• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:34
CET 09:34
KST 17:34
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!42$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" Mech is the composition that needs teleportation t StarCraft, SC2, HotS, WC3, Returning to Blizzcon! TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion Where's CardinalAllin/Jukado the mapmaker? [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL20] Grand Finals [BSL21] RO32 Group A - Saturday 21:00 CET [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1076 users

StarCraft II Multiplayer - Major Design Changes - Page 12

Forum Index > SC2 General
832 CommentsPost a Reply
Prev 1 10 11 12 13 14 42 Next All
SiaBBo
Profile Joined February 2011
Finland132 Posts
August 18 2017 08:07 GMT
#221
Making High Templar easier to use? I don't even. Not nerfing Oracles? Ok.
washikie
Profile Joined February 2011
United States752 Posts
Last Edited: 2017-08-18 08:35:43
August 18 2017 08:11 GMT
#222
I'm also concerned about how the mule change effects tvz. Bio in tvz is always on a knife edge of ballance right now it's just about right, sometimes Terran does enough dmg, zerg can't get enough t3 and Terran eventually wins other times Zerg can stop Terran. I'm worried the burden may be to high for bio with the reduction In mineral income from mules. Mabey Terran will find ways to use more gas units with bio or to land new weird timings with factory and star port units, but due to split upgrades on the factory and star port I'm worried this could be a nail in the coffin for bio viability at high levels of play. Bio terran already floats gas so it seems like a straight nerf to bio.

This coupled with the mine change might be enough to push bio over a cliff in tvz. Mabey I'm wrong, mabey the gas changes will make it so that Terran can do enough new pressure builds that they can still get to a decent spot with bio, but I'm rather sceptical. It feals like they want to force us to mech but with a nerfed raven And still no good ground to air in not sure mech will be competitive with late game sky Zerg
"when life gives Hero lemons he makes carriers" -Artosis
Vanadiel
Profile Joined April 2012
France961 Posts
August 18 2017 08:22 GMT
#223
MSC was a bad design... that tried to fix an other bad design. As it is right now, I fear that the fundamental problem remains.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
Last Edited: 2017-08-18 08:25:52
August 18 2017 08:24 GMT
#224
On August 18 2017 16:42 hiroshOne wrote:
Protoss indeed will be in trouble without MSCore especially in TvP. BIO is too strong since the beginning of sc2 and this is the source of most bandaids in the game.

Revert to WOL> Nerf BIO> Balance game around that> Slowly add units from HOTS and LoTv> problem solved.


Problem with that is that Terran has no powerful lategame to transition into.
Unless you go full Mech, there is no real transition out of Bio into some kind of powerful Tier 3 unit composition.
Bio also doesn't shine until it has Stim, Medivacs, Combat Shield and a few Marauders to tank for it.
Early game unupgraded Marines are terrible. Adepts can just volley them and Stalkers can kite them. (which will be a lot easier with the heavier, slower attack)

I'm not really sure why Protoss is so damned afraid of a Bio push early game without the MSC.
Are we not allowed to pressure you in the early game? You can throw Warp Prism + Adept, Proxy Oracle, 7g Blink or DTs at us. All of which require a different response, the structures of which can be proxied anywhere on the map to avoid a scout and it will win you the game if not reacted to properly. As a Terran I have to take the sheer existence of such openings into account or I'm coinflipping every TvP I play. What if I don't take into account the possibility of Proxy Oracle? One unchallenged Oracle will win Protoss the game.

In contrast, what aggressive options does Terran really have right now in early game TvP that isn't smacked down easily with the aid of the MSC? I can't even think of a functional Terran cheese in TvP. Does it even exist?
If it doesn't, then Protoss knows they have nothing to fear early game and can play however they want whereas Terran has to take a number of aggressive options into consideration before you even start the game.

In late-era WoL I didn't see any massive number of TvPs in the pro scene always getting easily steamrolled over in the early game. Yes we had the early stupid GomTvT era. The game was young and Korean-level microed Bio ruled the day, but that isn't the case anymore. In the late-era of WoL both sides had aggressive options, both sides had to scout, both sides had to build an actual number of units. Maybe this is turning into a bit of a rant but from my point of view, all Protoss has to do now is actually take aggressive options from Terran more into account and build some units. Yes, Terran could potentially attack you with Bio in the early game now. Pretty sure if you scout it and prepare you can hold it off.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Heartland
Profile Blog Joined May 2012
Sweden24591 Posts
August 18 2017 08:25 GMT
#225
The Prism change is an example of dumbing down the micro of Protoss, prisms with disruptors aren't a big deal. They just reward players who keep their eyes on the minimap and who can defend accurately. Observers being tagged with f2 is the same, if you don't want all the observers then you can click them away which a capable player is doing. A less capable one (ie, me) will have to live with having five obs with his army and losing sight of the minimap.

I'd also like to remind everyone that the MSC is not made to fight Zerg or Terran in the early game but to break 4-gate rushing. With stronger Stalkers and no MSC the good ol' gate rushing will come back. Maybe that's fine if two-gate double Stalker openers still work but PvP will turn into something more akin to WoL with this. That's not a good thing.
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
August 18 2017 08:30 GMT
#226
On August 18 2017 02:44 TheWinks wrote:
That mine change is going to cause all sorts of awful problems. If they want to treat them like banes, they're going to have to see a cost reduction, and they're going to have to touch the oracle.

Infested terran getting upgrades back puts fear into my heart for the future of the game. Don't repeat history please.

You missed the part where their base damage was reduced by 2. So with +3 weapon upgrade they will only do +1 damage than what they are doing now. Not the terror they were..
Uberduder
Profile Joined May 2013
United States13 Posts
Last Edited: 2017-08-18 08:36:07
August 18 2017 08:33 GMT
#227
From a zerg standpoint, it feels like a mild nerf for no reason. Infested terrans have been ass since after BLord infestor era. And no matter how bad they were, nobody was clamoring for changes cause everyone would just bring that up when infestors buffs came up, as if that strat was still a thing. Removing 2 damage and adding upgrade scaling to IT's isn't going to do anything except make them worse on average. You are already split between melee and ranged upgrades as zerg, why would you require zerg to be on +2 ranged for them to do the same as before? Sure they have better AA attacks, but when are infested terrans ever going to do anything about medivac's impunity? Even if they spawn instantly you need a slow ass infestor around, creep present, and you need to cast an ability to have timed units that move slow as molasses to hit air? Yeah no. Frankly infestors should start with the energy upgrade, nobody makes it anymore because its not worth, and without it an infestor cant even fungal out of the gate, which is absurd, fungal is nowhere near as impactful as say storm, and unlike ghosts (and now templar) infestors cant just attack normally. Now fungal + bile is effectively being removed as an effective strategy vs bio, and the solution is to split the energy use between fungal and infested terran? At least before it was an easy choice for fungal since IT's sucked, but now the opportunity cost is present where it wasn't before. Tvz will revert to pure ling bane vs bio unless terran goes mech, especially with the weakened mine. I also don't like that they are making zerg even weaker off creep, where it really doesn't need that, just going to encourage defending and turtling till tier 3.

Also lurker upgrade on hive? How does this make lurkers relevant when the game is at tier 3 units by the point you can even make this upgrade? Its 150/150 down the drain. You don't put something you intend to be relevant but minor on hive tech or you simply wont see it used when you can make all the other hive tech instead.

Viper change sounds like a buff at the end of the day. But fungal doesn't hit air so that's one source of damage less vs mass air. This will maul liberators though. Would trade this any day for early game AA though.

Swarm host is still complete trash at the competitive level, you occasionally see a meme victory or loss with them but its only purpose is to surprise people who don't respond properly to them or go for certain niche strats. And I don't know a single player of any race including zerg who actually likes this unit. It sounds like hyperbole to say replace/redesign this unit and blizzard often loves their own ideas too hard to remove them, but I can't think of anyone that isn't totally ok with this idea. There are still a lot of cool ideas for a zerg unit that could have its day in the sun if it was in place of swamhosts.

I generally like the terran changes, its cool mules can have a function for mech now, but the ghost change seems super risky, this is like giving terrans DT's, there were already a few TvT rushes a while back and this just helps that massively (especially with gas mules), game doesn't need more game ending openings that kill you if it gets scouted last on a 4 player map. Mine change is pretty fair even if it sounds drastic, those things only cost 75/25 at the end of the day, they often pay for themselves with a single shot anyway and can still end games and make positions super hard to break, the only thing that kept them balanced till now was that they produced slow. Having all your overseers killed in the push never felt like a great skill based reason to not be able to reclaim territory after a winning fight. I imagine that is true for protoss as well.

Have no idea what to think of the protoss changes, I like them from a design standpoint, but defending against oracles or liberators without overcharge is going to need some compensation. I forsee a lot of tweaks to protoss early game just to make this all work. Disruptor and stalker change will also have immense repercussions on pvp.
If the brain were so simple we could understand it, we would be so simple we couldn't.
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
August 18 2017 09:03 GMT
#228
another mule nerf? mech don't really need mules on gas
hiroshOne
Profile Joined October 2015
Poland425 Posts
August 18 2017 09:05 GMT
#229
Infestor will be dead unit now. Mark my words. They were nerfed and nerfed during all those years and frankly this is the only viable caster for Zerg in midgame. Now it will be useless and funghal not hitting Air is an overkill. How Zerg will defend mass oracles, phoenixes or even voidrays? How Zerg will be able to protect Broodlords vs mass Terran Air? Vipers won't do. Not to mention ZvZ and mass mutas which will break this matchup now.

Additionally, nerfing funghal into oblivion this way Blizzard is killing very interesting and micro intensivetactics like corrosive bile/ funghal combo vs BIO as a defensive tool just as vs air. Must i remind u that bile/funghal was pretty good vs Carriers?
Ultima Ratio Regum
Aegwynn
Profile Joined September 2015
Italy460 Posts
August 18 2017 09:15 GMT
#230
I liked the changes overall. However, if they want to do drastic changes, they should man up and do it properly.
Just remove widow mine & swarm host completely, i honestly can't believe this stupid units survived for so many years.
It is also sad to not see a nerf to the Oracle revelation since it is the most op ability in the game.
High Templar cost less than Infestor & Ghost and it is WAY more powerful than both. How come they are still getting buffs? Can someone explain?
ReMinD_
Profile Joined May 2013
Croatia846 Posts
August 18 2017 09:17 GMT
#231
One change is missing though:
Terran - Medivac - removed speed boost ability.
Parting: Well, even I can make better maps than these.
Aegwynn
Profile Joined September 2015
Italy460 Posts
August 18 2017 09:24 GMT
#232
On August 18 2017 18:17 ReMinD_ wrote:
One change is missing though:
Terran - Medivac - removed speed boost ability.

or it can cost energy like everyone was suggesting for years
hiroshOne
Profile Joined October 2015
Poland425 Posts
August 18 2017 09:36 GMT
#233
Medivak Boost was the oryginal issue that provoked Muta Speed buff and Phoenix speed buff because of that. To be hones if medivack boost was gone or cost energy- there will be no problems with MScore missing.

Medivack without speed boost will be managable for Protoss to defend, less game ending and more about positioning. Not boosting blindli on shift command all over the map. BIO is agile and mobile already without it
Ultima Ratio Regum
raff100
Profile Joined April 2011
498 Posts
August 18 2017 09:43 GMT
#234
I just encourage you to play the test MM before making wrong assumptions. Don't look only at the numbers
JackONeill
Profile Joined September 2013
861 Posts
August 18 2017 09:45 GMT
#235
the servos upgrade looks like complete bullshit, transforming hellions into adepts
the animation looks silly too

Would be much better to have the servos allow the units to transform while moving but with a massive deceleration

cyclone change feels like an uncessary gimmick with a pointless upgrade (150/150 for 46 more damage? Come on.), the main reason why the cyclone AA suck is because it's a spell with a cooldown that deals extremely little damage. Just increase the damage or make it a regular attack solves the problem, no need for "yeah 4 first shots go faster and then you have a 150/150 upgrade that adds 2 dmg versus armored per shots"

mine nerf is plain retarded, just making it unable to target workers would be much, much better and fairer

stalker change is stupid too, it actually makes the stalker worse as a frontal fighter while making it more abusive in cheesy situations

adept stays unchanged? WHY? Removal of the MSC seems like a perfect occasion to remove the shade and buff the adept's stats so it become the true frontline/backbone fighter it's supposed to be

the more i think about it the more terran mech will now be complete garbage against vipers (even more than before). 180 dmg parabomb that oneshots vikings, no more PDD or seeker to defend your army (healing drone doesn't save abducted units)

the more i think about it the more encouraging F2 with obs/overseer deployement is an insult to everything that SC2 stands for


At the end of the day i'd just wish they're do the eco change, remove the MSC and make the nexus a shield battery with chronoboost, and slightly buff the stalker's attack + remove the shade and buff the adept's frontal power to compensate for the overcharge
That'd actually be a good starting point to THEN try out other changes
Vanadiel
Profile Joined April 2012
France961 Posts
August 18 2017 10:04 GMT
#236
F2 itself was already an insult to everything that SC2 stands for...

At the end of the day i'd just wish they're do the eco change, remove the MSC and make the nexus a shield battery with chronoboost, and slightly buff the stalker's attack + remove the shade and buff the adept's frontal power to compensate for the overcharge
That'd actually be a good starting point to THEN try out other changes


So true... First fix the core design problems, which - and it's irritating to observe- they are finally willing to acknowledge for the MSC but not for tor the economy... There was so many great threads here on TL, well documented, tested by pros it's baffling they went with what they chose and that they still stick to it. To your list I'd add a Warpgate re-design, either making it a late game upgrade, or just that portal transformed into warpgate can either produce as a portal at faster rate, or warp around pylône/warp prism but in a much longer time.
Elentos
Profile Blog Joined February 2015
55555 Posts
August 18 2017 10:11 GMT
#237
I've been having a lot of fun playing Protoss on the test map so far.
Every 60 seconds in Africa, a minute passes.
HerrPfotig
Profile Joined July 2012
Germany39 Posts
Last Edited: 2017-08-18 11:41:24
August 18 2017 11:18 GMT
#238
My perosnal design hopes: (everything is biased but the numbers)
rescource changes for mapmakers:
Starting locations: 2 gas geysirs
expo locations: 1 high yield geysir

What compensation for transforming energy into increased gas mining (MULE harvesting gas), do Zerg and Protoss get?
In a way repairdrone(Raven) already exists: MULEs can repair mech units and mechplayers usually have an excess of minerals
(new MULE could help balancing the gas/mineral ratio here)

I assume a 3 OC soft economy cap
90gas per Mule until expiration * 3 = 270 gas (~250gas/minute) this allows for an additional 1 factory/starport producing a gas heavy unit
Thor : ~280gas/min with constant production
ST : ~234gas/min "
Raven : ~280 gas/min "
BC : ~280 gas/min "
3 MULES in Minerals allow for around 3 Raxx additional Production (cost for supplydepots is taken into calculation)
It is kind of balanced out because gas is 2-3 times more valuable than minerals
(scarcity of resources, ~2,5 times more minerals on any given map than there are gas resouces)

I play Terran since WoL, and I dislike the MULE change

Warping in units should make the cooldown for next warp-in longer than the duration of producing them out of Gateways. (defenders advantage wihtout removing warpgate mechanic, still allows for cool warpin at enemy base, proxy or straight offensive capabilities just add more Warpgates to balance out longer cooldowns; all this means more strategic CHOICES)

Sorry these are my opinions and it´s a rant :D

edit: clearing things up and writing out abbreviations
Mozdk
Profile Joined October 2010
Denmark6989 Posts
August 18 2017 11:26 GMT
#239
This is sooo many changes at once. The game will be in a state of chaos after this. For a long time. But maybe that's okay.

Looking at these suggested updates, I think Protoss will struggle a lot holding terran mech all ins and holding terran stim (+1) timings. There will be no fast 3rd in that matchup.

I like the static observer ability. And I like the infestor changes.
"It's really hard to Protoss" - White-Ra |||| "Apedts are dfucking amazing" - Lorning
egrimm
Profile Joined September 2011
Poland1199 Posts
August 18 2017 12:00 GMT
#240
There are 2 main things to be said about this major redesign:
1. I do not like the approach of constant big changes to the game. It is far more better to have properly made game and then stop development (at least in game design department) and let the meta emerge and flow.
However with that being said and taking into consideration taht even though the game settled in okeyish spot right now I do believe it is still far away from being "properly made" and ther still can be a lot done to improve sc2 gameplaywise. Which brings us to 2nd point:

2. Actual changes in abovementioned patch:
these are in fact quite nice I must admit especially when compared to blink-dts and stormy-tempest from last year update. Finally there are some changes that community asked for a long time and most of them are either reasonable and/or interesting. Hopefully will push game into higher hights

I like the eco changes although would prefer "diminishing return after 1 worker on mineral patch design".

TERRAN
  1. Mule change might be ok (less overwhelming bio spam, more helpful in tech/mech compositions) - will see.
  2. Raven will not be spammed any longer which is good in itself. Don't know about the new abilites though - will see.
  3. WM seem a bit unnecessary but tbf I always hated that unit so I am not gonna cry about that nerf Imho mines should be redesigned to be cheaper, 0-1 supply, one use, ground only unit.
  4. Ghost change seems reasonable (and at least we get some upgrades for energy back).
  5. Lib change - negligible I guess?
  6. Cyclone - this change I actually do not like. It makes unit control and intereactions less recurrent and predictible. Inelegant change.
  7. Smart Servos - insignificant

PROTOSS
  1. MsC/Nexus - I can only say 1 thing: FINALLY. MsC was always a terribly designed unit. Glad to see it go finally. I just hope that devs will balance the game accordingly afterwards.
  2. Chronoboost - good change. Adds tension between other abilities of Nexus.
  3. Mass Recall - as long as the radius is smaller than on MsC it should work, although in late game might become OP.
  4. Shield Recharge - much better in terms of design than PO but not sure if it will be enough of defense for Protoss.
  5. Stalker - did not expect any changes to Stalker but this one seems promising. DPS stays the same but it will be now easier to snipe units (medivacs, mutas etc) + better scalling with upgrades into to the late game.
    dmg 10 14 15 21
    per 1,03 1,03 1,54 1,54
    dps 9,7 13,6 9,7 13,6
  6. Disruptor - not sure about that change but at least the disruptor will be less about that 1 hit. TBF the closer we get to Reaver the better imho.
  7. Colossus - less reliant on ext. thermal l. with range changes = works better "out-of-the-box" but less dominant leter into the game with 1 shorter max range. Good change
  8. Carrier - doesn't matter, will not change much. Other changes needed.
  9. High Templar - negligible from balance perspective but is it really needed (maybe for casuals idk)? I have mixed feelings.
  10. Mothership - might be used more offensively - I like it. On the other hand I never liked that unit so maybe it is time to let it go? And maybe hopefully introduce Arbiter
  11. Observer - same as for HT

ZERG
  1. Infestor - this is controversial set of changes. I love that fungal no longer can hit air units - it was wrong that game was balanced around hitting chain-fungal to get rid of massive air armies. However, as with MsC removal, there need to be some other option for zerg to deal with mass air of other races. Not really like the influence of creep on ability - seems unnecessarily complicated. Infested terran: not sold on new Weapon: Acid Spores - again seems unnecessarily complicated. Other than that good.
  2. Lurker - I do not think this changes will achieve what dev team is aiming for tbh. I'd personaly prefer Lurker to remain on lair tech but make it chaper and weaker.
  3. Viper's PB - good that it doesn't stack anymore. DMG probably should be tweaked
  4. Overseer - same as with obs
  5. Swarm Host - just remove that unit and forget about it.
sOs TY PartinG
Prev 1 10 11 12 13 14 42 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 26m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Zeus 581
actioN 273
Larva 175
Sharp 85
NotJumperer 26
NaDa 10
Dota 2
Gorgc3021
NeuroSwarm93
League of Legends
JimRising 1150
Counter-Strike
fl0m1903
Stewie2K674
Heroes of the Storm
Khaldor134
Other Games
summit1g13421
Happy236
goatrope46
Organizations
Counter-Strike
PGL109
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH142
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota223
League of Legends
• Lourlo3794
• Jankos2887
Upcoming Events
Sparkling Tuna Cup
1h 26m
WardiTV Korean Royale
3h 26m
LAN Event
6h 26m
ByuN vs Zoun
TBD vs TriGGeR
Clem vs TBD
IPSL
9h 26m
JDConan vs WIZARD
WolFix vs Cross
BSL 21
11h 26m
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d
Wardi Open
1d 3h
WardiTV Korean Royale
2 days
Replay Cast
3 days
Kung Fu Cup
3 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
[ Show More ]
Tenacious Turtle Tussle
3 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
6 days
BSL 21
6 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.