I can't predict if it's genius or terrible.
Poll needs a "scared and confused" option .
Forum Index > Polls & Liquibet |
Fanatic-Templar
Canada5811 Posts
I can't predict if it's genius or terrible. Poll needs a "scared and confused" option . | ||
Forestwind1
United States5 Posts
The last time a HOTS map was made during its' beta, bliz shut that down, but just testing the economy change via maps would be cool. | ||
Sh0on
United States8 Posts
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CrimsonWall
United States27 Posts
1) Teleporting Battlecruisers. Soooo cool. I bet I'm going to constantly get wrecked by them but I'm up to face this unique challenge. 2) LURKERS !!!!!!! | ||
MagnuMizer
Denmark384 Posts
But i'm sure that will change.. What i'm mostly excited for is the campaign and all the new features they are bringing in like automated tournaments and whatnot... generally pretty hyped i must say!! | ||
banjoetheredskin
United States744 Posts
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Jaded.
United States125 Posts
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ninazerg
United States7290 Posts
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Orcasgt24
Canada3238 Posts
Lots of time to change though. Also, Scan + Teleporting BC is going to be hilarious. | ||
Cricketer12
United States13829 Posts
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Holdenintherye
Canada1441 Posts
However, I like that Blizzard has taken much more drastic changes than they did for HotS. | ||
sigm
192 Posts
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LikeTheSnow
Italy16 Posts
1. The voidray-like attack for Corruptors: I mean, zergs already have Mutas to attack ground, corruptors works fine as they are now. Just why? 2. Disruptor: I don't really get the usefulness of this unit, and why they thought Protosses needed it. Moreover its design is not really toss-style | ||
ZiNKO
23 Posts
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BisuDagger
Bisutopia19027 Posts
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aeligos
United States172 Posts
A-move heroes will feel the painz. | ||
VArsovskiSC
Macedonia563 Posts
===================================================================== For example the Protoss Disruptor - think it would've been better for it to be a semi/massable unit rather than a very expensive one explicitly intended for Warp-Prism micro, like - sure - Reaver-Drops were fun, but hard as hell.. Would've preferred for it to be a bit less hard to use it Probably the Disruptor should be something like a 150/75 unit with less AoE (around 30% less AoE) and less Damage (50 instead of 150), but not detrimental if you lose it.. Also - being able in the Robotic Facility, rather than requiring Robo Bay (afa i've heard lately ?) Basically I'm saying the following --> the Disruptor shouldn't be a Colossus 2.0 or an Archon 2.0, IMO it should be semi/massed a bit more easily and not kill workers (basically don't do damage to hovering units) I think The cyclone - well - won't comment, cause that's a balance issue and stats issue rather than design issue.. Like the IDEA of the unit, but think it should be specifically intended for Air units, or at least almost not hurt ground LIGHT units.. Or even better - reduce the movement speed of the unit and increase it's movement when latched on to firing something and add a CD of 2 sec of changing it's target or sth. ===================================================================== Now the 5 w.t.f. things that are changes to existing units that I posted below that tend to dislike honestly.. The first one mentioned just below especially: #1 The thing I dislike THE MOST is Banshee Range +1 ==> WHY ? (not talking about the speed upgrade - that's a fine mechanic that comes later and increases usage of the unit past minute say 13), but WHY 7 range Banshee ? When WoL came out Voidrays had 7 Range and they were declared OP and nerfed back to 6.. What would the difference be if a unit that costs 250/150/4 be with 7 range OP, but a unit with a cost of 150/100/2 not be OP ?? Why make the same mistake again in LotV ?.. Surely that makes more incentive/need to use the Cyclone in TvT - but come on - can't rely on TvT for balancing.. What's Zerg gonna do against a 7 range Banshee with 5 range Queens ? #2 Don't like the Siege-Tank drop in siege.. Perhaps late game mechanic something that needs some researching, or even better - having to invest 25/25 into upgrading each tank being able to be latched to a drop-ship in a siege-mode or sth.. But having it outright is a very bad change I think.. You'll see now Tank-drop rushes that the opponent can do nearly nothing about them except doing the counter-attacking.. I really don't think that having to counter-attack in order not to die is a right direction of things #3 Don't like the Nydus change as well - that feels really OP vs Protoss I think #4 Don't like the fact that Photon Overcharge doesn't hit air.. I can see how it was used to deflect Medivacs might've been a problem or sth, BUT it's very bad that there's nothing right now that Protoss can do vs mass Mutalisks other than Phoenixes.. Perhaps almost nothing they can do vs Oracles in PvP or even Banshees (which b.t.w. - now outrange the Stalker w.t.f. with the thought process with buffing the Banshee to outrange almost everything that defended from it ?) #5 Should've probably placed this as a #2 (nope, still Banshee range of +1 is the #1 most retarded thing - beside the OP stats of the Cyclone ofc., but that's a stats issue, not a design issue, so expecting those to be changed/tweaked) - the new Warp-Gate Nerf.. W.T.F. with it ? I can see how that might be fair in terms of executing an offensive strat/gateway timing, BUT - what to do with the Warp-Gate when defending ? - how on Earth to defend a Ling Runby (how long would that Gate-Keeper Zealot survive - if able to survive at all actually) ? Or even worse - a Terran drop which will be even more retarded with the change and making the game be an instant GG ?, Gonna be like - well - late to defend a bio drop ?? - f*ck it - just lost the game right then and right there or I just go into all-in with the Probes and every unit.. - That's really retarded honestly I think ===================================================================== The other changes are really fine I think.. Including the Swarm-Host change, including the reduction of lifetime to the PDD, really like those things.. Overall - except the Nydus I tend to like the Zerg the most ATM with the changes AND - would actually really like for Blizz to actually have that a bit of extra "guts" in the economy changes and really make the bases saturate with less workers and less mineral patches.. Would really like to have a bit less focus on economy management now that the battles would be at least 50% more dynamic and more micro/reactive ===================================================================== Overall - really like the direction (with the exception of the 5 things I noted about above and making the Cyclone with reasonable balance stats actually) :D | ||
NyxNax
United States227 Posts
Queens should break force-fields. Not saying they should be a massive unit, just saying they should have a passive ability to break FF's. This can potentially stop a protoss instant-win from blocking Zerg out of there base on certain maps. I agree with scarlett on the amount of workers, maybe 8-9 would be better but these changes can all be balanced, etc Protoss should get another unit and from the sounds of it, thats on the docket, But im not sold on the disruptor. Not sure how useful of unit it is, seems hard to balance that type of unit. My feelings may obviously change about it though as ive never played the game, but just judging from what ive seen and from the few things the pros have said. | ||
KOtical
Germany451 Posts
On November 11 2014 09:39 VArsovskiSC wrote: Overall well thought out as an idea (for the new units), but definitely either miss-intended, or miss-tested.. ===================================================================== For example the Protoss Disruptor - think it would've been better for it to be a semi/massable unit rather than a very expensive one explicitly intended for Warp-Prism micro, like - sure - Reaver-Drops were fun, but hard as hell.. Would've preferred for it to be a bit less hard to use it Probably the Disruptor should be something like a 150/75 unit with less AoE (around 30% less AoE) and less Damage (50 instead of 150), but not detrimental if you lose it.. Also - being able in the Robotic Facility, rather than requiring Robo Bay (afa i've heard lately ?) Basically I'm saying the following --> the Disruptor shouldn't be a Colossus 2.0 or an Archon 2.0, IMO it should be semi/massed a bit more easily and not kill workers (basically don't do damage to hovering units) I think The cyclone - well - won't comment, cause that's a balance issue and stats issue rather than design issue.. Like the IDEA of the unit, but think it should be specifically intended for Air units, or at least almost not hurt ground LIGHT units.. Or even better - reduce the movement speed of the unit and increase it's movement when latched on to firing something and add a CD of 2 sec of changing it's target or sth. ===================================================================== Now the 5 w.t.f. things that are changes to existing units that I posted below that tend to dislike honestly.. The first one mentioned just below especially: #1 The thing I dislike THE MOST is Banshee Range +1 ==> WHY ? (not talking about the speed upgrade - that's a fine mechanic that comes later and increases usage of the unit past minute say 13), but WHY 7 range Banshee ? When WoL came out Voidrays had 7 Range and they were declared OP and nerfed back to 6.. What would the difference be if a unit that costs 250/150/4 be with 7 range OP, but a unit with a cost of 150/100/2 not be OP ?? Why make the same mistake again in LotV ?.. Surely that makes more incentive/need to use the Cyclone in TvT - but come on - can't rely on TvT for balancing.. What's Zerg gonna do against a 7 range Banshee with 5 range Queens ? #2 Don't like the Siege-Tank drop in siege.. Perhaps late game mechanic something that needs some researching, or even better - having to invest 25/25 into upgrading each tank being able to be latched to a drop-ship in a siege-mode or sth.. But having it outright is a very bad change I think.. You'll see now Tank-drop rushes that the opponent can do nearly nothing about them except doing the counter-attacking.. I really don't think that having to counter-attack in order not to die is a right direction of things #3 Don't like the Nydus change as well - that feels really OP vs Protoss I think #4 Don't like the fact that Photon Overcharge doesn't hit air.. I can see how it was used to deflect Medivacs might've been a problem or sth, BUT it's very bad that there's nothing right now that Protoss can do vs mass Mutalisks other than Phoenixes.. Perhaps almost nothing they can do vs Oracles in PvP or even Banshees (which b.t.w. - now outrange the Stalker w.t.f. with the thought process with buffing the Banshee to outrange almost everything that defended from it ?) #5 Should've probably placed this as a #2 (nope, still Banshee range of +1 is the #1 most retarded thing - beside the OP stats of the Cyclone ofc., but that's a stats issue, not a design issue, so expecting those to be changed/tweaked) - the new Warp-Gate Nerf.. W.T.F. with it ? to nr 1# : i agree with you there. to nr 2# : i cant agree with u there a siege tank and a drop ship are total cost of 250/225 and u just need tzo target the dropship... a tank on its own istn worth anything, and gets easily countered by zerglings or zealots then... so the main target should be the dropship... to nr 3 # : the nydus change is something to look at, agree with u there to nr 4 # : i like the nexus canon change in general but i agree that protoss needs something wich helps against those mutas... to nr 5 # : the new warp gate nerf is totally ok, because especially in late game szenarios protoss had a huge lead vs terran (not so much vs zerg) when armies where traded, protoss always got ahead afterwards because of warp in mechanich wich has almost no build time at all... the change is ok because i remember so many games where protoss lost his army and won afterwards coz of those stupid warp in mechanich... now protoss has to care about WHERE they warp in, and cant warp in right into the other armies face... | ||
Duprix
Netherlands17 Posts
here are my thoughts about some of the units and things in general: The cyclone it seems really strong. people say it is to easy and op but that can also be said about the colossus or storm. at the moment I feel protoss has the most forgiving engagement mechanics and terran the hardest. so a unit that pushes a toss ability to micro is a good thing. perhaps the stats are to powerfull atm but with tweaking it could be a nice unit. perhaps its to fast atm. a solution could be to make the unit slower than a stalker but still be able to shoot on the move. that way toss players are rewarded for stutter stepping their stalkers. Herc this grappling hook on your own reaper trick is really cool but also a nightmare for worker-lines. their small aoe damage wrecks worker-lines as we could see in the exhibition match. also I don't really see the role of this unit? terran already has a harras unit (reaper) or allot of harras options (medvac marine, mine, banshee). and it is good against ling/bane but didn't terran have hellbat, hellion, mine, marine, marauder for that? banshee speed upgrade late game is nice. this gives the unit more utility during a whole match. the extra is something I see being changed. with 7 range you can outrageµ a stalker in the early game. that seems to hard for toss to handle early game. BC the warp in mechanic is awesome lore wise. but I can see it being really broken in game. scan and warp for example. positioning becomes no factor for this unit. you can just let them sit anywhere and warp in where needed. I think it is more important to make the unit more viable late game in engagement than to give it a spell. Lurker did zerg need a lurker? wasn't the argument all the time that the baneling fullfiled the role of splash damage? and if the lurker would be there no one would make the one which will be the least cost-efficient? ravager can be cool. but what is it really needed for? where forcefield that big of a problem? but then again it wont be broken I feel. its just a roach that gets a force field breaking spell after evolving. the damage is the same as the roach if im not mistaken but it gets more health. but does supply also change after evolving? disruptor not exactly cool. it looks like the unit that was scrapped from hots that could change in all other things. also a huge baneling that does not die after usage? meh..... Reaver Y U NO came? cheers | ||
KOtical
Germany451 Posts
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VArsovskiSC
Macedonia563 Posts
On November 11 2014 18:09 Duprix wrote: Hi all, here are my thoughts about some of the units and things in general: The cyclone it seems really strong. people say it is to easy and op but that can also be said about the colossus or storm. at the moment I feel protoss has the most forgiving engagement mechanics and terran the hardest. so a unit that pushes a toss ability to micro is a good thing. perhaps the stats are to powerfull atm but with tweaking it could be a nice unit. perhaps its to fast atm. a solution could be to make the unit slower than a stalker but still be able to shoot on the move. that way toss players are rewarded for stutter stepping their stalkers. The thing about the unit is that it's not just another unit in the bio deathball.. The way how it works is that it requires a separate hotkey.. This unit is like the Oracle, like the Mutalisk - always have (or should at least) be operated separately from the main army, therefore it's micro-intensive What I don't like is that it's basically good for everything (if not too too good ATM) But yes - that's something I like and think Terran needed.. Can't tell you how many games I've played/watched to see like 15 or even 20 Vikings die and do nothing against the deatball and leave Protoss with 2 Colossi alive.. The Cyclone seems to be a very elegant solution to the deathball problem AND requires an elite status of micro - which I very much like TBH On November 11 2014 18:09 Duprix wrote: Herc this grappling hook on your own reaper trick is really cool but also a nightmare for worker-lines. their small aoe damage wrecks worker-lines as we could see in the exhibition match. also I don't really see the role of this unit? terran already has a harras unit (reaper) or allot of harras options (medvac marine, mine, banshee). and it is good against ling/bane but didn't terran have hellbat, hellion, mine, marine, marauder for that? The thing about this unit is that it's a "baneling-deathball" disassembler.. The problem about the unit is that IMO it gets splash too early on.. Basically now the unit (as Scarlett said) is a chargelot with splash (because it's far too easy to research the splash on them).. There were some situations for example when Terran were attacking with Bio/Hellbat and Zerg may have made a bit too many Banelings to defend (especially in the late game), and this unit feels like a "on the fly" Widow-Mine whilest re-intending the WM to be a unit for Mutalisk flocks specifically (as opposed to Banelings) or worker harass.. But yah - may feel like Terran got a bit too much toys to work with with this new unit but we'll see.. vs Protoss however - I can find this unit as a "chargelot drop" on the top of the Colossus - basically messing it's AI and therefore making it easier to dispatch or with less casualties On November 11 2014 18:09 Duprix wrote: banshee speed upgrade late game is nice. this gives the unit more utility during a whole match. the extra is something I see being changed. with 7 range you can outrageµ a stalker in the early game. that seems to hard for toss to handle early game. Y - the #1 thing on my disliked list is the Banshee increase of range.. No wonder there.. And that's not even the worse of it.. The worst part of that stick got the Zerg.. Are you really going to hit Banshees with that Ravager thing ?, cause Queens will die left and right every day all day On November 11 2014 18:09 Duprix wrote: BC the warp in mechanic is awesome lore wise. but I can see it being really broken in game. scan and warp for example. positioning becomes no factor for this unit. you can just let them sit anywhere and warp in where needed. I think it is more important to make the unit more viable late game in engagement than to give it a spell. Probably, but wouldn't like to throw the mechanic out of the window - yet.. Think it may have a cool twist to the game, and I think it will be easy to balance it later on on top of that.. Basically we don't need to limit the BCs to teleport only once at a destination, what we need is to limit that no more than 4 or 5 BCs in the same time can do that.. Perhaps have an energy bar at the fusion core and have THAT energy depleted for using BC teleports ? - IDK, but think as long as the BC numbers aren't that high - this is a cool mechanic On November 11 2014 18:09 Duprix wrote: Lurker did zerg need a lurker? wasn't the argument all the time that the baneling fullfiled the role of splash damage? and if the lurker would be there no one would make the one which will be the least cost-efficient? This is the space-control unit.. This is the Area-control, it's not about splash, it's about security mechanisms of defense.. This does what the Swarm-Host should've been, but the problem we had is that they were infinite, this isn't infinite and can penetrate through with a bit more persistence On November 11 2014 18:09 Duprix wrote: ravager can be cool. but what is it really needed for? where forcefield that big of a problem? but then again it wont be broken I feel. its just a roach that gets a force field breaking spell after evolving. the damage is the same as the roach if im not mistaken but it gets more health. but does supply also change after evolving? The Ravager is OK and probably the best designed new unit.. It's role is to break bunkers without sweat (probably why the Terran have the Herc cause probably Terran couldn't defend the baneling-busts with just Hellbats and Marauders now when the Zerg has the perfect anti-bunker unit I guess.. It has 6 (was it 6 ?) range which means that's another DPS layer in the Roach wars in ZvZ, as well as a unit that's harder to zone off with the forcefields (as opposed to the Roach which has 4 range).. And it has very cool synergy with the infestor on top of that On November 11 2014 18:09 Duprix wrote: disruptor not exactly cool. it looks like the unit that was scrapped from hots that could change in all other things. also a huge baneling that does not die after usage? meh..... Reaver Y U NO came? Well - as I said - I'd have prefered this unit to be specifically an anti-army unit rather than worker harass.. This unit combined with the warp-prism change of pickup radius is EXACTLY doing the Reaver dance.. But - don't want that.. Feel as if it's too hard to use the unit TBH, would've rather had a relatively smaller AoE and smaller DPS unit that doesn't cost a sh*t ton of gas.. And perhaps not hinder workers Storm-drops, Oracle and Warp-prism harass is still a good way to harass.. That's just another reason why I think that the Warp-In change is bad.. I mean I can see how Terrans find it well cause of fights going Protoss way after warp-in reinforcements, the problem however I have with that is that - now you can't use warp-prism to attack Zerg at all, and even worse - can't do a reactive warp-in at home to defend On November 11 2014 18:09 Duprix wrote: cheers cheers m8 as well | ||
Rikudou
Germany151 Posts
oh and as a zerg i like most of these new units... especially that new unit that can break forcefields and the new infestor spell (i think it is really underrated atm and might support ling infestor ultra styles) | ||
syroz
France249 Posts
That LotV presentation didn't revive the Sc2 flame in my heart ! I wanted (even) more drastic choice. | ||
custombuild
31 Posts
It really sucks that protoss only has 1 new unit ... Herc and cyclone not my style. The teleporting battlecruiser are amazing however. | ||
Mahanaim
Korea (South)1002 Posts
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Taru
France88 Posts
The fact that we now have 12 starting workers is kinda good I guess, even if it suppresses some builds. In televised matches as in gaming, we will have less downtime and more action. Protoss definitely needs a new unit besides the disruptor. The fact that forcefields are now countered by the ravager and the existence of the cyclone makes the protoss very vulnerable in the early to mid game. Therefore protoss needs a unit to support this phase of the game because gateway units are not enough at this point. During Blizzcon Blizzard said that they have several other units they couldn't show yet because they were not ready. Hopefully one of them is this new unit for protoss. I don't really like the disruptor concept, it kinda feels like a walking psystorm. I'm sure Blizz can do better than that lol. For the cyclone, I like the idea, a new mech unit for terran that does mapcontrol. But the range, the attack and the cooldown of its ability make it a bit like a nobrainer. Expecting changes pretty soon. I like the rest a lot. The oracle kinda becomes an arbiter and the teleporting battlecruisers and hercs seems really fun to play. | ||
Buddy168
United States157 Posts
The whole making more workers at hte start is completely retarded, it removes so many builds for the game. Though the whole less minerals to make it more BW-ish I'm really looking forward to seeing. Overall the whole situation seems like a really bad spot for Protoss especially in PvT. | ||
nobot87
United States23 Posts
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SeinGalton
South Africa387 Posts
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Survivor61316
United States470 Posts
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a176
Canada6688 Posts
re: FRB, lurkers, carrier fix, etc but then again, it is blizzard, and they still will try to implement these new boring and nonsensical units, which will hopefully never make release | ||
KingofdaHipHop
United States25602 Posts
On November 14 2014 05:46 nobot87 wrote: I'm a little worried, because WoL was really imba toward the end, which made for a very smooth transition into HotS. I'm certain we're prolly gunna see a few programers that stick with HotS after the LotV release, making sc2 more divided. Progamers will switch to LotV because tournaments will switch to LotV. I don't think a concern between a major divide in the community is really present | ||
Moonsalt
264 Posts
On November 10 2014 14:07 banjoetheredskin wrote: I still want to be able to pick my color on ladder D:< I totally agree! Don't like the eco changes and teleporting battlecruisers though. | ||
DjSweetBazz
Sweden172 Posts
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Glioburd
France1900 Posts
On November 19 2014 06:05 DjSweetBazz wrote: is there a teaser or something? link plz https://www.google.fr/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#safe=off&q=legacy of the void teaser | ||
sM.Zik
Canada2542 Posts
Also, I'd like if they could fix in the in game timer to be real time instead of this stupid "sc2 time", we will all have to relearn the timing anyway because of the massive eco change. | ||
b0zz
France20 Posts
More seriously, i'd say direction is good, but changes are bad as they are! Can't wait! | ||
figq
12519 Posts
I lied, the best thing is lurkers! Yes!!:D LURKEEERS!!! | ||
Quixotic_tv
Germany130 Posts
On November 11 2014 18:09 Duprix wrote: were forcefield that big of a problem? I do think they can be a pain, yet they are not imbalanced imo. Everything can change, we all (should) know that. Yet I am very excited, lurkers, wow! I hope that cyclone will not get warhounded. Protoss should get one more unit I guess. I mean, it's a Protoss AddOn. Maybe they have some surprise for us? | ||
NyxNax
United States227 Posts
I think most people agree the disruptor just isnt protoss tyle, Its going to be a NIGHTMARE to balance... I guarantee if they stick with it, theres going to be a million balance changes.. Damage, AOE, cost, etc etc... And they need another unit along with it, I mean toss has got to have 2 new units in a protoss expansion if every other race does.. I know i know in hots Toss got the Mothership, but thats really just a upgrade to a single unit.. I think everything else will all be fixed and balanced in beta and what not. Especially the economy changes.. Guessing will land on like 8 startin workers. Love the new amount per patch.. The BC teleporting anywhere on the map, without even needing to scan, IMO is just ridiculous and dont see that sticking.. Im sure its awesome, fun as hell and a blast, but doesnt even fix the problem of it being more survivable. Give it a BOOST/warp drive ability. Like a medivac but more controllable. Hold down a hotkey to boost but only a certain amount. Maybe can even refill it at a starport or something. Now it wont die everytime you retreat. | ||
SuperHofmann
Italy1741 Posts
I don't like the idea to reduce the early game. It creates lots of situation that are game changing. Really don't like the 12 worker start. But I like the fact that there're less mineral and expand fastly, this can be good. No words about the units, they'll change a lot. I play zerg, and i'm really happy about the possibility of breaking forcefields without ultralisks. | ||
Blizzkrieg
95 Posts
However, I'm really hoping they keep the worker count at 6. Lowering the minerals per patch is fine, but 12 workers that automatically start mining at the beginning of the game is doing too much of the work for me. | ||
MarlieChurphy
United States2063 Posts
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wmb
Sweden282 Posts
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iloveav
Poland1463 Posts
Its like those games where you press X two times and your character does Epic stuff for 20 minutes. Remember the marine split vs lurkers in broodwar? Noone cared that lurkers were hard to deal with. Find your own way. Remember the Epic first time marineking marine splits vs banelings? Yes, noone cared that banes destroyed marines. Use other units if you have a problem, or learn something new like splits. Now they are making units that do OP stuff all the time and each time people complain it takes 3 weeks for a patch to come out. As far as I see it, its dumb-ing down the game more and more. | ||
StatixEx
United Kingdom779 Posts
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rednusa
651 Posts
HotS is still working fine for a casual gamer like me. | ||
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