• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 09:08
CET 15:08
KST 23:08
  • 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
[ASL22] Finals Preview: Sweet Victory!12[ASL22] Ro4 Preview: Mirror Mirror6[ASL22] Ro8 Preview: Within Reach5[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5
Community News
[BSL23] RO16 Group Stage1Weekly Cups (Nov 2-8): herO back on top?1Weekly Cups (Oct 26 - Nov 1): MaxPax, herO, Solar win0Weekly Cups (October 19-25): Clem triples first in 5.0.175Evil Geniuses - shutting down23
StarCraft 2
General
Weekly Cups (Nov 2-8): herO back on top? Serral's getting trashed by New Catsle's Mind No more SC2 streamers on team liquid? StarCraft open world shooter announced at BlizzCon [D] Hacker peak in sc2 ?
Tourneys
RSL goes to London! 2026 Offline Finals Nov 21-22 Tasteless Time Warp: SC Evo Showmatch (May 25) Sparkling Tuna Cup - Weekly Open Tournament SC2 iNu's Battles #22 SC4ALL: II Venue Change Announcement!
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Starcraft 2 Advance [G] How to playtest arcade maps [D] the control group Simple Questions/Answers
External Content
The PondCast: SC2 News & Results Mutation # 551 Robotic Revival Mutation # 550 Graveyard Shift Mutation # 549 Endless Sparkles
Brood War
General
BW General Discussion [BSL23] RO16 Group Stage List of top players active on ShieldBattery BGH Auto Balance -> http://bghmmr.eu/ Rollback Netcode in Brood War
Tourneys
[$1250] International ShieldBattery League 2v2v2v2 Tournament Stage 1: Community Poll [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Nuke strategy worked in K-League 2026-11-09 50,000-Word Terran Builds Memo 2026-10-22 Cliff Jump Revisited (1 in a 1000 strategy)
Other Games
General Games
Nintendo Switch Thread ZeroSpace Early Access is Now Live! Path of Exile General RTS Discussion Thread Stormgate/Frost Giant Megathread
Dota 2
Dota 2 Champions League Season 3 Begins April 25!
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Trading/Investing Thread Russo-Ukrainian War Thread Dating: How's your luck? Things Aren’t Peaceful in Palestine
Fan Clubs
Fan Club Resource Thread Reynor Fan Club The Flash Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Manga] One Piece
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
The time I organised my…
AssyrianKing
Why I built Repalyzer (1.1.…
BlueStar
Innovate or Game Over?
TrAiDoS
ShieldBattery on Mac
Kraekkling
[ASL22] Ro4 Day1 Ticket Giv…
bITt.mAN
Can Bots Beat Pros?? Starcr…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11680 users

PvP is going to change in the next Patch ! - Page 23

Forum Index > Closed
Post a Reply
Prev 1 21 22 23 24 25 56 Next
synapse
Profile Blog Joined January 2009
China13814 Posts
April 22 2011 15:51 GMT
#441
On April 23 2011 00:27 tyCe wrote:
Show nested quote +
On April 23 2011 00:19 renkin wrote:
I'm probably going to get bashed for this but instead of changing the warpgate research time, how about limiting the radius of where our units can be warped in ?

The warp-in ability would be defined by 2 arbitrary zones. The first one, well, we all already know, it's the pylon. The second one would be a large area around the nexus, let's say a little more than the size of a 2 bases area, but less than half the map. To successfully warp-in units you would have to be in those 2 zones.

That way, proxy rush warpgate is very less effective, because you would be outside of your nexus zone and the defender would get its rightfull defender advantage. However you would still have the possibility to warp-in defensively, thus Protoss not weaker early game. This won't fuck up any FE build of defensive play previously used.

The Nexus zone constraint would be generated any nexuses you build, making expanding and macro games very more rewarding since you will cover more map space.

The warp prism would be able to warp in units outside the nexus zone. That will give the warp prism play much more potential.

We could even add an ability to a unit to make the nexus zone bigger in certain place, just like the creep tumor does for the zerg creep...

Good idea! It's exactly the same as mine (although I think the radius should definitely be smaller - maybe around the same as a sensor tower's radius)

Go post on Blizzard forums please. I'm way too lazy

Instead of entirely constraining warp-ins, maybe they could significantly increase the time it takes for warpgate units to actually warp-in (what is now, like 5 seconds? maybe increase that to 10 when outside of the nexus zone?), maybe make them even more susceptible to damage while warping in...
:)
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
April 22 2011 15:55 GMT
#442
On April 23 2011 00:51 synapse wrote:
Show nested quote +
On April 23 2011 00:27 tyCe wrote:
On April 23 2011 00:19 renkin wrote:
I'm probably going to get bashed for this but instead of changing the warpgate research time, how about limiting the radius of where our units can be warped in ?

The warp-in ability would be defined by 2 arbitrary zones. The first one, well, we all already know, it's the pylon. The second one would be a large area around the nexus, let's say a little more than the size of a 2 bases area, but less than half the map. To successfully warp-in units you would have to be in those 2 zones.

That way, proxy rush warpgate is very less effective, because you would be outside of your nexus zone and the defender would get its rightfull defender advantage. However you would still have the possibility to warp-in defensively, thus Protoss not weaker early game. This won't fuck up any FE build of defensive play previously used.

The Nexus zone constraint would be generated any nexuses you build, making expanding and macro games very more rewarding since you will cover more map space.

The warp prism would be able to warp in units outside the nexus zone. That will give the warp prism play much more potential.

We could even add an ability to a unit to make the nexus zone bigger in certain place, just like the creep tumor does for the zerg creep...

Good idea! It's exactly the same as mine (although I think the radius should definitely be smaller - maybe around the same as a sensor tower's radius)

Go post on Blizzard forums please. I'm way too lazy

Instead of entirely constraining warp-ins, maybe they could significantly increase the time it takes for warpgate units to actually warp-in (what is now, like 5 seconds? maybe increase that to 10 when outside of the nexus zone?), maybe make them even more susceptible to damage while warping in...


The current consensus seems to be that units warping in do not take ANY additional damage, I'd like them to at least try fix this before they significantly change the warp gate timing.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=194526
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-04-22 16:05:01
April 22 2011 15:56 GMT
#443
On April 23 2011 00:47 Avean wrote:
I really dont see how this is going to change anything with PvP.
Increased research of warp gate to 10 seconds (Lets imagine that).
Decreased build time for tier 1 units in gateways (3 seconds)

That only means we will be building more units outta gateways for 10 seconds longer before warp. It will not change anything for PvP which i guess is Blizzards main reason for this change.
But it will affect everything else, proxy rush from protoss will be alot faster (Depends on the decreased time change).

I really dont see the point of this change ..........


I will explain how increasing research time of WG and decreased production of gate units would fix 4gate since many seem not to understand:

1) Since 4 gates can't be supported by 1 base (only 3 and barely), if the 4 gater keeps waiting for the WG to make units he will be behind in unit count for a great amount of time, and the no 4gater can take advantage of that, namely by getting map control. Imagine the 3 stalker build, becomes the 5 stalker build, and the WG is even later and you see how harder it will be to 4gate in that situation.

2) If by miracle the 4 gater has map control, and attempts to put pylons in your base to warp zealots above ground, you will have enough units to destroy them.

3) If the 4gater wants to keep map control, he will have to keep producing units while waiting for WG and in that case he won't be able to support 4 gates, not to mention he wasted 150min on a gate while the other on a unit / tech so in fact 3 gate becomes better. But in that case it's also easier to transition into something else because the other guys units will have to travel the map and you will indeed have a defenders advantage until WG finishes which will be later. That would give more time to tech making it more viable.
Archon96
Profile Joined November 2010
United States38 Posts
April 22 2011 15:58 GMT
#444
On April 23 2011 00:47 Avean wrote:
I really dont see how this is going to change anything with PvP.
Increased research of warp gate to 10 seconds (Lets imagine that).
Decreased build time for tier 1 units in gateways (3 seconds)

That only means we will be building more units outta gateways for 10 seconds longer before warp. It will not change anything for PvP which i guess is Blizzards main reason for this change.
But it will affect everything else, proxy rush from protoss will be alot faster (Depends on the decreased time change).

I really dont see the point of this change ..........



Blizzard isn't thinking obviously as with most blizzard patches. FYI, there is no such thing as strategy in pvp. Cool, nerf 4 gate. Then we can move on to strategic mass colossus into who has more wins the game, or we can do strategic cannon rush or in light of soon to be gateway buff, strategic proxy gate. PvP is going to be so fun, I can feel it already. Leave the 4 gate the way it is, 4 gate requires more skill than cannon rush and proxy gate.
Master Toss looking for a pro team
SheaR619
Profile Joined October 2010
United States2399 Posts
April 22 2011 15:59 GMT
#445
Although this may solve the 4 gating problem I dislike this idea a lot. Defending 4 gate has almost been discovered such as the 3 stalker chorno, and kcdc build I heard of. This would change the meta game too much and all the time invested in defending the 4 gate will be wasted because then 4 gate will virtually obsolete. Although an interesting idea and should definitely be tested,

I believe it best just to keep it how it is. Even if 4 gate is solved, it doesn't change the fact that it will lead to a stupid collossi war...which is even stupider imo. PvP is just a really bad match up. They need to make storm some how viable in PvP then i'd say it might become a more interesting match up.

TLDR: Fixing 4 gate with this new idea will only mess up the meta game completely and will not address the core problem of pvp leading to a silly who has more collosi war :/
I may not be the best, but i will be some day...
Fiendish
Profile Joined April 2010
United States210 Posts
April 22 2011 16:04 GMT
#446
i like pvp the way it is..
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
Last Edited: 2011-04-22 16:05:15
April 22 2011 16:04 GMT
#447
Guess Blizzard got fed up by people (like me) 4-5 warpgating themselfs to master.

Who would had thought blizzard disliked a build that includes 5 of the same buildings which counters kills everything during the first 15 minutes of the game.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Liquid`Nazgul
Profile Blog Joined September 2002
22427 Posts
April 22 2011 16:05 GMT
#448
i hope they patch it so that 4 gate is still a good strat just not the only one. i really don't want to see 50 colossus war games in a row.
Administrator
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
April 22 2011 16:06 GMT
#449
On April 23 2011 00:50 Archon96 wrote:
Show nested quote +
On April 22 2011 17:46 dezi wrote:
On April 22 2011 17:39 AndAgain wrote:
Wait a sec, so will gateways now have faster build times than warpgate cooldowns?

I think the might decrease the no-warp-time by 5sec each or sth. like this. I would prefer to see the warp technology removed and the up only giving the decreased buildtimes. No more off pylon warpin (maybe only allow this at warp prisms > makes them so much more usefull) and one could also give the Amulet back to the Toss (no instant storms cause you now have to build "normal").



Get rid of warp gates and you might as well call the race terran. While you're at it get rid of larva, and we can all play terrancraft. The point of protoss and zerg is to have different mechanics. Protoss can warp in, not queue up units like a barracks. Or if you want to get rid of warp gates, give protoss mules and call them terran and have them make marines. Just saying

You ever play a little game called broodwar?
skyR
Profile Joined July 2009
Canada13817 Posts
April 22 2011 16:09 GMT
#450
This is a step in the right direction. Good job blizzard!
zZygote
Profile Blog Joined January 2007
Canada898 Posts
April 22 2011 16:09 GMT
#451
On April 23 2011 01:05 Liquid`Nazgul wrote:
i hope they patch it so that 4 gate is still a good strat just not the only one. i really don't want to see 50 colossus war games in a row.


QFT. Almost every PvP ends up a Robo-race anyways. I wouldn't mind seeing templars being used like in BW.
aicaramba
Profile Joined October 2010
Netherlands110 Posts
Last Edited: 2011-04-22 16:14:22
April 22 2011 16:09 GMT
#452
On April 23 2011 00:51 synapse wrote:
Show nested quote +
On April 23 2011 00:27 tyCe wrote:
On April 23 2011 00:19 renkin wrote:
I'm probably going to get bashed for this but instead of changing the warpgate research time, how about limiting the radius of where our units can be warped in ?

The warp-in ability would be defined by 2 arbitrary zones. The first one, well, we all already know, it's the pylon. The second one would be a large area around the nexus, let's say a little more than the size of a 2 bases area, but less than half the map. To successfully warp-in units you would have to be in those 2 zones.

That way, proxy rush warpgate is very less effective, because you would be outside of your nexus zone and the defender would get its rightfull defender advantage. However you would still have the possibility to warp-in defensively, thus Protoss not weaker early game. This won't fuck up any FE build of defensive play previously used.

The Nexus zone constraint would be generated any nexuses you build, making expanding and macro games very more rewarding since you will cover more map space.

The warp prism would be able to warp in units outside the nexus zone. That will give the warp prism play much more potential.

We could even add an ability to a unit to make the nexus zone bigger in certain place, just like the creep tumor does for the zerg creep...

Good idea! It's exactly the same as mine (although I think the radius should definitely be smaller - maybe around the same as a sensor tower's radius)

Go post on Blizzard forums please. I'm way too lazy

Instead of entirely constraining warp-ins, maybe they could significantly increase the time it takes for warpgate units to actually warp-in (what is now, like 5 seconds? maybe increase that to 10 when outside of the nexus zone?), maybe make them even more susceptible to damage while warping in...



I was thinking something along this line, but not to increase the warp-in time.
Increasing warp in time would make toss more vurnerable to medivac drops.

The problem with warpgate technology as it is, is that the protoss can get a full volley of units very quickly after completing gateways/units. This can be prevented by increasing the time it takes a gateway to transition into a warp gate..
It takes 10 seconds now, but if that time is increased to 25/30 seconds or so, the 'extra' volley of units can be nullified.

I have no idea how this would change the other match-ups though.
Trakz
Profile Joined December 2010
Canada178 Posts
April 22 2011 16:09 GMT
#453
I dont really like this change.
Perhaps in PvP, this change will be for the better but I dont see how it won't affect other races.
Sometimes, you can just get enough units from warpgate to hold off rushes. And despite gateway unit's construction will be decreased in time, you still will not be able to get as many units out.

Then a lot of people will say to wall off but then what about massive ramps such as scrap station.
This will force a forge out to get cannons. But even in this scenario, it will also decrease the amount of units you have.
None shall take if undeserved
Kenod
Profile Joined January 2011
Austria32 Posts
April 22 2011 16:09 GMT
#454
On April 23 2011 01:06 Nevuk wrote:
Show nested quote +
On April 23 2011 00:50 Archon96 wrote:
On April 22 2011 17:46 dezi wrote:
On April 22 2011 17:39 AndAgain wrote:
Wait a sec, so will gateways now have faster build times than warpgate cooldowns?

I think the might decrease the no-warp-time by 5sec each or sth. like this. I would prefer to see the warp technology removed and the up only giving the decreased buildtimes. No more off pylon warpin (maybe only allow this at warp prisms > makes them so much more usefull) and one could also give the Amulet back to the Toss (no instant storms cause you now have to build "normal").



Get rid of warp gates and you might as well call the race terran. While you're at it get rid of larva, and we can all play terrancraft. The point of protoss and zerg is to have different mechanics. Protoss can warp in, not queue up units like a barracks. Or if you want to get rid of warp gates, give protoss mules and call them terran and have them make marines. Just saying

You ever play a little game called broodwar?


You ever played a little game called Starcraft 2 and not Starcraft Brood War ?
renkin
Profile Joined July 2010
France249 Posts
April 22 2011 16:11 GMT
#455
On April 23 2011 00:51 synapse wrote:
Show nested quote +
On April 23 2011 00:27 tyCe wrote:
On April 23 2011 00:19 renkin wrote:
I'm probably going to get bashed for this but instead of changing the warpgate research time, how about limiting the radius of where our units can be warped in ?

The warp-in ability would be defined by 2 arbitrary zones. The first one, well, we all already know, it's the pylon. The second one would be a large area around the nexus, let's say a little more than the size of a 2 bases area, but less than half the map. To successfully warp-in units you would have to be in those 2 zones.

That way, proxy rush warpgate is very less effective, because you would be outside of your nexus zone and the defender would get its rightfull defender advantage. However you would still have the possibility to warp-in defensively, thus Protoss not weaker early game. This won't fuck up any FE build of defensive play previously used.

The Nexus zone constraint would be generated any nexuses you build, making expanding and macro games very more rewarding since you will cover more map space.

The warp prism would be able to warp in units outside the nexus zone. That will give the warp prism play much more potential.

We could even add an ability to a unit to make the nexus zone bigger in certain place, just like the creep tumor does for the zerg creep...

Good idea! It's exactly the same as mine (although I think the radius should definitely be smaller - maybe around the same as a sensor tower's radius)

Go post on Blizzard forums please. I'm way too lazy

Instead of entirely constraining warp-ins, maybe they could significantly increase the time it takes for warpgate units to actually warp-in (what is now, like 5 seconds? maybe increase that to 10 when outside of the nexus zone?), maybe make them even more susceptible to damage while warping in...



In that case I would even add a health handicap, for exemple 70 % shields because if it takes longer to produces units the 4gater will be able to afford the push longer.
speedphlux
Profile Blog Joined April 2010
Bulgaria962 Posts
April 22 2011 16:11 GMT
#456
lul wat ?
This sounds like I'm going to go back to my original noob SC BW PvZ opening :D
3 gates Zealots into Cy-Core + Forge into expo into 8 gates "GG" :D
... Humanity Is Not What I Suffer From ...
Azzur
Profile Blog Joined July 2010
Australia6267 Posts
Last Edited: 2011-04-22 16:18:45
April 22 2011 16:12 GMT
#457
Wow, huge thread!

In my opinion, PvP 4-gate vs 4-gate is the most ridiculous thing ever. I remember watching a game where it has become so "standard" that the protoss didn't even hide the fact that they were going 4-gate.

My solution would be to give a reduced damage modifier to units on the high ground. This would make a defensive 4-gate > offensive 4-gate.

Another suggestion would be to make the WP research decrease the unit building times for gateways and not WPs. This would force protosses to choose between gateways or WPs.
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
April 22 2011 16:12 GMT
#458
On April 22 2011 17:39 Elefanto wrote:
but what happens then to the highly entertaining, difficult to pull off 4 gate rush strategy?
i don't want to lose that tool, and i guess no spectator either =(


what? difficult to pull off? im sorry but this makes me laugh
whoopadeedoo
Profile Joined June 2010
United States427 Posts
April 22 2011 16:12 GMT
#459
It's been mentioned several times already, but the only fix necessary is to remove warp-in above forcefields on the ramp. This will completely fix PvP 4 gate. I don't know why they are considering a huge change like this ... a change that will alter a lot of matchups and create lots more problems they will need to patch again.
Integra
Profile Blog Joined January 2008
Sweden5626 Posts
April 22 2011 16:13 GMT
#460
On April 23 2011 00:50 Archon96 wrote:
Get rid of warp gates and you might as well call the race terran. While you're at it get rid of larva, and we can all play terrancraft. The point of protoss and zerg is to have different mechanics. Protoss can warp in, not queue up units like a barracks. Or if you want to get rid of warp gates, give protoss mules and call them terran and have them make marines. Just saying

Even without warpgate Protoss are still different from the other races. Protoss still warps in buildings, as in the probes doesn'tr actually sit around and builds them. They power their structures with pylon and they have chronoboost to speed up their production. Besides the warpgate doesn't include every protoss unit. So if they did get rid of warpagates (which they won't) Protoss still would be fine.
"Dark Pleasure" | | I survived the Locust war of May 3, 2014
Prev 1 21 22 23 24 25 56 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Invitational
21:00
WardiTV Not-Summer Championshi
Percival vs Shameless
Solar vs TBD
WardiTV736
TKL 172
Rex112
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 172
Rex 112
trigger 53
EnDerr 5
StarCraft: Brood War
Britney 74964
Rain 2036
Horang2 1236
EffOrt 895
BeSt 839
Jaedong 719
Stork 349
Zeus 342
Snow 252
firebathero 220
[ Show more ]
Soulkey 172
Rush 129
Barracks 93
ProTech88
Sea.KH 81
Pusan 79
JYJ 76
Hyun 63
Sharp 57
Mong 54
sSak 36
ToSsGirL 35
HiyA 32
Killer 26
Shinee 26
scan(afreeca) 23
Shine 19
Noble 19
Movie 18
Aegong 17
Rock 15
sorry 15
Hm[arnc] 12
sOs 11
Terrorterran 11
zelot 10
ajuk12(nOOB) 8
Sacsri 8
Icarus 7
Dota 2
qojqva1277
Dendi1112
monkeys_forever163
420jenkins145
Counter-Strike
olofmeister1211
markeloff296
Heroes of the Storm
crisheroes283
Other Games
singsing2141
B2W.Neo895
hiko526
XaKoH 257
Fuzer 194
syndereN189
QueenE56
Mew2King54
ArmadaUGS41
ViBE39
NeuroSwarm32
Railgan23
Organizations
Counter-Strike
PGL84
StarCraft: Brood War
lovetv 8
[ Show 12 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• C_a_k_e 2020
• WagamamaTV419
League of Legends
• Jankos1996
• TFBlade234
Upcoming Events
OSC
8h 52m
ByuN vs MaxPax
herO vs Krystianer
Percival vs Shameless
LetaleX vs YoungYakov
Nicoract vs Gerald
GgMaChine vs ArT
PiGosaur Cup
10h 52m
INu's Battles
21h 52m
ByuN vs Classic
3D!Clan Event
1d 2h
The PondCast
1d 19h
KCM Race Survival
1d 19h
WardiTV Invitational
1d 21h
OSC
2 days
Ultimate Battle
2 days
CranKy Ducklings
3 days
[ Show More ]
IPSL
4 days
TerrOr vs IJ_Terran
rasowy vs Hazorath
Sparkling Tuna Cup
4 days
IPSL
5 days
Art_Of_Turtle vs KameZerg
Radley vs George
WardiTV Weekly
5 days
Liquipedia Results

Completed

Proleague 2026-11-09
Blizzard Classic Cup 2026
HCC Season 3

Ongoing

Acropolis #5
KCM Race Survival 2026 Season 4
International ShieldBattery League
Individual League
BSL Season 23
IPSL Winter 2026-27
Calamity Cup Div. A Season 8
IEM Beijing 2026
PGL Masters Bucharest 2026
Stake Ranked Episode 5
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026

Upcoming

YSL S4
Sector 951
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
StarCraft2 Weekly Open Tournament 2026 Grand Finals
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Underdog Cup 2026 Div 2-3
PGL Bucharest 2027
BLAST Bounty Winter 2027
eXTREMESLAND 2026
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 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.