• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:04
CEST 17:04
KST 00:04
  • 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
Serral wins HomeStory Cup 298Serral wins Maestros of the Game 243ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12
Community News
[IPSL] Spring 2026 Grand Finals - This Weekend!0Weekly Cups (July 6 - 12): Protoss strike back3BSL Season 22 Full Overview & Conclusion7BSL Season 22 Full Overview & Conclusion7Weekly Cups (June 29-July 5): Solar Doubles0
StarCraft 2
General
Weekly Cups (July 6 - 12): Protoss strike back Is the larve respawn broken? Serral wins HomeStory Cup 29 Serral wins Maestros of the Game 2 Reynor: GSL Loss Wasn't About Preparation Format
Tourneys
GSL CK #5 Race War WardiTV Summer Cup 2026 RSL Revival: Season 6 - Qualifiers and Main Event HomeStory Cup 29 Vespene Cup #1 — $300+ USD, July 10
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
The PondCast: SC2 News & Results Mutation # 534 Burning Evacuation Mutation # 533 Die Together Mutation # 532 Nuclear Family
Brood War
General
screpdb: new Starcraft reporting tool Pros Debate: Zerg Unfairly Nerfed? (ASL S22 map) ASL 22 Proposed Map Pool ASL22 General Discussion BSL Season 22 Full Overview & Conclusion
Tourneys
[Megathread] Daily Proleagues [IPSL] Spring 2026 Grand Finals - This Weekend! [ASL22] Wildcard Qualifier IPSL Spring 2026 Top 4!
Strategy
Fighting Spirit mining rates Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Path of Exile Summer Games Done Quick 2026!
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The IdrA Fan Club The HerO Fan Club!
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Tennis[sport] Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Simple Questions Simple Answers FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard?
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Evil Gacha Games and the…
ffswowsucks
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8444 users

Patch 1.4 PTR Notes (updated 9/8) - Page 188

Forum Index > Closed
9040 CommentsPost a Reply
Prev 1 186 187 188 189 190 453 Next
Since this whole topic degenerated into the usual balance flamefest where every topic ends up if unmoderated it's time for it to clean up. Locking this down for a while. Any posts made after my post [page 233] not addressing the changes in this patch directly and containting flames or general balance whine will get banned for at least a week. ~Nyovne

There is way too much flaming in this thread right now. Calm down before you post! (Page 271) ~iamke55
Pheo
Profile Joined September 2010
United States13 Posts
August 26 2011 16:53 GMT
#3741
Fixed an issue where Drone attacks could be more easily dodged than SCV or Probes.


o.m.g.

thank you.
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
August 26 2011 17:00 GMT
#3742
On August 27 2011 01:53 Tennet wrote:
I wish they would remove the stun from Fungal, most the qqing about it is because of chain fungaling..

That was my thought. Remove stun from fungal, but the actual spell stays with the targeted units even as they run away.

Wait... digging through my memory banks... wasn't fungal initially a slow? Slow was pretty damn annoying and that still endeared itself to chain fungals.

Here is my proposal:

Fungal Growth no longer stuns, but stays with the targeted units as they move. Damage reverted to 36 (+30% vs Armored).
Tennet
Profile Joined January 2010
United States1458 Posts
August 26 2011 17:02 GMT
#3743
On August 27 2011 02:00 Kinetik_Inferno wrote:
Show nested quote +
On August 27 2011 01:53 Tennet wrote:
I wish they would remove the stun from Fungal, most the qqing about it is because of chain fungaling..

That was my thought. Remove stun from fungal, but the actual spell stays with the targeted units even as they run away.

Wait... digging through my memory banks... wasn't fungal initially a slow? Slow was pretty damn annoying and that still endeared itself to chain fungals.

Here is my proposal:

Fungal Growth no longer stuns, but stays with the targeted units as they move. Damage reverted to 36 (+30% vs Armored).

I only remember it being an 8 second stun doing less dps
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
August 26 2011 17:02 GMT
#3744
On August 26 2011 23:24 NecrosTheSecond wrote:
Show nested quote +
On August 26 2011 23:09 Hypemeup wrote:
On August 26 2011 23:04 brembo wrote:
On August 26 2011 22:47 Lockindal wrote:
Rax build time increase is pretty pesky. 6 pool vs terran is now.... lol


its funny how terran didnt have to worry about any early game pressure or proxys, and now u are QQing like babys about it, LEARN to SCOUT... in this patch Terran will have a little of his own medicine.


Yep defo a L2P issue when you get 6pooled on a 4player map and scout them last, Npnp.

-_-

Thats how protoss is right now lol, ur almost forced to send a second scout if you dont scout them first.

all the more reason they should remove close positions T______T one less place for you guys to scout.
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
August 26 2011 17:06 GMT
#3745
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.
MonsieurGrimm
Profile Joined August 2010
Canada2441 Posts
August 26 2011 17:07 GMT
#3746
On August 27 2011 02:06 Xanbatou wrote:
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.

would probably not matter since in most situations nowadays you're fungaling for the damage not the stun, so stacking fungals would be a waste since the damage doesn't stack

and if the damage did stack.... *evil grin*
"60% of the time, it works - every time" - Brian Fantana on Double Reactors All The Way // "Great minds discuss ideas; Average minds discuss events; Small minds discuss people." - Eleanor Roosevelt
Kinetik_Inferno
Profile Joined December 2010
United States1431 Posts
August 26 2011 17:13 GMT
#3747
On August 27 2011 02:07 MonsieurGrimm wrote:
Show nested quote +
On August 27 2011 02:06 Xanbatou wrote:
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.

would probably not matter since in most situations nowadays you're fungaling for the damage not the stun, so stacking fungals would be a waste since the damage doesn't stack

and if the damage did stack.... *evil grin*

I can see that zerg op threads flooding the forums now...
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
August 26 2011 17:14 GMT
#3748
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.
wat
mburke05
Profile Joined October 2010
United States130 Posts
Last Edited: 2011-08-26 17:30:35
August 26 2011 17:30 GMT
#3749
On August 27 2011 02:14 Elefanto wrote:
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.


I like this alot, it also means you actually have to think about drops, rather than just f clicking twice.
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
August 26 2011 17:36 GMT
#3750
On August 27 2011 02:30 mburke05 wrote:
Show nested quote +
On August 27 2011 02:14 Elefanto wrote:
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.


I like this alot, it also means you actually have to think about drops, rather than just f clicking twice.


Wait so you used to be able to just f click f click and the duration automatically doubled?!
"We have unfinished business, I and he."
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2011-08-26 17:40:40
August 26 2011 17:37 GMT
#3751
On August 27 2011 02:06 Xanbatou wrote:
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.


The problem with changing Fungal to just slowing units instead of locking them down is that every Protoss would just mass Blink Stalkers even more than they already do.

It'd be like,
"Oh you fungaled my whole army? Well too bad I'm just gonna blink units all over the place and you lose all your Infestors for nothing, GG. Oh you went for the Muta alternative? Too bad I'm still making mass Blink Stalkers"

Honestly, without Fungal Zerg would have basically nothing they could do vs mass Blink Stalker.

If you changed Fungal to just a slowing ability you'd probably also have to make it lock down a unit's special abilities to make it even worthwhile, and THAT might be incredibly OP when you stop to think about it.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
August 26 2011 17:39 GMT
#3752
On August 27 2011 00:53 darkness wrote:
Show nested quote +
On August 27 2011 00:49 [F_]aths wrote:
I think the fungal nerf mostly addresses the infestor+broods issue versus terran as Blizzard (David Kim) once mentioned that they consider that strategy too strong.


Actually, neither David Kim nor Blizzard said infestor+BL are OP. They said some players thought so.
David did say it. I think it was at the HotS press invitational.
You don't choose to play zerg. The zerg choose you.
Tennet
Profile Joined January 2010
United States1458 Posts
August 26 2011 17:39 GMT
#3753
On August 27 2011 02:37 BeeNu wrote:
Show nested quote +
On August 27 2011 02:06 Xanbatou wrote:
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.


The problem with changing Fungal to just slowing units instead of locking them down is that every Protoss would just mass Blink Stalkers even more than they already do.

It'd be like,
"Oh you fungaled my whole army? Well too bad I'm just gonna blink units all over the place and you lose all your Infestors for nothing, GG. Oh you went for the Muta alternative? Too bad I'm still making mass Blink Stalkers"

If you changed Fungal to just a slowing ability you'd probably also have to make it lock down a unit's special abilities to make it even worthwhile, and THAT would be incredibly OP when you stop to think about it.

removing the stun wouldn't necessarily remove the attributes of fungal, like preventing blink or other abilities..
"The harder it gets, the more you need to focus on the basics." - Seo Gyung Jong
Bluerain
Profile Joined April 2010
United States348 Posts
August 26 2011 17:40 GMT
#3754
On August 27 2011 01:50 tdt wrote:
Show nested quote +
On August 27 2011 00:58 IronBreaker wrote:
On August 27 2011 00:10 Reborn8u wrote:
Since release there has been significant nerfs to both protoss and terran's early game. For example: supply before barracks, reaper nerfs, now 5 more seconds on barracks, bunker nerfs, stim nerf. Toss has had forge build time nerf, zealot build time nerf, warp gate research nerf, pylon nerf (this does affect forge expands imo). Even some significant mid/late game nerfs, blue flame, thors, and for toss several voidray nerfs, templar energy upgrade, mothership nerf (which is now getting a buff but it's almost an irrelevant unit anyway). At the same time zerg has had a lot of buffs, roach, fungal affecting blink, completely freezing units instead of slowing, damage bonus vs armored, huge dps increase, and now they are getting an ultralisk and overseer buff.

I'm really concerned that zerg may end up with an upgrade, economy, army, and mobility advantage at every stage of the game after the 7 minute mark. Meaning Terrans + Protoss will not have the ability to do enough damage to keep zerg in check at any stage.

I don't feel the immortal and prism buff, while helpful, is going to turn protoss around in it's pathetic statistics the last few months. If I'm not mistaken protoss has had the worst statistics in tournaments and holding places in GM since the start of this year. Considering it's the most played race, that is pretty damn bad. As for terran, I think limiting the amount of powerful builds that can simply win the game in 12 minutes is good, but I'm always hesitant to agree with any nerf to a races core units or core production. I definitely think terran needs some help in the late game, seems like the weakest race after 3 bases to me.

For zerg I'd like to see fungal tuned down a bit, it fills every role right now. Zergs are going roach infestor in every matchup and doing damn good with it. I say tune down the infestor, IMO they shouldn't be born with so many abilities, some should require research (fungal,infested, and burrow move all for free) and buff hydras or corruptors. So zerg actually has to make an anti air unit to counter air units. As it is now, zergs doesn't even need them because fungal or infested terrans provide all the anti air they need as well as infestors provide detection, aoe dmg, anti-micro, anti massive unit and harass. If you removed nydus, contamination, corruption, hydras, and changelings from the game most zergs wouldn't even notice. lol.

BTW If I've forgotten anything or misrepresented any facts please feel free to correct me in a non-douche baggy manner. My memory is far from perfect.



Completely agree, man. As strange as it seems, I think Zerg is the most powerful race right now. I also agree with the Terran buffs you presented, althought I play Protoss.

I agree as well. Definitely late game it's the case once economy gets cooking. Terran and Toss usually get their wins within first 10-15 min after that it's unlikely and about to get more unlikely the way they will get ultras out on a tech switch..



original OP says zerg gets "lots" of buffs and then names roach and infestor which is two.... so two is a lot? zerg has also gotten major nerfs, ones that stick out to me are roach food nerf and armor nerf. queen speed as well as spine/spore burrow time are all small nerfs that made a noticeable impact. corruptors no longer being able to "goop" was also a very important nerf but it was OP before i suppose. plus the number of buffs/nerfs a race gets is not really relevant to how strong it is anyways.

as the game gets longer, Terran is the strongest due to orbitals, planetaries, and medvac drops. orbitals give mules which requires less scvs and frees up more supply for army. planetaries + turrets enable expos to be defended w/o units and frees up more supply for "main" army. medvac drops (and maybe even nukes) are the most cost effective and supply effective harass options which also indirectly allows for more supply for the "main" army. granted this may be due to the relative weakness of the "final" Terran army. however, if T adds in ravens (pdd is so good in large battles, HSM can be good late game too which allows for energy buildup), and maybe 2-3 battlecruisers, i think the late game Terran army composition can be pretty formidable.
[F_]aths
Profile Blog Joined February 2010
Germany3947 Posts
August 26 2011 17:40 GMT
#3755
On August 27 2011 02:14 Elefanto wrote:
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.
You already cannot stack fungals, a new fungal just resets the timer.
You don't choose to play zerg. The zerg choose you.
Elefanto
Profile Joined May 2010
Switzerland3584 Posts
Last Edited: 2011-08-26 17:41:53
August 26 2011 17:41 GMT
#3756
On August 27 2011 02:36 Amber[LighT] wrote:
Show nested quote +
On August 27 2011 02:30 mburke05 wrote:
On August 27 2011 02:14 Elefanto wrote:
How about: You can't stack fungals. New fungal only works after the one before expired.
If you stack an unit already under the effect of fungal, it won't activate.


I like this alot, it also means you actually have to think about drops, rather than just f clicking twice.


Wait so you used to be able to just f click f click and the duration automatically doubled?!


i didn't double, but it overwrote the previous fungal duration.

for instance if you cast fungal, it lasts 4 seconds. if you cast another on top of it,
after 2 seconds passed, without casting another fungal, the total duration
would be 6 seconds (of course damage calculation as well)

€: ^ the damage doesn't stack, but the duration and the stunlock does
wat
Umpteen
Profile Blog Joined April 2010
United Kingdom1570 Posts
August 26 2011 17:42 GMT
#3757
They can remove the stun from fungal the exact same moment they remove the marine and blink from the game. Or Zerg; getting rid of that would work too.
The existence of a food chain is inescapable if we evolved unsupervised, and inexcusable otherwise.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
August 26 2011 17:44 GMT
#3758
With no stun for fungal you must add speed upgrade for hydralisk and decrease it food cap by 1
BeeNu
Profile Joined June 2011
615 Posts
Last Edited: 2011-08-26 17:48:36
August 26 2011 17:47 GMT
#3759
On August 27 2011 02:39 Tennet wrote:
Show nested quote +
On August 27 2011 02:37 BeeNu wrote:
On August 27 2011 02:06 Xanbatou wrote:
I've always liked the idea of having fungal decrease the speed of affected units by 50% with subsequent casts having a multiplicative effect. This would allow for some pretty cool tricks with the opponent's army if they try to run, but you would need more infestors before you could completely lock down an army.


The problem with changing Fungal to just slowing units instead of locking them down is that every Protoss would just mass Blink Stalkers even more than they already do.

It'd be like,
"Oh you fungaled my whole army? Well too bad I'm just gonna blink units all over the place and you lose all your Infestors for nothing, GG. Oh you went for the Muta alternative? Too bad I'm still making mass Blink Stalkers"

If you changed Fungal to just a slowing ability you'd probably also have to make it lock down a unit's special abilities to make it even worthwhile, and THAT would be incredibly OP when you stop to think about it.

removing the stun wouldn't necessarily remove the attributes of fungal, like preventing blink or other abilities..


Yeah, I get what you're saying but at the same time that seems just really weird to me. I know not everything in SC2 "makes sense" but that'd just be bizarre. Like, currently it makes sense that Stalkers can't blink or Roaches can't Burrow or Marines can't jump back into a Medivac because they basically get rooted in place. Denying all those things just because they move slower is just...nonsensical.

Not to mention as it stands every race already has abilities that "deny micro" even though some are arguably stronger than others. Protoss gets Force Field, Zerg has Fungal, Terran has whatever that Thor ability is.
haitike
Profile Joined June 2009
Spain2737 Posts
August 26 2011 17:48 GMT
#3760
On August 27 2011 02:44 Existor wrote:
With no stun for fungal you must add speed upgrade for hydralisk and decrease it food cap by 1


That would be awesome... I miss hidralisks...
Prev 1 186 187 188 189 190 453 Next
Please log in or register to reply.
Live Events Refresh
WardiTV Weekly
11:00
WardiTV Mondays #95
IntoTheiNu 1307
WardiTV1262
TKL 387
Rex150
CranKy Ducklings107
CranKy Ducklings SOOP14
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 403
TKL 387
SHIN 218
Rex 150
RushiSC 20
StarCraft: Brood War
Calm 6824
Sea 1990
Shuttle 1932
Bisu 1890
Jaedong 1257
Mini 864
Soulkey 567
Light 506
Soma 474
EffOrt 409
[ Show more ]
firebathero 373
Snow 318
Hyuk 304
ggaemo 277
BeSt 217
Stork 197
ZerO 115
sorry 112
Rush 85
Free 53
hero 52
JYJ 42
Pusan 34
PianO 33
Killer 32
ToSsGirL 32
Sexy 31
scan(afreeca) 29
soO 29
sSak 29
Aegong 24
Movie 23
Rock 18
yabsab 16
Terrorterran 15
Hm[arnc] 15
GoRush 14
IntoTheRainbow 14
Bale 14
Barracks 13
Shine 12
Dota 2
Gorgc7821
Dendi1034
syndereN213
XcaliburYe98
Counter-Strike
byalli471
kRYSTAL_53
Other Games
singsing2436
FrodaN1321
hiko784
B2W.Neo606
Lowko474
crisheroes233
Liquid`VortiX153
ToD132
Livibee78
Trikslyr20
ZerO(Twitch)15
Organizations
Other Games
gamesdonequick3025
BasetradeTV305
StarCraft: Brood War
lovetv 10
Kim Chul Min (afreeca) 7
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 15 non-featured ]
StarCraft 2
• mYiSmile121
• poizon28 17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis4309
• TFBlade1358
Other Games
• Shiphtur151
Upcoming Events
The PondCast
18h 56m
Replay Cast
1d 17h
CrankTV Team League
1d 19h
Replay Cast
2 days
CrankTV Team League
2 days
Replay Cast
3 days
RSL Revival
3 days
Clem vs Lambo
Scarlett vs Cure
CranKy Ducklings
3 days
IPSL
4 days
Dragon vs Hawk
RSL Revival
4 days
Classic vs Trap
herO vs SHIN
[ Show More ]
Sparkling Tuna Cup
4 days
IPSL
5 days
Bonyth vs Ret
WardiTV Weekly
5 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

YSL S3
HSC XXIX
Eternal Conflict S2 E2

Ongoing

IPSL Spring 2026
Acropolis #4
CSL 2026 Summer (S21)
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
SCTL 2026 Spring
XSE Pro League 2026
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

Upcoming

Escore Tournament S3: W3
ASL S22 SEASON OPEN Day 1
Escore Tournament S3: W4
ASL S22 SEASON OPEN Day 2
Escore Tournament S3: W5
CSLAN 4
Blizzard Classic Cup 2026
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
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.