• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 12:28
CEST 18:28
KST 01:28
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview5[ASL21] Finals Preview: Two Legacies21
Community News
Douyu Cup 2026: $20,000 Legends Event (June 26-28)9[BSL22] Non-Korean Championship from 13 to 28 June4Weekly Cups (May 25-31): Clem doubles, 2v2 circuit heads toward finale0StarCraft II 5.0.16 PTR Patch Notes may 26th156Weekly Cups (May 18-24): MaxPax wins doubles0
StarCraft 2
General
TL Poll: How do you feel about the 5.0.16 PTR balance changes? RSL: S6 Finals played at BlizzCon 2026 Team Liquid Map Contest #22: Results and Winners High level ptr replays? where can I find them? StarCraft II 5.0.16 PTR Patch Notes may 26th
Tourneys
Douyu Cup 2026: $20,000 Legends Event (June 26-28) Maestros of The Game 2 announcement and schedule ! Sparkling Tuna Cup - Weekly Open Tournament Sea Duckling Open (Global, Bronze-Diamond) GSL Code S Season 2 (2026)
Strategy
[G] Having the right mentality to improve
Custom Maps
[D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
Where is EffOrt? BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion vespene.gg — BW replays in browser Quality of life changes in BW that you will like ?
Tourneys
[Megathread] Daily Proleagues [ASL21] Grand Finals [BSL22] Grand Finals - Sunday 21:00 CEST Escore Tournament StarCraft Season 2
Strategy
Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration? Any training maps people recommend?
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread PC Games Sales Thread ZeroSpace Megathread
Dota 2
Looking for a Dota Mentor 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
TL Mafia
Vanilla Mini Mafia
Community
General
US Politics Mega-thread UK Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion [Manga] One Piece
Sports
TeamLiquid Health and Fitness Initiative For 2023 2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
Cara Refund Tiket Agoda The Automated Ban List
Blogs
Does Workplace Frustration D…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8389 users

Community Feedback Update - December 2 - Page 3

Forum Index > SC2 General
161 CommentsPost a Reply
Prev 1 2 3 4 5 7 8 9 Next All
usopsama
Profile Joined April 2008
6502 Posts
Last Edited: 2016-12-02 21:33:13
December 02 2016 21:32 GMT
#41
On December 03 2016 06:29 Jett.Jack.Alvir wrote:
Oh the carnage! Imagine an armada of buildings floating above a massive terran army!

It would be suffocating!

Cheese your opponents by doing a barrack-landing rush on their workers.
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
December 02 2016 21:33 GMT
#42
Nerfing Vipers? The hell?

I agree that Vipers being an all purpose unit for dealing with mech is kind of ludicrous but that's a design issue not a balance one. Without vipers Zerg could NEVER deal with mech or skyterran in any sort of effective way, especially after this weird ass raven buff they've put in. If you nerf abduct range especially, be prepared to see turtle mech out of every single Terran every single TvZ.
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Liquid`Snute
Profile Blog Joined July 2010
Norway839 Posts
Last Edited: 2016-12-02 21:38:27
December 02 2016 21:35 GMT
#43
Can't colossus start with 7 range instead of 6? What about trimming off 15-20% of thermal lance time?
Modifying damage to 12+4 light is so extreme, what about +2 vs light damage and take it from there?

I would also bring Interceptor cost up to 10 (at least). It trades too well at max and killing interceptors isn't even an option now. Only to win by the no-interceptors-left-push-forward condition. Carrier should spawn with 8 interceptors too because they are too weak initially. You already spent a century building the thing so it should spawn with 8. Gravaton catapult upgrade should be removed and launch fire rate should be put somewhere betwen before and after upgrades. For defensive purposes, carriers should be able to build interceptors faster, especially if you reduce the launch fire rate I think this would help battles become more fair. Carrier strength is too binary.

About Viper. It HAS TO stay strong for Zerg to be able to defeat mech especially on medium size maps such as overgrowth.

Tweaking values won't change the fact that zerg is doing one of these:
- Attacking head on with a big sky zerg/viper/transfuse based army, bursting out all spells
- Taking small hit and run trades using viper spells and Consume continously (combos well with swarm host)

Simply nerfing the viper abilities won't solve the identity crisis of the viper. The unit by design is created to be in one of those modes and consume ENCOURAGES hit and run/over time play. If you remove that, you force straight up fights and thus possibly stale board state up until the point of combat. What do they want? A mobile hit and run ninja unit, or a big support caster for grand broodlord/corruptor/infestor viper? Because right now there is no doubt that Mass Raven destroys sky-zerg and that Mass Viper/Hydra/Swarmhost kill-them-before-they-get-there taking free trades is better. I do think Terran lategame is stronger than Zerg but it's impossible for them to reach that stage. So one should work on fixing both.
Team Liquid
Psychobabas
Profile Blog Joined March 2006
2531 Posts
December 02 2016 22:03 GMT
#44
Reduce abduct 100%
DeadByDawn
Profile Joined October 2012
United Kingdom476 Posts
December 02 2016 22:06 GMT
#45
Nerf parasitic bomb so I am able to counter Vipers with Vikings, or significantly reduce the radius of BC.

If you nerf BC duration then my sieged tanks will still all die as the Zerg will have made up the distance to them in seconds.
avilo
Profile Blog Joined November 2007
United States4100 Posts
December 02 2016 22:18 GMT
#46
Rob Pardo somewhere is facepalming.
Sup
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2016-12-02 22:22:46
December 02 2016 22:20 GMT
#47
On December 03 2016 06:35 Liquid`Snute wrote:
Can't colossus start with 7 range instead of 6? What about trimming off 15-20% of thermal lance time?
Modifying damage to 12+4 light is so extreme, what about +2 vs light damage and take it from there?

I would also bring Interceptor cost up to 10 (at least). It trades too well at max and killing interceptors isn't even an option now. Only to win by the no-interceptors-left-push-forward condition. Carrier should spawn with 8 interceptors too because they are too weak initially. You already spent a century building the thing so it should spawn with 8. Gravaton catapult upgrade should be removed and launch fire rate should be put somewhere betwen before and after upgrades. For defensive purposes, carriers should be able to build interceptors faster, especially if you reduce the launch fire rate I think this would help battles become more fair. Carrier strength is too binary.

About Viper. It HAS TO stay strong for Zerg to be able to defeat mech especially on medium size maps such as overgrowth.

Tweaking values won't change the fact that zerg is doing one of these:
- Attacking head on with a big sky zerg/viper/transfuse based army, bursting out all spells
- Taking small hit and run trades using viper spells and Consume continously (combos well with swarm host)

Simply nerfing the viper abilities won't solve the identity crisis of the viper. The unit by design is created to be in one of those modes and consume ENCOURAGES hit and run/over time play. If you remove that, you force straight up fights and thus possibly stale board state up until the point of combat. What do they want? A mobile hit and run ninja unit, or a big support caster for grand broodlord/corruptor/infestor viper? Because right now there is no doubt that Mass Raven destroys sky-zerg and that Mass Viper/Hydra/Swarmhost kill-them-before-they-get-there taking free trades is better. I do think Terran lategame is stronger than Zerg but it's impossible for them to reach that stage. So one should work on fixing both.


Viper has been OP for years now. If anything parasitic bomb made it god tier and should never have been added because it makes vikings useless as a counter.

Honestly both vipers and ravens needed to have their supply increased to around 4 years ago. These units are too cost efficient and the issue is when you get 10+ of either of them they take over the entire game. Making them cost more supply means you'd be able to get less of them in a maxed out army.

TBH let's just all be real here - they are scapegoating random units now because they don't want to admit they made a massive mistake with the hydra, swarmhost, and infestor buffs. These units are at absurd levels of imbalance right now. Rather than make more problems by buffing collosus and nerfing vipers, they should revert all of the ridiculous Zerg changes they made and just admit they were wrong and made a mistake.

Too bad we know that won't happen.
Sup
Foxxan
Profile Joined October 2004
Sweden3427 Posts
Last Edited: 2016-12-02 22:21:52
December 02 2016 22:20 GMT
#48
Changing viper, yes please.
But if zerg gets underpowered as snute says, then change raven as well. Even if zerg doesnt get underpowered i would like raven changed anyway, its not a fun unit nor has ever been.

The raven unit should feel more like a support unit. Both raven and viper should feel more interactive imo, when viper abducts right now its not as interactive as it can be, its only pre-abduct its interactive which feels rather lame.

Some other suggestion i have on top of my head, perhaps when roaches burrow they get some durability for 1second against attacks that do alot of damage such as siege tanks.

Note iam not playing the game nor have i for long time. But if things improve with the gameplay i might actually pick up the game again and play it hardcore... To many things that are unfun atm.
PharaphobiaSC
Profile Joined April 2016
Czech Republic457 Posts
December 02 2016 22:29 GMT
#49
On December 03 2016 07:20 avilo wrote:
Show nested quote +
On December 03 2016 06:35 Liquid`Snute wrote:
Can't colossus start with 7 range instead of 6? What about trimming off 15-20% of thermal lance time?
Modifying damage to 12+4 light is so extreme, what about +2 vs light damage and take it from there?

I would also bring Interceptor cost up to 10 (at least). It trades too well at max and killing interceptors isn't even an option now. Only to win by the no-interceptors-left-push-forward condition. Carrier should spawn with 8 interceptors too because they are too weak initially. You already spent a century building the thing so it should spawn with 8. Gravaton catapult upgrade should be removed and launch fire rate should be put somewhere betwen before and after upgrades. For defensive purposes, carriers should be able to build interceptors faster, especially if you reduce the launch fire rate I think this would help battles become more fair. Carrier strength is too binary.

About Viper. It HAS TO stay strong for Zerg to be able to defeat mech especially on medium size maps such as overgrowth.

Tweaking values won't change the fact that zerg is doing one of these:
- Attacking head on with a big sky zerg/viper/transfuse based army, bursting out all spells
- Taking small hit and run trades using viper spells and Consume continously (combos well with swarm host)

Simply nerfing the viper abilities won't solve the identity crisis of the viper. The unit by design is created to be in one of those modes and consume ENCOURAGES hit and run/over time play. If you remove that, you force straight up fights and thus possibly stale board state up until the point of combat. What do they want? A mobile hit and run ninja unit, or a big support caster for grand broodlord/corruptor/infestor viper? Because right now there is no doubt that Mass Raven destroys sky-zerg and that Mass Viper/Hydra/Swarmhost kill-them-before-they-get-there taking free trades is better. I do think Terran lategame is stronger than Zerg but it's impossible for them to reach that stage. So one should work on fixing both.


Viper has been OP for years now. If anything parasitic bomb made it god tier and should never have been added because it makes vikings useless as a counter.

Honestly both vipers and ravens needed to have their supply increased to around 4 years ago. These units are too cost efficient and the issue is when you get 10+ of either of them they take over the entire game. Making them cost more supply means you'd be able to get less of them in a maxed out army.

TBH let's just all be real here - they are scapegoating random units now because they don't want to admit they made a massive mistake with the hydra, swarmhost, and infestor buffs. These units are at absurd levels of imbalance right now. Rather than make more problems by buffing collosus and nerfing vipers, they should revert all of the ridiculous Zerg changes they made and just admit they were wrong and made a mistake.

Too bad we know that won't happen.


It's publicly known that unless you que the game and autowin that you always will bring these balance wall of texts which leads to nowhere. There is many many games where terran reach that state of mass raven i saw at least 10+ today on zerg streams )

At first Blizzard should adress and remove turtle "strategic" style of the game, if you want things to be mobile thats okay, but games where 30 minutes is only about building turrets and keep zerg home with random harras with banshees and helion cyclone is NOT fun at all.. because u know u play against time clock.

Also how come viper is that "godtier" unit since u can easly snipe it with raven, viking, lib sky combo? or just build turrets? This game should be fast paced not "build defensive units and slowly push zerg to state where he has no unit comp to win...
twitch.tv/pharaphobia
Jett.Jack.Alvir
Profile Blog Joined August 2011
Canada2250 Posts
December 02 2016 22:37 GMT
#50
The viper vs raven interaction feels like the HT vs ghosts.

I like the idea of caster vs caster, but I don't think ravens and vipers are as balanced as HT and ghosts.

Both might need adjustments to get the game balanced.
Vanadiel
Profile Joined April 2012
France961 Posts
December 02 2016 22:41 GMT
#51
On December 03 2016 06:35 Liquid`Snute wrote:
Can't colossus start with 7 range instead of 6? What about trimming off 15-20% of thermal lance time?
Modifying damage to 12+4 light is so extreme, what about +2 vs light damage and take it from there?

I would also bring Interceptor cost up to 10 (at least). It trades too well at max and killing interceptors isn't even an option now. Only to win by the no-interceptors-left-push-forward condition. Carrier should spawn with 8 interceptors too because they are too weak initially. You already spent a century building the thing so it should spawn with 8. Gravaton catapult upgrade should be removed and launch fire rate should be put somewhere betwen before and after upgrades. For defensive purposes, carriers should be able to build interceptors faster, especially if you reduce the launch fire rate I think this would help battles become more fair. Carrier strength is too binary.

About Viper. It HAS TO stay strong for Zerg to be able to defeat mech especially on medium size maps such as overgrowth.


I guess using the parasite bomb to kill the interceptors does not work? I know you can't target the interceptors with it, but at around the release of LoTV I was messing around by launching the parasite bomb on the carier and getting the corruptor at very close range of the carriers, the interceptors get caught in the AOE of the parasite bomb and it was working fairly well, but I guess that's not going to work at higher level. ^^
_AK
Profile Joined November 2016
5 Posts
December 02 2016 22:49 GMT
#52
I'll try to give an unbiased idea here --

A big motif with mech TvZ is that the Terran is all but invincible until vipers come out...thus necessitating their use. At that point, the roles reverse and the Zerg starts taking over.

How about making mech more versatile and skill-based, so that the strength of the Terran force is dependent on talent, rather than just sitting in one spot with a huge, unbreakable wall? The mech force would still be as powerful as ever in the right hands, but not automatically just because a critical mass was built. This would also directly devalue the use of vipers, as the Zerg would be able to fight back in the midgame, without them. Most importantly, this would make the matchup more fun for BOTH races, as the strength of either force would be dependent on skill and strategy, rather than who happens to have what unit at what time. Oh, and be more exciting to watch!

I don't believe winning should depend so heavily on units, but rather strategy. Each unit composition should be as strong or weak as its user. These ideas would obviously require several changes to units, but I'm just trying to make this more fun and even for everyone.
JimmyJRaynor
Profile Blog Joined April 2010
Canada17602 Posts
Last Edited: 2016-12-02 23:44:37
December 02 2016 23:40 GMT
#53
On December 03 2016 07:20 avilo wrote:
TBH let's just all be real here - they are scapegoating random units now because they don't want to admit they made a massive mistake with the hydra, swarmhost, and infestor buffs. These units are at absurd levels of imbalance right now. Rather than make more problems by buffing collosus and nerfing vipers, they should revert all of the ridiculous Zerg changes they made and just admit they were wrong and made a mistake.

let's "pay attention to outcomes"; your projection of total zerg dominance did not come to fruition at IEM. if you made very accurate projections then i'd listen to you more.

On December 03 2016 05:58 Jett.Jack.Alvir wrote:
Interesting proposal, swapping abduct for NP, but that would make infestors very good at eliminating key units all by themselves.
A hit squad of 4-5 infestors can single handedly take out tanks or key strategically positioned units.
All they would have to do is pre-cast a group of infested terrans than yank whatever unit they want dead and retreat, all of which can easily be queued into action. That with the ability to cast all spells while burrowed will give zerg a much easier time dismantling a fortified terran opponent.
At least abduct on viper still relies on other units to take out the abductee. Abduct on infestor kind of turns an infestor into a hitman.

ya, good point. Prolly, if you gave Infestor the Abduct ability you'd have to rework the entire unit.

i think Viper's consume ability PLUS its ability to trade energy for a fighting unit is just too much. The Queen in Brood War was OK because it did not have a way to instantly crank up its MANA\Energy level. The Queen was a flying anti-Tank threat in Brood War.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
starslayer
Profile Joined August 2011
United States696 Posts
December 02 2016 23:41 GMT
#54
On December 03 2016 06:20 AssyrianKing wrote:
I have no idea anymore... and I don't think blizzard do either


this is how i feel just kinda gave up on a good designed/balanced game and just play the game here and there hoping for the best.
i came here to kickass and chew bubblegum and i'm all out of bubble gum
Salteador Neo
Profile Blog Joined August 2009
Andorra5591 Posts
December 02 2016 23:43 GMT
#55
Reduce/nerf abduct IMO.

I like that they are finally talking about the viper.
Revolutionist fan
Jonsoload
Profile Joined October 2011
Germany62 Posts
December 02 2016 23:43 GMT
#56
@_AK
You've got the wrong motiv. The motiv of mech is that the army becomes invincible at its stationary location. This has always been the strengh point of mech, providing so much fire power in the setup area that it would mean nothing short of doom for anyone trying to engage it head on. So what's the weekness of mech?
-Hard to secure the infrastructure
-Expensive
-Low mobility
-Extreme fragile while on the move

Notice that the Viper penetrates the strenght of mech more so than it does abuse its weakness, and this is the underlying problem.
I want a TC icon,not a race icon of scII :(
yubo56
Profile Joined May 2014
690 Posts
December 02 2016 23:51 GMT
#57
Abduct makes viper and unit being abducted switch places! That way vipers are basically suicidal units, and you can't just abduct whatever the fuck you want, you have to do abduct intelligently :D

Not sure whether this is actually high quality, but just an idea heh
Jung Yoon Jong fighting, even after retirement! Feel better soon.
Beelzebub1
Profile Joined May 2015
1004 Posts
December 02 2016 23:59 GMT
#58
Turn Blinding Cloud into a flat range reduction, something that would reduce most ranged units to range 1 or even melee but still let siege tanks get some shots off and not be made completely impotent.

Make abduct have a 2 second tether that let's terrans have a chance to micro the tank out of the tether range, this would be incredibly hard to do in the middle of a fight and really reward the best Terrans in the world being able to save their tanks.

Perhaps ever so slightly increase Viper health pool or base armor, maybe even make it slightly smaller?

Theres better ways to fix things besides A and B in my opinion, make it a true soft counter, not a wanna be soft counter because it makes tanks totally impotent for less of a duration, make it so that tanks are not made impotent at all in the first place.
FrostedMiniWheats
Profile Joined August 2010
United States30730 Posts
December 03 2016 00:01 GMT
#59
I'd like them to at least try an overhaul of both the SH and the Viper. Rough blueprint would be something along the lines of:

Swarmhost:

- Remove Locusts. Add Scourge.

- Scourge cost 25 minerals a pop with a duration of 30 seconds.

- Reduce SH movement speed (compensates for the high speed scourge).

Viper:

- Remove abduct

- Remove parasitic bomb

- Blinding cloud duration reduced to 5 seconds

- Viper cost reduced from 100/200 -> 100/100

- Tech level change from Hive to Spire. (tier 3 -> tier 2.5)

NesTea | Mvp | MC | Leenock | Losira | Gumiho | DRG | Taeja | Jinro | Stephano | Thorzain | Sen | Idra |Polt | Bomber | Symbol | Squirtle | Fantasy | Jaedong | Maru | sOs | Seed | ByuN | ByuL | Neeb| Scarlett | Rogue | IM forever
_AK
Profile Joined November 2016
5 Posts
December 03 2016 00:03 GMT
#60
On December 03 2016 08:43 Jonsoload wrote:
@_AK
You've got the wrong motiv. The motiv of mech is that the army becomes invincible at its stationary location. This has always been the strengh point of mech, providing so much fire power in the setup area that it would mean nothing short of doom for anyone trying to engage it head on. So what's the weekness of mech?
-Hard to secure the infrastructure
-Expensive
-Low mobility
-Extreme fragile while on the move

Notice that the Viper penetrates the strenght of mech more so than it does abuse its weakness, and this is the underlying problem.



That's literally what I just said. You just explained my post in further detail, thanks.
Prev 1 2 3 4 5 7 8 9 Next All
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#56
RotterdaM610
TaKeTV 257
TKL 155
IndyStarCraft 22
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 610
TKL 155
mouzHeroMarine 105
SteadfastSC 94
SHIN 74
trigger 55
UpATreeSC 51
BRAT_OK 50
IndyStarCraft 22
StarCraft: Brood War
Shuttle 1706
Sea 1408
EffOrt 807
Mini 779
Horang2 722
Soulkey 260
Mong 125
actioN 82
hero 48
Hyun 46
[ Show more ]
Free 45
scan(afreeca) 42
Aegong 33
Barracks 28
yabsab 23
Rock 19
soO 15
Bale 14
GoRush 13
Shine 11
Noble 11
Dota 2
Gorgc4602
qojqva2638
syndereN587
BananaSlamJamma154
LuMiX1
Counter-Strike
fl0m7569
zeus241
Super Smash Bros
Mew2King115
Heroes of the Storm
MindelVK9
Other Games
gofns35536
tarik_tv11605
Trikslyr1627
B2W.Neo958
hiko549
XaKoH 120
KnowMe95
C9.Mang069
QueenE67
Dewaltoss35
Organizations
Dota 2
PGL Dota 2 - Main Stream2407
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• StrangeGG 67
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• HerbMon 28
• Michael_bg 20
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• TFBlade661
Other Games
• Shiphtur156
Upcoming Events
OSC
7h 33m
ByuN vs Shameless
PiGosaur Cup
1d 7h
The PondCast
2 days
OSC
3 days
CranKy Ducklings
3 days
GSL
4 days
Maru vs ShoWTimE
Classic vs Reynor
herO vs Lambo
Solar vs Clem
BSL22 NKC (BSL vs China)
5 days
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
5 days
GSL
5 days
Patches Events
6 days
[ Show More ]
BSL22 NKC (BSL vs China)
6 days
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Acropolis #4 - GSB
uThermal 2v2 2026 Main Event
Heroes Pulsing #1

Ongoing

IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 2026
Heroes Pulsing #2
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1

Upcoming

CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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.