• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 08:56
CET 13:56
KST 21:56
  • 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
[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy7ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289
Community News
Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool48Weekly Cups (March 9-15): herO, Clem, ByuN win42026 KungFu Cup Announcement6BGE Stara Zagora 2026 cancelled12
StarCraft 2
General
What mix of new & old maps do you want in the next ladder pool? (SC2) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool Weekly Cups (March 16-22): herO doubles, Cure surprises Weekly Cups (August 25-31): Clem's Last Straw? Team Liquid Map Contest #22 - Presented by Monster Energy
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament World University TeamLeague (500$+) | Signups Open RSL Season 4 announced for March-April WardiTV Team League Season 10 KSL Week 87
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat Mutation # 516 Specter of Death
Brood War
General
ASL21 General Discussion RepMastered™: replay sharing and analyzer site mca64Launcher - New Version with StarCraft: Remast BGH Auto Balance -> http://bghmmr.eu/ Soulkey's decision to leave C9
Tourneys
[ASL21] Ro24 Group C [Megathread] Daily Proleagues [ASL21] Ro24 Group B 2026 Changsha Offline Cup
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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 Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! [Manga] One Piece
Sports
2024 - 2026 Football Thread Cricket [SPORT] Formula 1 Discussion Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1516 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
Australia6260 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
Kung Fu Cup
11:00
2026 Week 2
WardiTV751
TKL 269
SteadfastSC163
IndyStarCraft 148
Rex111
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
TKL 269
Lowko253
SteadfastSC 163
IndyStarCraft 148
Rex 111
StarCraft: Brood War
Britney 71827
Sea 25674
Calm 5811
Horang2 2031
Jaedong 1541
Mong 858
Larva 556
Mini 554
EffOrt 435
actioN 317
[ Show more ]
Shine 304
Rush 293
ZerO 222
Leta 187
Last 170
ggaemo 165
Snow 160
Light 135
Pusan 115
Soma 102
ToSsGirL 91
Sharp 90
Mind 79
Aegong 52
Backho 44
Barracks 26
Bale 22
GoRush 20
sorry 20
ajuk12(nOOB) 19
zelot 17
IntoTheRainbow 15
Nal_rA 15
Noble 14
Icarus 14
910 12
ivOry 8
Rock 8
Terrorterran 6
eros_byul 0
Dota 2
Gorgc6139
BananaSlamJamma224
XcaliburYe147
Counter-Strike
x6flipin325
edward77
Heroes of the Storm
MindelVK14
Other Games
singsing1923
olofmeister889
B2W.Neo816
Liquid`RaSZi787
shoxiejesuss741
hiko358
XBOCT330
crisheroes248
XaKoH 234
Fuzer 168
ArmadaUGS75
Sick68
QueenE57
ZerO(Twitch)5
Organizations
Dota 2
PGL Dota 2 - Main Stream36
StarCraft: Brood War
lovetv 15
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV428
League of Legends
• TFBlade349
Upcoming Events
Replay Cast
11h 4m
KCM Race Survival
20h 4m
The PondCast
21h 4m
WardiTV Team League
23h 4m
OSC
23h 4m
Replay Cast
1d 11h
WardiTV Team League
1d 23h
RSL Revival
2 days
Cure vs Zoun
herO vs Rogue
WardiTV Team League
2 days
Platinum Heroes Events
3 days
[ Show More ]
BSL
3 days
RSL Revival
3 days
ByuN vs Maru
MaxPax vs TriGGeR
WardiTV Team League
3 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Light vs Calm
Royal vs Mind
Wardi Open
4 days
Monday Night Weeklies
5 days
OSC
5 days
Sparkling Tuna Cup
5 days
Afreeca Starleague
5 days
Rush vs PianO
Flash vs Speed
Replay Cast
6 days
Afreeca Starleague
6 days
BeSt vs Leta
Queen vs Jaedong
Liquipedia Results

Completed

Proleague 2026-03-23
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Acropolis #4 - TS6
RSL Revival: Season 4
Nations Cup 2026
NationLESS Cup
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

2026 Changsha Offline CUP
CSL Season 20: Qualifier 2
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
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
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
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.