• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 03:22
CEST 09:22
KST 16:22
  • 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] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!45Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Geoff 'iNcontroL' Robinson has passed away SC4ALL II: SC2 Player Announcement 6/8 - Maru GSTL Returns in 2026! Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2
Tourneys
PIG STY FESTIVAL 8.0! (13 - 23 August) WORTEX 2026 - Hungarian SC2 Finals Budapest Sparkling Tuna Cup - Weekly Open Tournament SC2 AI Tournament 2026 Fall 2026 GSTL Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
Replay Review Process - What do you do? Pros React To: First 'Fastest' Map in ASL History BW General Discussion [Personal Project Share] Terran Defense v0.60 ASL22 General Discussion
Tourneys
[ASL22] Ro24 Group C Small VOD Thread 2.0 Toronto invitational lan 22 august [ASL22] Ro24 Group A
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread Dating: How's your luck? Artificial Intelligence Thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Young Players Exit Esports E…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6109 users

Patch 1.3 on PTR - Page 126

Forum Index > SC2 General
Post a Reply
Prev 1 124 125 126 127 128 186 Next
IotaSC
Profile Blog Joined February 2011
United States91 Posts
February 28 2011 01:16 GMT
#2501
Dude, its not like toss is just 1a easy mode. Maybe if you let us sit there and max a perfect ball countering your stuff, but hey, since toss is known as the stronger and more expensive units in the game, it should be clear that that general concept isnt imba. protoss maxed should by nature defeat a zerg maxed or terran maxed if the two are of fairly equal tech concepts. That's the thing, toss is VERY dicey early game in PvT and PvP what with 4gate, early pushes based on stim timing (which are less effective now, but even w/o stim early early pushes are very difficult to deal with, missing a FF is basically GG)

I understand that PvT can seem imba lategame, and maybe it is with templarwarpin w/ instant storm. But that's why I support the KA giving energy just 15-25 short of enough to storm. that way we can't just kill your army after losing ours via a few storms, AND they actually serve a purpose. Besides, since emp has a longer range than storm, i don't see it being insanely hard to deal with the templar if you use your ghosts right. Also, if you emp us, you win, especially if you hit the temps, so i don't see how toss is easy mode? Tbh, though terran requires a lot of micro and such, I feel that if anything terran is easiest to use at least in TvP due to the ability to defend well with tanks, be extremely mobile with drops (and even just outright win with a couple of hellions in the mineral line while i'm fighting your main army, or something like that). also, since EMP counters protoss in general, i fail to see how we protoss are extremely easy to play....

Zerg is not necessarily insanely more difficult, just different imo. Of course, its much harder to win a ZvT than PvT, but the race as a whole isn't like "The hardest to play hands down" It depends on your style and natural capacity for being reactionary, or for limiting the opponents options with certain play.
If at first you don't succeed, set your calculator to radians.
Acritter
Profile Joined August 2010
Syria7637 Posts
February 28 2011 01:21 GMT
#2502
You know what I hate about the Khaydarin removal? No, it isn't that it will ZOMG MAKE PVT/PVZ UNWINNABLE SO HAX. It's that it's heavily nerfing the only alternative to the Colossus. I don't fucking LIKE making Colossi. I want something that's actually, you know, INTERESTING to use. HTs were interesting. Colossi were and are not. Colossi are really, really badly designed. They're like Reavers in SC:BW except they get better in large numbers and aren't something you transition out of. I hate dead-end unit comps, like BW Carriers, and I don't want it to be the only option for me as a Protoss player.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
IotaSC
Profile Blog Joined February 2011
United States91 Posts
February 28 2011 01:26 GMT
#2503
I know man, I agree with you as well. I never said it would make it unwinnable, just much more dicely. I too would like something other than only colossi, while i like the colossi or VR/colo ball method, its still nice to KNOW you can do something other than that w/o dying. lolol
If at first you don't succeed, set your calculator to radians.
Doodsmack
Profile Blog Joined August 2010
United States7224 Posts
Last Edited: 2011-02-28 01:33:43
February 28 2011 01:30 GMT
#2504
It would be interesting to see some of the replays of the toss players who are criticizing the amulet removal here to see, on average, how long each of their HTs were on the map before casting a storm. I'll bet it would be more than 40 seconds the majority of the time. The only situation where amulet is crucial to a toss player is when an attack is imminent within 40 seconds. Why should toss players be guaranteed an extremely effective defense to bio within that short of a timeframe?

On another note, if I had a nickel for every exaggeration that was uttered about Starcraft 2 balance, I'd be a billionaire. For example, saying that HTs are now useless is a silly exaggeration. I'd be interested to see how many of the people now claiming that HTs are useless were saying the same thing about void rays after the first VR change.
Ksi
Profile Joined May 2010
357 Posts
February 28 2011 01:31 GMT
#2505
On February 28 2011 10:08 Serpico wrote:
Show nested quote +
On February 28 2011 10:06 skrzmark wrote:
On February 28 2011 10:02 doomed wrote:
On February 28 2011 10:01 tsuxiit wrote:
On February 28 2011 09:59 DarkPlasmaBall wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


LOL, welcome to playing Zerg!


haha yeah that is exactly how Zerg works.. all damn game. And if you guess wrong once within the first 15mins you lose the match.


The game is not intended for all of the 3 races to act the same.



It's also not intended to have them have hugely different degrees of difficulty.


If only Blizzard actually agreed with this totally rational assertion.
Ratel
Profile Joined July 2010
Canada184 Posts
February 28 2011 01:37 GMT
#2506
On February 28 2011 10:01 tsuxiit wrote:
Show nested quote +
On February 28 2011 09:59 DarkPlasmaBall wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


LOL, welcome to playing Zerg!

you can't possible compare Zerg macro to Protoss macro
tsuxiit
Profile Joined July 2010
1305 Posts
February 28 2011 01:40 GMT
#2507
On February 28 2011 10:37 Ratel wrote:
Show nested quote +
On February 28 2011 10:01 tsuxiit wrote:
On February 28 2011 09:59 DarkPlasmaBall wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


LOL, welcome to playing Zerg!

you can't possible compare Zerg macro to Protoss macro


I'm not comparing them, I'm making fun of DarkPlasmaBall for comparing them.
IotaSC
Profile Blog Joined February 2011
United States91 Posts
February 28 2011 01:40 GMT
#2508
Yeah, I'm warming up to it a bit for the simple fact that TvP early stim timing pushes are just a touch less potent/early. That's a big deal for my PvT, and it will make 2gate robo colossi play more effective. but honestly, i wanted to see MORE options for templar and archon play, not elimination of the #1 usefulness of archons + motherships, and a nerf to the templar. I think that while the 40 seconds wait isn't HORRIBLE, it certainly doesn't increase the braching off from colossi as the single most important and used tech path of toss.

All in all, after thinking about it for a while, I feel that this WILL make PvT lategame more balanced, though possibly a little difficult for Protoss in PvT midishlate game.

My biggest problems, tbh, are with the changes to zerg's infestors (i feel they detract from the usefulness and purpose of them) and, most of all, the removal of FREAKIN WIN LOSS RATIOS from sub-masters. WHY? I just don't get it, we need it arguably even more, I can't think of one reason why they should bother to do that, or why it would be good. Can we still review our games, and see in the match history the ones we won/lost? Any thoughts on why blizzard did that? Now I feel the need to get to masters ASAP, and i'm still working on diamond D:
If at first you don't succeed, set your calculator to radians.
Zeiryuu
Profile Joined March 2010
Philippines231 Posts
February 28 2011 01:40 GMT
#2509
Actually, the people in Blizzard's SC2 balance aren't dumb. Do you guys think they haven't already thought of most of the possibilities discussed in this thread? The PTR is used to test or check if what they changed in the game will yield what they are actually targeting for (which is in short balance). Therefore, most likely, only the results from games played in PTR will be of importance to blizzard. So it's best if we just play games (in PTR) and just adjust and adapt to the resources we have at the moment.
Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2011-02-28 01:45:36
February 28 2011 01:45 GMT
#2510
Storms should probably have a higher radius, but deal less damage, or for more time. Not only would that make them somewhat better (read: give more survability) to bio, and solve a couple of problems, but would make them look powerful. As it is now, they look so small that could be mistaken by those twirls people do on their cups when cooling a drink with a spoon. It feels nothing but fearsome, except for the damage. In that regard BW storm is a bit better, though the graphics are lacking. I also agree with most people about colossus being boring.

Actually from what it seems most people find both bio and colossus somewhat boring, while mech and storm play more exciting. Hopefully Blizzard pays attention to this trend and does something to capitalize on it.
us.insurgency
Profile Joined March 2010
United States330 Posts
February 28 2011 01:55 GMT
#2511
On February 28 2011 08:01 3clipse wrote:
Show nested quote +
On February 28 2011 07:47 macattacc wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


Haha dude you just solved this, so simple...
cant honestly think of any reason that wouldnt fix this thing^^

That's still a major nerf. Every successive storm that ht wants to cast after the first will take 10 more energy. If you keep your ht alive, that really adds up. I think the best option would be to make KA only increase the starting energy by 20 rather than 25 so the ht can't cast storm instantly. But I would also advocate a collosi nerf in conjunction with this seeing as ht are underused already. The chargelot buff seems warranted and will hopefully help retain balance.
\

I think a tier 3 nerf is warranted but a wg buff is needed. I like what they did to the charglots. They should have the stalker attack upgrade be +1 dmg and +1 vs armored. So they wont be op in the early game and you can get upgrades and not just make them cannon fodder.
jgelling
Profile Joined February 2011
55 Posts
February 28 2011 02:02 GMT
#2512
Actually, the people in Blizzard's SC2 balance aren't dumb. Do you guys think they haven't already thought of most of the possibilities discussed in this thread?

Nah, I think they might not be all that... clever. Game design that features units standing around being useless for 44 seconds = not good.
uSnAmplified
Profile Joined October 2010
United States1029 Posts
February 28 2011 02:05 GMT
#2513
On February 28 2011 10:40 Zeiryuu wrote:
Actually, the people in Blizzard's SC2 balance aren't dumb. Do you guys think they haven't already thought of most of the possibilities discussed in this thread? The PTR is used to test or check if what they changed in the game will yield what they are actually targeting for (which is in short balance). Therefore, most likely, only the results from games played in PTR will be of importance to blizzard. So it's best if we just play games (in PTR) and just adjust and adapt to the resources we have at the moment.
Considering the current state of the game i think they are mongoloids.
~
IotaSC
Profile Blog Joined February 2011
United States91 Posts
February 28 2011 02:08 GMT
#2514
I can only hope that the chargelot buff is good enough for zealot sentry stalker WG heavy play to become doable in the late game (i say that's totally fair to make gateway units hold their own thright the whole, just like marines and marauders never really become just cannon fodder or "the frontline" perse. I think, if the chargelot buff will truly make up for the HT nerf when PvT vs bio MMM, it will be actually a lot more fun to play due to a need for a nice FF army split and line to hold the front from kiting the zealots. I guess i'll just start playing on the PTR, and look forward to the future and small hopes that i can somehow still see the games i've won and lost, or at least my running average of wins over losses. thats a critical part of the game and ladder that is really, the worst part of the entire patch imo, along with maybe the weird drop-buff smokescreen changes on meta and other maps.
If at first you don't succeed, set your calculator to radians.
Lexpar
Profile Blog Joined March 2009
1813 Posts
February 28 2011 02:09 GMT
#2515
I can't get on to PTR... Does anyone have a video of what the new fungal missile looks like? Like how fast it moves. Thanks!
Spekulatius
Profile Joined January 2011
Germany2413 Posts
February 28 2011 02:14 GMT
#2516
On February 28 2011 11:09 Lexpar wrote:
I can't get on to PTR... Does anyone have a video of what the new fungal missile looks like? Like how fast it moves. Thanks!


Doesn't show units dodging, but gives an impression of the speed.

Always smile~
0mar
Profile Joined February 2010
United States567 Posts
February 28 2011 02:19 GMT
#2517
On February 28 2011 10:13 skrzmark wrote:
Show nested quote +
On February 28 2011 08:01 3clipse wrote:
On February 28 2011 07:47 macattacc wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


Haha dude you just solved this, so simple...
cant honestly think of any reason that wouldnt fix this thing^^

That's still a major nerf. Every successive storm that ht wants to cast after the first will take 10 more energy. If you keep your ht alive, that really adds up. I think the best option would be to make KA only increase the starting energy by 20 rather than 25 so the ht can't cast storm instantly. But I would also advocate a collosi nerf in conjunction with this seeing as ht are underused already. The chargelot buff seems warranted and will hopefully help retain balance.

After playing around with the new FG for awhile, it seems like a nice buff. My only concern is that it may now be so powerful vs terran infantry as to make banelings obsolete. It's no longer something intended to be used in conjunction with them, it could actually be a replacement. Perhaps keeping the missile attack and extra damage vs armoured (or even increasing this past 30%) but scrapping the faster dps and shorter stun would be a viable option.



Yeah but, do people actually keep the templars after they storm during a battle? no they morph them into archons, This is just so they can't warp in and instantly storm after they do to change the tide of the battle the enemy has the time for the 5 energy to build up to try and deal more damage to the protoss player, before they can storm.



I'd love to save templar if it were possible. It simply isn't. They are the slowest ground unit in the game. They aren't going to survive when you retreat. Storm only has 6 range, so you pretty much guarantee that templar are going to be in the line of fire.
synapse
Profile Blog Joined January 2009
China13814 Posts
Last Edited: 2011-02-28 02:25:45
February 28 2011 02:22 GMT
#2518
On February 28 2011 11:14 Spekulatius wrote:
Show nested quote +
On February 28 2011 11:09 Lexpar wrote:
I can't get on to PTR... Does anyone have a video of what the new fungal missile looks like? Like how fast it moves. Thanks!


Doesn't show units dodging, but gives an impression of the speed.
+ Show Spoiler +

http://www.youtube.com/watch?v=peczyb3csD8

You know what I really want... I want fungal growth to be timed instead of a projectile. You cast FG (they should probably make the radius bigger in this case), and the ground glows / changes visually where the FG would hit, so you can move your forces away within a certain time. ZvT would be so cool... It'd be like lurker/ling again!

On February 28 2011 11:19 0mar wrote:
Show nested quote +
On February 28 2011 10:13 skrzmark wrote:
On February 28 2011 08:01 3clipse wrote:
On February 28 2011 07:47 macattacc wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


Haha dude you just solved this, so simple...
cant honestly think of any reason that wouldnt fix this thing^^

That's still a major nerf. Every successive storm that ht wants to cast after the first will take 10 more energy. If you keep your ht alive, that really adds up. I think the best option would be to make KA only increase the starting energy by 20 rather than 25 so the ht can't cast storm instantly. But I would also advocate a collosi nerf in conjunction with this seeing as ht are underused already. The chargelot buff seems warranted and will hopefully help retain balance.

After playing around with the new FG for awhile, it seems like a nice buff. My only concern is that it may now be so powerful vs terran infantry as to make banelings obsolete. It's no longer something intended to be used in conjunction with them, it could actually be a replacement. Perhaps keeping the missile attack and extra damage vs armoured (or even increasing this past 30%) but scrapping the faster dps and shorter stun would be a viable option.



Yeah but, do people actually keep the templars after they storm during a battle? no they morph them into archons, This is just so they can't warp in and instantly storm after they do to change the tide of the battle the enemy has the time for the 5 energy to build up to try and deal more damage to the protoss player, before they can storm.


I'd love to save templar if it were possible. It simply isn't. They are the slowest ground unit in the game. They aren't going to survive when you retreat. Storm only has 6 range, so you pretty much guarantee that templar are going to be in the line of fire.

That's entirely beside his point. He's saying they cant warp in, cast, then instantly morph into an archon--as in, P base is getting wrecked, you warp in 4 templar, cast a bunch of storms, then instantly have 2 meaty archons to take care of what's left. Basically, the nerf discourages floating.
:)
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
February 28 2011 02:27 GMT
#2519
On February 28 2011 11:09 Lexpar wrote:
I can't get on to PTR... Does anyone have a video of what the new fungal missile looks like? Like how fast it moves. Thanks!


[image loading]

[image loading]


:)
L3g3nd_
Profile Joined July 2010
New Zealand10461 Posts
February 28 2011 02:35 GMT
#2520
On February 28 2011 10:37 Ratel wrote:
Show nested quote +
On February 28 2011 10:01 tsuxiit wrote:
On February 28 2011 09:59 DarkPlasmaBall wrote:
On February 28 2011 07:38 skrzmark wrote:
Keep the amulet but make storm cost 80 energy how hard is that?


As a Protoss player, I approve this message.

Getting rid of the amulet entirely is crazy. We need to wait... what, 40 seconds to be able to use a single storm without the upgrade? I'm supposed to waste all my gas and build nothing but zealots that far in advance if I *think* the Terran bio ball is going to move out?


LOL, welcome to playing Zerg!

you can't possible compare Zerg macro to Protoss macro

that was a fair comparison.

zerg needs to build an army as soon as they see a army coming towards them, so according to what that guy said, its pretty similar. not in terms of macro, but how you need to prepare for an attack
https://twitter.com/#!/IrisAnother
Prev 1 124 125 126 127 128 186 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 38m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 124
MindelVK 9
BRAT_OK 8
StarCraft: Brood War
Britney 29940
Shuttle 4096
actioN 392
Mind 54
Bale 42
Noble 21
ZergMaN 17
Dota 2
The International164365
Gorgc8625
singsing2528
NeuroSwarm97
League of Legends
JimRising 680
Super Smash Bros
Mew2King89
Other Games
summit1g8687
WinterStarcraft477
Sick133
Happy100
RuFF_SC256
Organizations
Other Games
gamesdonequick504
[ Show 10 non-featured ]
StarCraft 2
• Berry_CruncH489
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo1354
Upcoming Events
Sparkling Tuna Cup
2h 38m
PiG Sty Festival
4h 38m
Solar vs Reynor
Serral vs TBD
OSC
8h 38m
Afreeca Starleague
1d 2h
hero vs ggaemo
Larva vs Mong
The Patches Monday
1d 8h
Afreeca Starleague
2 days
Soulkey vs PianO
JyJ vs sSak
GSL
2 days
PiGosaur Cup
2 days
Replay Cast
2 days
Afreeca Starleague
3 days
Mini vs Calm
Queen vs EffOrt
[ Show More ]
Replay Cast
3 days
The PondCast
4 days
IntoTheTV X SOOP
5 days
GSL
6 days
Replay Cast
6 days
Liquipedia Results

Completed

Escore Tournament S3: W8
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
Big Dog Cup 2026 Div 1
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
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
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.