• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:29
CET 09:29
KST 17:29
  • 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
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies1ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament $100 Prize Pool - Winter Warp Gate Masters Showdow Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings Anyone remember me from 2000s Bnet EAST server? How Rain Became ProGamer in Just 3 Months FlaSh on: Biggest Problem With SnOw's Playstyle
Tourneys
[BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [Megathread] Daily Proleagues [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1612 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
Canada17148 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
France24237 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
Denmark3463 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
Next event in 1d 3h
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft690
StarCraft: Brood War
Britney 56453
firebathero 1574
Larva 319
actioN 262
Killer 173
Sharp 95
Dewaltoss 86
ZergMaN 62
Yoon 56
ajuk12(nOOB) 35
[ Show more ]
GoRush 19
Bale 12
soO 9
Sea 1
Zeus 0
Dota 2
NeuroSwarm53
League of Legends
JimRising 593
C9.Mang0434
Counter-Strike
shoxiejesuss286
Other Games
summit1g8550
Mew2King142
Trikslyr29
Organizations
Other Games
gamesdonequick673
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• practicex 44
• LUISG 21
• Adnapsc2 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
WardiTV Invitational
1d 3h
Gerald vs YoungYakov
Spirit vs MaNa
SHIN vs Percival
Creator vs Scarlett
Replay Cast
2 days
WardiTV Invitational
2 days
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
3 days
Sparkling Tuna Cup
5 days
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
6 days
Wardi Open
6 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
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.