• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:55
CET 06:55
KST 14:55
  • 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 weeklies3ComeBackTV's documentary on Byun's Career !11Weekly 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
ComeBackTV's documentary on Byun's Career ! Team TLMC #5: Winners Announced! What's the best tug of war? The Grack before Christmas Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies
Tourneys
OSC Season 13 World Championship $5,000+ WardiTV 2025 Championship $100 Prize Pool - Winter Warp Gate Masters Showdow Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1
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
BW General Discussion How soO Began His ProGaming Dreams Klaucher discontinued / in-game color settings BGH Auto Balance -> http://bghmmr.eu/ Recommended FPV games (post-KeSPA)
Tourneys
[Megathread] Daily Proleagues [BSL21] LB SemiFinals - Saturday 21:00 CET [BSL21] WB & LB Finals - Sunday 21:00 CET Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Mechabellum Stormgate/Frost Giant Megathread Beyond All Reason 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
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread 12 Days of Starcraft The Games Industry And ATVI Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
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
National Diversity: A Challe…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Saturation point
Uldridge
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1966 users

Community Feedback Update - May 4

Forum Index > SC2 General
310 CommentsPost a Reply
1 2 3 4 5 14 15 16 Next All
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
May 04 2017 19:38 GMT
#1
[image loading]
Source


Hello everyone! We have some small updates planned for next week’s update to the Balance Testing Matchmaking queue. As always these are subject to change prior to a patch going live, so let us know your thoughts and feedback!

Thor
We would like to try out a different path with changes to the Thor for the next update. Changing its anti-air weapon to flat damage does make the Thor very powerful in sweeping air units, but we feel it also reduced counter play vs the Thor a bit too much. So instead of flatly increasing its air attack we would like to try a buff to the Thor’s survivability and a minor usability improvement. To this end we will be trying the following:

  • Reverting Thor anti air attack to its prior values.
  • Bringing back High Impact Payload
  • Increasing base armor from 1 to 2
  • Decreasing transformation time between anti air forms


This increase in armor should quite noticeably improve the Thor’s durability against quick attacking units like Zerglings thus improving its role in absorbing damage while dealing heavy damage in return during combat.

Tempest
We like the current direction of the Tempest having more damage against massive air units but would like to tone its damage back very slightly.

  • Reduce Tempest +massive damage from 25 to 22



#WCS Austin & GSL
We would like to thank all the players, casters, organizers and viewers who made WCS Austin such a great tournament this past weekend and shout out to Neeb for his victory! We also wish good luck to those currently battling it out in GSL, it’s been a very exciting season and we look forward to more games!
Facebook Twitter Reddit
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
StraKo
Profile Joined February 2017
Germany96 Posts
Last Edited: 2017-05-04 20:08:37
May 04 2017 20:05 GMT
#2
I don't really care how exactly you buff thors, as long as Thors become a reliable GtA unit.

It would be amazing if you could counter mass air units, by building ground units instead of being forced to mass air units yourself.
bObA
Profile Joined May 2012
France300 Posts
May 04 2017 20:11 GMT
#3
Not sure to understand exactly when they "Bringing back High Impact Payload"

Increasing its armor is good by the way
avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2017-05-04 20:25:20
May 04 2017 20:12 GMT
#4
a) So not fixing or addressing mech anti-air, instead going backwards again
b) tempest does not need buffs, all air units in the game need nerfs to prevent turtle/stalemate gameplay/mass air

These changes took weeks to come up with? They don't address anything, and they move the game backwards, particularly the tempest change.

And mech anti-air is still left in the dust. Mass raven / swarmhost are still in the game.

Why is there not a single word about swarmhosts being abusive versus mech? It's been since November 2016 when patch 3.8 came out and swarmhosts became ridiculous to play against for anyone opting for mech play.

I love Blizzard games, i love SC2. But it's clear there's no direction from the balance team for a while, or they do not know or understand mech problems enough to propose good solutions to making mech more viable without making it OP.

Considering I have played mech since Wings of Liberty Beta almost exclusively over bio, and been Grandmasters playing around 95% mech games versus every race, i would like to sincerely extend my knowledge and expertise to Blizzard if they are willing to work with someone in the community to get some impactful changes into the game.

Riot Games commonly consults 1 trick ponies in the LoL community for changes to specific champions, such as when they were thinking about buffing the champion Annie they consulted a well known streamer "Annie Bot" to get his opinions and feedback on what would be good and bad changes in terms of buffs and nerfs.

I would love it if Blizzard reached out to me and directly talked with me about some good ideas to implement to help out mech viability, specifically in the department of mech not having any anti-air available.

A lot of people know i am running a tournament soon and it will be on an extension mod. I specifically address one core problem for mech viability, being that mech has no AA. The core design change i did was as follows, as well as a few other quality of life changes that allow mech to be more playable without changing much at all with how units operate - just simply the accessibly of anti-air for mech:

Vikings can now be produced from factories, reactor factories, and starports.
Vikings produced from factories come out in assault mode (ground mode).
Vikings produced from starports come out in air mode.
Vikings by default can no longer transform between ground and air mode (to prevent early game cheeses vs Z).

Armory price reduced to 100/50 from 150/100.
Transformation servos upgrade available at the factory tech lab for 50/50, research time 41 seconds.
Transformation servos requires an armory to be researched.

Transformation servos allows hellions and vikings to transform between modes freely.

I have already tested this change across many games, and it's proven to give mech a viable AA option and response to air that already exists in the game without doing any unit statistic changes.

The impact of the change means a meching Terran now can react to the opponent's air transition by mass producing vikings from the factories that they already have, essentially giving mech a mass producible anti-air option similar to the goliath.

The change also means that a meching Terran is saving around 400-600 vespene gas and potentially 1-2 minutes of build time on starports. The gas saved from not forcing a mech Terran to have to turtle into 5 starports to counter air changes the flow of the game entirely, allowing a mech Terran to now attack more often as well as go past 5 factories and play a true macro game instead of being limited to not going past 5 factories.

I would highly encourage Blizzard to consult me about this idea, as i mentioned i have already tested it and will be running a tournament using the change. Many of the players that have played mech with this change were amazed that they had a viable AA option and a true anti-air response from the factory to the opponent massing air units.

I've played and streamed this game for 5-6 years now and love the game like everyone here on the forums do, and like i'm sure Blizzard does, but it's clear the changes that are being proposed by blizzard really have little to no impact on helping mech viability, so sincerely again i would hope they will consider consulting with me about changes to help mech viability.

Swarmhosts are also a huge issue right now for mech viability and on the map i made the changes:

Swarmhosts are slower off of creep.
Swarmhosts remain fast on creep.
Swarmhost hp reduced to 120 from 160.
Swarmhosts now have the light tag.
Swarmhosts are 6 supply.

These might seem heavy handed but the unit is really making the game unenjoyable for quite a ton of people, and it's limiting strategic diversity all by itself in terms of mech Terran.

Also p.s. the original thor flat 12 damage change is also on the mod i made with Darkblizzard (name of the arcade mapmaker/map designer). Blizzard needs to stop being afraid of strategic diversity and letting mech become playable. The thor flat AA change was a really good change. Ground anti-air should be stronger than air units.
Sup
wiNgiAN
Profile Joined April 2017
17 Posts
May 04 2017 20:13 GMT
#5
nerf tempest massive dmg? are u fking serious? blizzard really wants to set tempest as a trash unit, so what about buffing zealots or stalkers? take a look on this http://wiki.teamliquid.net/starcraft2/2017_StarCraft_II_StarLeague_Season_1/Premier
also gsl code s, look the amount of zerg-terran-protoss players and their scores, protoss is by far the worst race on results, but its okay for you blizzard, i give up on your balance methods.
THERIDDLER
Profile Joined July 2014
Canada126 Posts
May 04 2017 20:15 GMT
#6
Still no fix to swarm hosts...
Please don't fricken hack, its just a game.
Charoisaur
Profile Joined August 2014
Germany16021 Posts
May 04 2017 20:19 GMT
#7
I like the thor change.
I don't like the tempest buff because of the tempest - broodlord interaction.
Many of the coolest moments in sc2 happen due to worker harassment
Olli
Profile Blog Joined February 2012
Austria24422 Posts
May 04 2017 20:22 GMT
#8
Hey, what happened to reducing charge research cost?
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Meepman
Profile Joined December 2009
Canada610 Posts
May 04 2017 20:25 GMT
#9
On May 05 2017 05:22 Olli wrote:
Hey, what happened to reducing charge research cost?


I think they're gonna leave that change in the test realm as is
wiNgiAN
Profile Joined April 2017
17 Posts
Last Edited: 2017-05-04 20:38:36
May 04 2017 20:27 GMT
#10
why people talking about "buff" for tempest, do you read the changers or what? its says REDUCE DAMAGE FROM +25 TO 22, sigh.
Jonsoload
Profile Joined October 2011
Germany62 Posts
May 04 2017 20:36 GMT
#11
Just make the Thor smaller in size a bit. It would make Thors less clunky, more present in a fight, and the damage of multiple Thors would stack abit more in area. It is the rediculous size and clunkiness that is killing its effectiveness.
I want a TC icon,not a race icon of scII :(
MockHamill
Profile Joined March 2010
Sweden1798 Posts
May 04 2017 20:38 GMT
#12
On May 05 2017 05:12 avilo wrote:
a) So not fixing or addressing mech anti-air, instead going backwards again
b) tempest does not need buffs, all air units in the game need nerfs to prevent turtle/stalemate gameplay/mass air

These changes took weeks to come up with? They don't address anything, and they move the game backwards, particularly the tempest change.

And mech anti-air is still left in the dust. Mass raven / swarmhost are still in the game.

Why is there not a single word about swarmhosts being abusive versus mech? It's been since November 2016 when patch 3.8 came out and swarmhosts became ridiculous to play against for anyone opting for mech play.

I love Blizzard games, i love SC2. But it's clear there's no direction from the balance team for a while, or they do not know or understand mech problems enough to propose good solutions to making mech more viable without making it OP.

Considering I have played mech since Wings of Liberty Beta almost exclusively over bio, and been Grandmasters playing around 95% mech games versus every race, i would like to sincerely extend my knowledge and expertise to Blizzard if they are willing to work with someone in the community to get some impactful changes into the game.

Riot Games commonly consults 1 trick ponies in the LoL community for changes to specific champions, such as when they were thinking about buffing the champion Annie they consulted a well known streamer "Annie Bot" to get his opinions and feedback on what would be good and bad changes in terms of buffs and nerfs.

I would love it if Blizzard reached out to me and directly talked with me about some good ideas to implement to help out mech viability, specifically in the department of mech not having any anti-air available.

A lot of people know i am running a tournament soon and it will be on an extension mod. I specifically address one core problem for mech viability, being that mech has no AA. The core design change i did was as follows, as well as a few other quality of life changes that allow mech to be more playable without changing much at all with how units operate - just simply the accessibly of anti-air for mech:

Vikings can now be produced from factories, reactor factories, and starports.
Vikings produced from factories come out in assault mode (ground mode).
Vikings produced from starports come out in air mode.
Vikings by default can no longer transform between ground and air mode (to prevent early game cheeses vs Z).

Armory price reduced to 100/50 from 150/100.
Transformation servos upgrade available at the factory tech lab for 50/50, research time 41 seconds.
Transformation servos requires an armory to be researched.

Transformation servos allows hellions and vikings to transform between modes freely.

I have already tested this change across many games, and it's proven to give mech a viable AA option and response to air that already exists in the game without doing any unit statistic changes.

The impact of the change means a meching Terran now can react to the opponent's air transition by mass producing vikings from the factories that they already have, essentially giving mech a mass producible anti-air option similar to the goliath.

The change also means that a meching Terran is saving around 400-600 vespene gas and potentially 1-2 minutes of build time on starports. The gas saved from not forcing a mech Terran to have to turtle into 5 starports to counter air changes the flow of the game entirely, allowing a mech Terran to now attack more often as well as go past 5 factories and play a true macro game instead of being limited to not going past 5 factories.

I would highly encourage Blizzard to consult me about this idea, as i mentioned i have already tested it and will be running a tournament using the change. Many of the players that have played mech with this change were amazed that they had a viable AA option and a true anti-air response from the factory to the opponent massing air units.

I've played and streamed this game for 5-6 years now and love the game like everyone here on the forums do, and like i'm sure Blizzard does, but it's clear the changes that are being proposed by blizzard really have little to no impact on helping mech viability, so sincerely again i would hope they will consider consulting with me about changes to help mech viability.

Swarmhosts are also a huge issue right now for mech viability and on the map i made the changes:

Swarmhosts are slower off of creep.
Swarmhosts remain fast on creep.
Swarmhost hp reduced to 120 from 160.
Swarmhosts now have the light tag.
Swarmhosts are 6 supply.

These might seem heavy handed but the unit is really making the game unenjoyable for quite a ton of people, and it's limiting strategic diversity all by itself in terms of mech Terran.

Also p.s. the original thor flat 12 damage change is also on the mod i made with Darkblizzard (name of the arcade mapmaker/map designer). Blizzard needs to stop being afraid of strategic diversity and letting mech become playable. The thor flat AA change was a really good change. Ground anti-air should be stronger than air units.


The viking production change is simply brilliant. It would solve one of the core problems with the game.

The Swarm Hosts changes are good but the unit will become UP if all of them are implemented. I suggest just testing just a few of them.
Elentos
Profile Blog Joined February 2015
55561 Posts
May 04 2017 20:42 GMT
#13
On May 05 2017 05:27 wiNgiAN wrote:
why people talking about "buff" for tempest, do you read the changers or what? its says REDUCE DAMAGE FROM +25 TO 22, sigh.

Because the current damage is +14 against massive and the +25 was a change they were testing. 14 --> 22 is still a buff.
Every 60 seconds in Africa, a minute passes.
avilo
Profile Blog Joined November 2007
United States4100 Posts
May 04 2017 20:44 GMT
#14
On May 05 2017 05:38 MockHamill wrote:
Show nested quote +
On May 05 2017 05:12 avilo wrote:
a) So not fixing or addressing mech anti-air, instead going backwards again
b) tempest does not need buffs, all air units in the game need nerfs to prevent turtle/stalemate gameplay/mass air

These changes took weeks to come up with? They don't address anything, and they move the game backwards, particularly the tempest change.

And mech anti-air is still left in the dust. Mass raven / swarmhost are still in the game.

Why is there not a single word about swarmhosts being abusive versus mech? It's been since November 2016 when patch 3.8 came out and swarmhosts became ridiculous to play against for anyone opting for mech play.

I love Blizzard games, i love SC2. But it's clear there's no direction from the balance team for a while, or they do not know or understand mech problems enough to propose good solutions to making mech more viable without making it OP.

Considering I have played mech since Wings of Liberty Beta almost exclusively over bio, and been Grandmasters playing around 95% mech games versus every race, i would like to sincerely extend my knowledge and expertise to Blizzard if they are willing to work with someone in the community to get some impactful changes into the game.

Riot Games commonly consults 1 trick ponies in the LoL community for changes to specific champions, such as when they were thinking about buffing the champion Annie they consulted a well known streamer "Annie Bot" to get his opinions and feedback on what would be good and bad changes in terms of buffs and nerfs.

I would love it if Blizzard reached out to me and directly talked with me about some good ideas to implement to help out mech viability, specifically in the department of mech not having any anti-air available.

A lot of people know i am running a tournament soon and it will be on an extension mod. I specifically address one core problem for mech viability, being that mech has no AA. The core design change i did was as follows, as well as a few other quality of life changes that allow mech to be more playable without changing much at all with how units operate - just simply the accessibly of anti-air for mech:

Vikings can now be produced from factories, reactor factories, and starports.
Vikings produced from factories come out in assault mode (ground mode).
Vikings produced from starports come out in air mode.
Vikings by default can no longer transform between ground and air mode (to prevent early game cheeses vs Z).

Armory price reduced to 100/50 from 150/100.
Transformation servos upgrade available at the factory tech lab for 50/50, research time 41 seconds.
Transformation servos requires an armory to be researched.

Transformation servos allows hellions and vikings to transform between modes freely.

I have already tested this change across many games, and it's proven to give mech a viable AA option and response to air that already exists in the game without doing any unit statistic changes.

The impact of the change means a meching Terran now can react to the opponent's air transition by mass producing vikings from the factories that they already have, essentially giving mech a mass producible anti-air option similar to the goliath.

The change also means that a meching Terran is saving around 400-600 vespene gas and potentially 1-2 minutes of build time on starports. The gas saved from not forcing a mech Terran to have to turtle into 5 starports to counter air changes the flow of the game entirely, allowing a mech Terran to now attack more often as well as go past 5 factories and play a true macro game instead of being limited to not going past 5 factories.

I would highly encourage Blizzard to consult me about this idea, as i mentioned i have already tested it and will be running a tournament using the change. Many of the players that have played mech with this change were amazed that they had a viable AA option and a true anti-air response from the factory to the opponent massing air units.

I've played and streamed this game for 5-6 years now and love the game like everyone here on the forums do, and like i'm sure Blizzard does, but it's clear the changes that are being proposed by blizzard really have little to no impact on helping mech viability, so sincerely again i would hope they will consider consulting with me about changes to help mech viability.

Swarmhosts are also a huge issue right now for mech viability and on the map i made the changes:

Swarmhosts are slower off of creep.
Swarmhosts remain fast on creep.
Swarmhost hp reduced to 120 from 160.
Swarmhosts now have the light tag.
Swarmhosts are 6 supply.

These might seem heavy handed but the unit is really making the game unenjoyable for quite a ton of people, and it's limiting strategic diversity all by itself in terms of mech Terran.

Also p.s. the original thor flat 12 damage change is also on the mod i made with Darkblizzard (name of the arcade mapmaker/map designer). Blizzard needs to stop being afraid of strategic diversity and letting mech become playable. The thor flat AA change was a really good change. Ground anti-air should be stronger than air units.


The viking production change is simply brilliant. It would solve one of the core problems with the game.

The Swarm Hosts changes are good but the unit will become UP if all of them are implemented. I suggest just testing just a few of them.


SH changes don't make them UP it makes them forced to a harrassment role rather than "being the entire army" role. They are still just as strong and usable from a harrassment perspective, but you will be punished as a player if you decide to make your entire army as swarmhosts. Which is definitely a much better direction for balance than the current "he's going mech - i'll make 20 swarmhost and auto-win."

Also note: there are raven nerfs that correspond with the swarmhost nerfs as well. Ravens 4 supply, etc. My change is optimal and will help save the game.
Sup
JoaquinGuzma
Profile Joined July 2015
2 Posts
May 04 2017 20:52 GMT
#15
Instead changing SH you better remove it and change another unit your changes are a joke honestly. It's enough give them light tag so helions can kill them, what you want never see them into the game. lol
paxconsciente
Profile Joined January 2015
Belgium91 Posts
May 04 2017 20:59 GMT
#16
I know you hate SH avilo but you claim that they don't support strategic diversity, yet by nerfing them so much you're doing the exact same thing by making them so useless.
The best way to predict the future is to create it - Peter Drucker. <3 so0,ret,JD,Happy,Innovation,Snute
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
May 04 2017 21:00 GMT
#17
Sometimes its better to just remove a unit (swarmhost) and not to try to balance it.... like they did with the HERC and Warhound
http://www.twitch.tv/pinokotsbeer
wiNgiAN
Profile Joined April 2017
17 Posts
May 04 2017 21:01 GMT
#18
On May 05 2017 05:42 Elentos wrote:
Show nested quote +
On May 05 2017 05:27 wiNgiAN wrote:
why people talking about "buff" for tempest, do you read the changers or what? its says REDUCE DAMAGE FROM +25 TO 22, sigh.

Because the current damage is +14 against massive and the +25 was a change they were testing. 14 --> 22 is still a buff.

oh i see, thought they were talking about the total dmg, ty for explain.
wiNgiAN
Profile Joined April 2017
17 Posts
May 04 2017 21:16 GMT
#19
btw, tempest buff is needed, so pvp skytoss is not going for carriers vs carriers anymore, and it helps a bit in pvt for tutle terrans getting bcs.
StraKo
Profile Joined February 2017
Germany96 Posts
May 04 2017 21:16 GMT
#20
On May 05 2017 06:00 PinoKotsBeer wrote:
Sometimes its better to just remove a unit (swarmhost) and not to try to balance it.... like they did with the HERC and Warhound

You could honestly say that for A LOT of lotv units :S
1 2 3 4 5 14 15 16 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 4h 6m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft561
RuFF_SC2 255
NeuroSwarm 219
StarCraft: Brood War
actioN 1604
Shuttle 135
GoRush 22
eros_byul 0
League of Legends
JimRising 694
C9.Mang0454
Heroes of the Storm
Khaldor96
Other Games
summit1g7309
XaKoH 149
minikerr41
Organizations
Other Games
gamesdonequick1159
BasetradeTV68
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• practicex 30
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• Azhi_Dahaki39
• Diggity4
• Pr0nogo 1
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21897
League of Legends
• Rush1278
• Lourlo976
• Stunt382
Other Games
• Scarra1658
Upcoming Events
Sparkling Tuna Cup
4h 6m
Krystianer vs Classic
TriGGeR vs SKillous
Percival vs Ryung
ByuN vs Nicoract
OSC
12h 6m
BSL 21
14h 6m
Cross vs Dewalt
Replay Cast
1d 3h
Wardi Open
1d 6h
OSC
2 days
Solar vs MaxPax
ByuN vs Krystianer
Spirit vs TBD
OSC
5 days
Korean StarCraft League
5 days
OSC
6 days
OSC
6 days
Liquipedia Results

Completed

Escore Tournament S1: W1
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
BSL Season 21
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

Upcoming

CSL 2025 WINTER (S19)
Escore Tournament S1: W2
Escore Tournament S1: W3
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.