full team playtest to record bugs.
13. Resolve bugs.
14. Push to Staging environment to mirror expected Live behavior.
15. Full team playtest to record bugs.
16. Resolve bugs.
17. Send to QA for final approval.
18. Resolve bugs.
19. Schedule final deployment date.
20. Release.

With daily stand-ups and sync meetings, it absolutely makes sense that a feature like this could take weeks or months, even though it's relatively simple.


I really doubt it would take more than a week. Maybe I am just used to working in smaller organisations but we typically go from customer idea to final delivery in 1-2 weeks for smaller things like these and 2-3 months for a large order.

There is nothing in these changes that are complex, a single programmer and a single designer straight out of university (i.e. very inexperienced) would not take this much time to deliver these changes.


First of all we dont know how long it took. But its not the coding which takes time. The design of the model, of math, if it will work as intended and more which takes time. If I had to create such a system, I would easily take 2 month to test everything through if it works as intended and at least 1 month for the basic idea.
The good part is that the math and the development of model doesnt cost much. The cost starts with the develpment process, where you have to coordinate a lot of things (as listed above) and different teams for different tasks.
todespolka
Profile Joined November 2012
221 Posts
Last Edited: 2016-06-28 12:30:47
June 28 2016 12:30 GMT
#185
On June 24 2016 04:17 BaneRiders wrote:
Show nested quote +
On June 24 2016 04:03 JimmyJRaynor wrote:
On June 24 2016 03:31 MockHamill wrote:
On June 24 2016 03:03 Excalibur_Z wrote:
On June 24 2016 01:12 MockHamill wrote:
I am surprised it took so long.

I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing.

Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop.


1. Add it to the backlog.
2. Flesh out design with design team.
3. Open meeting to gather feedback.
4. Generate wireframe.
5. Establish acceptance criteria.
6. Have preliminary discussions with the team (Eng, UI, Design, QA, Loc) to determine relative cost/level of effort.
7. Meet with stakeholders to determine business value.
8. Prioritize accordingly against other backlog items based on results from steps 4 and 5.
9. Refine acceptance criteria if necessary and recost.
10. Create sub-tasks.
11. Resolve dependencies and blockers.
12. Full team playtest to record bugs.
13. Resolve bugs.
14. Push to Staging environment to mirror expected Live behavior.
15. Full team playtest to record bugs.
16. Resolve bugs.
17. Send to QA for final approval.
18. Resolve bugs.
19. Schedule final deployment date.
20. Release.

With daily stand-ups and sync meetings, it absolutely makes sense that a feature like this could take weeks or months, even though it's relatively simple.


I really doubt it would take more than a week. Maybe I am just used to working in smaller organisations but we typically go from customer idea to final delivery in 1-2 weeks for smaller things like these and 2-3 months for a large order.

There is nothing in these changes that are complex, a single programmer and a single designer straight out of university (i.e. very inexperienced) would not take this much time to deliver these changes.


just put an end to the argument and make ur own game. it should take a few weeks.

Yeah, because that is exactly what this update is, a whole new game. Or wait, maybe they are just displaying data they already generated all along?


But he isnt false. You say the same stuff, i said, when i was a child (started to code with 7). The development process in a company is big and doesnt compare to a garage project with one or two coders.
ZenithM
Profile Joined February 2011
France15952 Posts
June 28 2016 13:04 GMT
#186
Looks really good!
JimmyJRaynor
Profile Blog Joined April 2010
Canada17388 Posts
June 28 2016 14:31 GMT
#187
On June 28 2016 16:04 nightshade2109 wrote:
Would be nice if they could give us an ETA like within a month or within the next three months "Very soon" could mean a lot of things.


WoL was "in the home stretch" according to Browder in February 2009. this quote is burned into my memory.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
True_Spike
Profile Joined July 2004
Poland3426 Posts
June 28 2016 15:24 GMT
#188
Great change!
ColterTV
Profile Joined September 2010
Argentina163 Posts
June 28 2016 17:45 GMT
#189
On June 24 2016 03:03 Excalibur_Z wrote:
Show nested quote +
On June 24 2016 01:12 MockHamill wrote:
I am surprised it took so long.

I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing.

Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop.


1. Add it to the backlog.
2. Flesh out design with design team.
3. Open meeting to gather feedback.
4. Generate wireframe.
5. Establish acceptance criteria.
6. Have preliminary discussions with the team (Eng, UI, Design, QA, Loc) to determine relative cost/level of effort.
7. Meet with stakeholders to determine business value.
8. Prioritize accordingly against other backlog items based on results from steps 4 and 5.
9. Refine acceptance criteria if necessary and recost.
10. Create sub-tasks.
11. Resolve dependencies and blockers.
12. Full team playtest to record bugs.
13. Resolve bugs.
14. Push to Staging environment to mirror expected Live behavior.
15. Full team playtest to record bugs.
16. Resolve bugs.
17. Send to QA for final approval.
18. Resolve bugs.
19. Schedule final deployment date.
20. Release.

With daily stand-ups and sync meetings, it absolutely makes sense that a feature like this could take weeks or months, even though it's relatively simple.


Thats great, we just need another 10-15 years for the 'appear offline' option they announced 3 years ago :D
ColterTV Stream -> http://www.twitch.tv/ColterTV
Hadronsbecrazy
Profile Joined September 2013
United Kingdom551 Posts
June 28 2016 18:02 GMT
#190
when is it reaching?
No need Build Orders, Only Micro,Favourite Players: Maru, Zest, soOjwa , CJherO
Bojas
Profile Joined December 2010
Netherlands2397 Posts
June 28 2016 18:09 GMT
#191
On June 29 2016 03:02 Hadronsbecrazy wrote:
when is it reaching?

Next season seems a safe assumption, which is in a week.
sabas123
Profile Blog Joined December 2010
Netherlands3122 Posts
June 28 2016 18:18 GMT
#192
On June 29 2016 02:45 ColterTV wrote:
Show nested quote +
On June 24 2016 03:03 Excalibur_Z wrote:
On June 24 2016 01:12 MockHamill wrote:
I am surprised it took so long.

I work as a programmer and a change like this would only take 1-2 days to program, maybe 2-3 for design and 1-2 days for testing.

Even if you add a few days on brainstorming different ideas I do not understand how it could take so long to develop.


1. Add it to the backlog.
2. Flesh out design with design team.
3. Open meeting to gather feedback.
4. Generate wireframe.
5. Establish acceptance criteria.
6. Have preliminary discussions with the team (Eng, UI, Design, QA, Loc) to determine relative cost/level of effort.
7. Meet with stakeholders to determine business value.
8. Prioritize accordingly against other backlog items based on results from steps 4 and 5.
9. Refine acceptance criteria if necessary and recost.
10. Create sub-tasks.
11. Resolve dependencies and blockers.
12. Full team playtest to record bugs.
13. Resolve bugs.
14. Push to Staging environment to mirror expected Live behavior.
15. Full team playtest to record bugs.
16. Resolve bugs.
17. Send to QA for final approval.
18. Resolve bugs.
19. Schedule final deployment date.
20. Release.

With daily stand-ups and sync meetings, it absolutely makes sense that a feature like this could take weeks or months, even though it's relatively simple.


Thats great, we just need another 10-15 years for the 'appear offline' option they announced 3 years ago :D

Do we have paid namechanges already?^_^
The harder it becomes, the more you should focus on the basics.
NonY
Profile Blog Joined June 2007
8751 Posts
June 28 2016 18:26 GMT
#193
On June 28 2016 09:37 Excalibur_Z wrote:
Show nested quote +
On June 28 2016 09:08 NonY wrote:
Looks good. I don't mind that they tried another style of ladder and rank presentation first. Of course the argument was made from the start that StarCraft is a competitive game with players who prefer transparency and a focus on progression of skill rather than a vague ranking with types of progression that don't necessarily correlate to skill. And now Blizzard agrees to take it in that direction. But it doesn't mean it was wrong to try the other way. In fact we still can't determine if we would have been better off all along if we always had this system.

I think GM having daily promotions and demotions is something that should have been in from the start. I suppose the idea was to give a strong incentive for everyone to be very active at the beginning of every season but that idea never really caught on and the result was many people occupying GM spots who do not belong. Now players can compete for the top of the ladder even if they didn't reserve a spot in GM at the start of a season.

On June 23 2016 07:09 Charoisaur wrote:
this looks great


On June 23 2016 06:18 Ctone23 wrote:
On June 23 2016 06:06 Legobiten wrote:
On June 23 2016 05:56 JonnySC2 wrote:
I don't get why they still need the pointsystem. Just use the MMR instead.


The points displayed are the MMR.


No, there's still points.

Yes, rankings within your division are still based on division points. MMR and division points are not correlated.

Source



I wonder what the point of the points is when there is already MMR showed.

The games still must be played. MMR is estimating the skill of each player by estimating the probability of winning against other players, but the games still must be played and there must be an actual winner and loser! The point system is the quantifier that reflects the actual games played for that period of competition.

Imagine Zest played NA for a season and achieved an MMR far higher than anyone else. He isn't the winner of the next season too just because no one is able to reach his MMR.

Imagine the finals of a tournament. One player is heavily favored based on recent tournament results. He'd have the highest MMR if we pretended all tournament games were actually ladder games. He still needs to play the games and win them to be the winner, to be declared the best at that tournament.

It's not enough to say "I have the highest MMR. I am the best." Being the best is something that has to be continually proven. That's why points and actual rank matter more than MMR and that's part of the purpose of bonus pool.


That's a good point Tyler about activity being a core component. It absolutely needs to be. I don't know if bonus pool is the best way to go about that because it creates a weird moving target depending on when in the season you're talking about (is 500 points "good"? 1000? 2000? it depends on whether you're talking about week 1 or week 10), but everyone is used to what the bonus pool does by now so it's probably fine.

Yeah I think GM players no longer being able to spend bonus pool will be good. I'm interested to see how it'll look but I think it'll be an improvement. I don't think someone will be able to achieve a number of points early in the season that will remain #1 for the whole season so activity (beyond the 10 games every 3 weeks minimum) will still matter.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
[PkF] Wire
Profile Joined March 2013
France24238 Posts
June 28 2016 18:38 GMT
#194
On June 28 2016 09:37 Excalibur_Z wrote:
Show nested quote +
On June 28 2016 09:08 NonY wrote:
Looks good. I don't mind that they tried another style of ladder and rank presentation first. Of course the argument was made from the start that StarCraft is a competitive game with players who prefer transparency and a focus on progression of skill rather than a vague ranking with types of progression that don't necessarily correlate to skill. And now Blizzard agrees to take it in that direction. But it doesn't mean it was wrong to try the other way. In fact we still can't determine if we would have been better off all along if we always had this system.

I think GM having daily promotions and demotions is something that should have been in from the start. I suppose the idea was to give a strong incentive for everyone to be very active at the beginning of every season but that idea never really caught on and the result was many people occupying GM spots who do not belong. Now players can compete for the top of the ladder even if they didn't reserve a spot in GM at the start of a season.

On June 23 2016 07:09 Charoisaur wrote:
this looks great


On June 23 2016 06:18 Ctone23 wrote:
On June 23 2016 06:06 Legobiten wrote:
On June 23 2016 05:56 JonnySC2 wrote:
I don't get why they still need the pointsystem. Just use the MMR instead.


The points displayed are the MMR.


No, there's still points.

Yes, rankings within your division are still based on division points. MMR and division points are not correlated.

Source



I wonder what the point of the points is when there is already MMR showed.

The games still must be played. MMR is estimating the skill of each player by estimating the probability of winning against other players, but the games still must be played and there must be an actual winner and loser! The point system is the quantifier that reflects the actual games played for that period of competition.

Imagine Zest played NA for a season and achieved an MMR far higher than anyone else. He isn't the winner of the next season too just because no one is able to reach his MMR.

Imagine the finals of a tournament. One player is heavily favored based on recent tournament results. He'd have the highest MMR if we pretended all tournament games were actually ladder games. He still needs to play the games and win them to be the winner, to be declared the best at that tournament.

It's not enough to say "I have the highest MMR. I am the best." Being the best is something that has to be continually proven. That's why points and actual rank matter more than MMR and that's part of the purpose of bonus pool.


That's a good point Tyler about activity being a core component. It absolutely needs to be. I don't know if bonus pool is the best way to go about that because it creates a weird moving target depending on when in the season you're talking about (is 500 points "good"? 1000? 2000? it depends on whether you're talking about week 1 or week 10), but everyone is used to what the bonus pool does by now so it's probably fine.

As for the GM league refactor, I know people had a problem with the ranks being locked-in for a full season, but it was also self-correcting to a certain degree in its initial design. The floor for GM was so high that if you were fighting Diamond opponents you would get only 1 point (+1 bonus) for a win, and wins were the only way to spend bonus pool, which meant that you had to win a ton of games just to be able to tread water if you were boosted. It wasn't until they changed bonus pool to absorb losses that it became really exploitable.

agree about skill needing to be proven again and again. The points system is good.
digmouse
Profile Blog Joined November 2010
China6330 Posts
June 28 2016 19:53 GMT
#195
http://us.battle.net/sc2/en/blog/20166423/patch-34-the-starcraft-ii-ladder-revamp-6-28-2016

New details from blog post:

GM demotions every day.
Bonus pool deactivated in GM.
League distribution changes: expanded Master, shrinked Bronze, evened out every other league in between.
TranslatorIf you want to ask anything about Chinese esports, send me a PM or follow me @nerddigmouse.
ejozl
Profile Joined October 2010
Denmark3484 Posts
June 28 2016 21:45 GMT
#196
I find league distributions weird, especially 4% Bronze.
SC2 Archon needs "Terrible, terrible damage" as one of it's quotes.
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
June 28 2016 22:13 GMT
#197
every day at 5:00 p.m. local time, the bottom 5% of Grandmaster League will be automatically demoted to Masters League


This is key, 10 players will be demoted every day at least
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Bloody
Profile Joined March 2009
Sweden194 Posts
Last Edited: 2016-06-28 22:17:55
June 28 2016 22:17 GMT
#198
4% masters, it won't feel that special to be in master league anymore. But everything else I like very much.
Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2016-06-28 23:34:19
June 28 2016 23:04 GMT
#199
Before Blizzard revamp ladder, they need to revamp their servers. Sudden lag and delay of seconds and no announcement?
CruiseR
Profile Joined November 2004
Poland4014 Posts
June 28 2016 23:44 GMT
#200
On June 29 2016 08:04 Shield wrote:
Before Blizzard revamp ladder, they need to revamp their servers. Sudden lag and delay of seconds and no announcement?

That's probably because of big Overwatch patch, which brings ranked play.
Prev 1 8 9 10 11 12 19 Next All
Please log in or register to reply.
Live Events Refresh
WardiTV Team League
12:00
Group A + B
WardiTV779
IndyStarCraft 136
musti20045 31
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 136
ProTech117
LamboSC2 21
StarCraft: Brood War
Britney 42041
Sea 3997
Bisu 3932
Jaedong 2267
EffOrt 977
Mini 835
Soma 480
ZerO 379
Light 317
Hyuk 289
[ Show more ]
ggaemo 280
Snow 265
firebathero 240
Soulkey 216
Rush 114
Dewaltoss 102
hero 94
Mind 78
Sea.KH 56
Backho 43
Aegong 40
sorry 40
[sc1f]eonzerg 24
Rock 22
zelot 18
yabsab 17
Terrorterran 16
IntoTheRainbow 16
GoRush 16
910 15
Shine 14
eros_byul 1
Dota 2
Gorgc8027
BananaSlamJamma268
Counter-Strike
fl0m2866
byalli868
oskar52
Heroes of the Storm
Khaldor94
MindelVK8
Other Games
FrodaN4122
singsing2041
B2W.Neo896
shoxiejesuss374
Lowko344
crisheroes252
Hui .184
KnowMe128
Fuzer 126
XaKoH 82
QueenE75
ArmadaUGS65
Trikslyr43
ZerO(Twitch)21
Organizations
Other Games
gamesdonequick1033
StarCraft 2
ComeBackTV 21
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• poizon28 22
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• Noizen57
League of Legends
• Nemesis2370
• Jankos1773
Upcoming Events
Big Brain Bouts
1h 44m
Fjant vs SortOf
YoungYakov vs Krystianer
Reynor vs HeRoMaRinE
RSL Revival
18h 44m
Cure vs Zoun
herO vs Rogue
Platinum Heroes Events
23h 44m
BSL
1d 4h
RSL Revival
1d 18h
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
1d 20h
BSL
2 days
Replay Cast
2 days
Replay Cast
2 days
Afreeca Starleague
2 days
Light vs Calm
Royal vs Mind
[ Show More ]
Wardi Open
2 days
Monday Night Weeklies
3 days
OSC
3 days
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Rush vs PianO
Flash vs Speed
Replay Cast
4 days
Afreeca Starleague
4 days
BeSt vs Leta
Queen vs Jaedong
Replay Cast
5 days
The PondCast
5 days
Replay Cast
6 days
RSL Revival
6 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 1
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
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

2026 Changsha Offline CUP
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.