• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 12:26
CET 18:26
KST 02:26
  • 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
HomeStory Cup 28 - Info & Preview11Rongyi Cup S3 - Preview & Info3herO wins SC2 All-Star Invitational14SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8
Community News
Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win3Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)38
StarCraft 2
General
HomeStory Cup 28 - Info & Preview StarCraft 2 Not at the Esports World Cup 2026 Weekly Cups (Jan 19-25): Bunny, Trigger, MaxPax win Oliveira Would Have Returned If EWC Continued herO wins SC2 All-Star Invitational
Tourneys
HomeStory Cup 28 KSL Week 85 $21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open!
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 510 Safety Violation Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained
Brood War
General
[ASL21] Potential Map Candidates BGH Auto Balance -> http://bghmmr.eu/ Bleak Future After Failed ProGaming Career BW General Discussion Potential ASL qualifier breakthroughs?
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 Azhi's Colosseum - Season 2 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Zealot bombing is no longer popular? Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Path of Exile Mobile Legends: Bang Bang Beyond All Reason
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Gold Bars & Gold Nuggets for sale+27 73 799 4524
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
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 herO Fan Club! The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Let's Get Creative–Video Gam…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1718 users

Patch 1.3 on PTR - Page 132

Forum Index > SC2 General
Post a Reply
Prev 1 130 131 132 133 134 186 Next
Allred
Profile Joined November 2010
United States352 Posts
February 28 2011 07:43 GMT
#2621
On February 28 2011 14:10 idonthinksobro wrote:
its a good thing that they remove the amulet - and i hope they dont revert this. Anyone that knows anything about the current state of PvT should know why this change is needed.
The problem is once protoss gets maxed in a PvT terran has a really hard time to do anything. Its actually easier to do something against the deathball as a zerg player.
You cant base race because storms kill off everything so cost efficient , you cant really engage with mass bio vs a deathball. Dropping seems to be pointless as well - just warp in a single templar 16 maruader instant death. If you go for heavy mech style colossi + phenix or blink stalkers are almost impossible to deal with.
Iam a random diamond player and whenever i roll a TvP i just do a 2banshee 1 raven 6 tank marines + scv allin because that matchup feels so broken.


you area saying there is a problem because the protoss player gets either the counter to the terran unit composition or the pro toss t3 tech is more powerful that terrans t1 units? hmmm good point, the game is defiantly imbalanced. instead of just doing cheesy all in builds try actually playing and get better

*note just a thought for terran players maurader medivac viking as a pretty good counter to templar tech if you are good with unit control and can dodge storms well-


An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
DaCruise
Profile Joined July 2010
Denmark2457 Posts
February 28 2011 07:44 GMT
#2622
Well this is how I see the changes:

Removal of archon toilet - Very much needed nerf. The archon toilet was basically a "GG, I win button". The mothership must find some usefulness in other ways.
If you have ever been the victim of an archon toilet, like I have, you will know just how ridiculous it is.

Removal of amulet - Protoss needed a late game nerf besides the archon toilet removal. Whether this is the right nerf remains to be seen. I still think high templars will get used reguarly.

To kind of compensate for the HT nerf, charging zealots will now always hit their target at least once. It makes sense in my world and the charge upgrade may now be usefull in the mid game and not just the late game.

Stimpack research time increased - Finally! really about time Blizzard. No more insanely early timing pushes before Z or P even have units out.

Battlecruiser speed increased - The BC needed a buff and I think this i a step in the right direction to make terran players tech to late game instead of sitting on tier 1/2 units all game long.

Infestor nerf - I´ve played a lot of team games and I use heavy infestor play in 90% of the games. They are just insanely good truth be told. From a 1v1 pov the nerf might not make sense but for team games, this nerf is needed. If the zerg player is really good the infestor will still be an asset to every army compostion out there, incl. 1on1.

Notifications to make the macro easier - Imo the focus of a RTS game should be strategy, positioning and micro. If a player is superior in these aspects against his opponent he shouldnt lose the game cause his macro is slightly worse than his opponent and I guess this is Blizzards thoughts behind this.

Summary - On paper ALL of these changes look absolutely fantastic. I hope they turn out the way they are intended.
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
February 28 2011 07:51 GMT
#2623
has anyone succeded with new infestors so far? Is it any good vs stalkers/mmm/roaches?
Its grack
DeCoder
Profile Joined December 2010
Finland236 Posts
Last Edited: 2011-02-28 08:04:16
February 28 2011 07:58 GMT
#2624
So, if the DPS of Fungal Growth is doubled, does that mean that mass medivacs aren't able to keep marines alive even after successive fungals?

The DPS buff is nice but the main reason I use infestors is because they hold stuff in place. How else can you catch stimmed marines?

A lot of radical changes in there. I don't expect all of them to make the final cut.
TyrantPotato
Profile Blog Joined August 2010
Australia1541 Posts
Last Edited: 2011-02-28 07:59:48
February 28 2011 07:59 GMT
#2625
On February 28 2011 16:58 DeCoder wrote:
So, if the DPS of Fungal Growth is doubled, does that mean that mass medivacs aren't able to keep marines alive even after successive fungals?

The DPS buff is nice but the main reason I use infestors is because they hold stuff in place. How else can you catch stimmed marines?

A lot of radical changes there. I don't expect all of them to make the final cut.


fungal dps 12
medivac hps 12.5

i think...
Forever ZeNEX.
Skrelt
Profile Joined November 2010
Netherlands306 Posts
February 28 2011 08:03 GMT
#2626
On February 28 2011 16:44 DaCruise wrote:
Well this is how I see the changes:

Infestor nerf - I´ve played a lot of team games and I use heavy infestor play in 90% of the games. They are just insanely good truth be told. From a 1v1 pov the nerf might not make sense but for team games, this nerf is needed. If the zerg player is really good the infestor will still be an asset to every army compostion out there, incl. 1on1.

Notifications to make the macro easier - Imo the focus of a RTS game should be strategy, positioning and micro. If a player is superior in these aspects against his opponent he shouldnt lose the game cause his macro is slightly worse than his opponent and I guess this is Blizzards thoughts behind this.

i dont agree with you on these 2 points. Macro and remember to macro and constanly checking production is/was part of sc1/2. Great players are great players cause they remember to do alot of things under high presure. In sc2, the game is becoming more casual than sc:bw. Fair enough, no qqing here, but to give some1 a tool to be ignorant to your macro and still get alerted that you need to do macro again is a way to make this game again abit easier. (it wil help my macro alot lol, hands down).

As to balance sc2 1v1 and 2v2. Blizzard wanted to keep the 1v1 as sacred as posible. But with this nerf to infester they (again) dont honor this statement. That it is logical in 2v2 is 1 thing, but to unbalance 1v1 even more i just donr understand that. I dont want to see Fungle vs a ZvZ mass mutalisking player. With the new fungle, its imposible to hit (asuming 2 Pro's are playing).
The Wolfpack - Metalband from the Netherlands
Ryuu314
Profile Joined October 2009
United States12679 Posts
February 28 2011 08:08 GMT
#2627
On February 28 2011 16:44 DaCruise wrote:
Well this is how I see the changes:

Removal of archon toilet - Very much needed nerf. The archon toilet was basically a "GG, I win button". The mothership must find some usefulness in other ways.
If you have ever been the victim of an archon toilet, like I have, you will know just how ridiculous it is.

Removal of amulet - Protoss needed a late game nerf besides the archon toilet removal. Whether this is the right nerf remains to be seen. I still think high templars will get used reguarly.

To kind of compensate for the HT nerf, charging zealots will now always hit their target at least once. It makes sense in my world and the charge upgrade may now be usefull in the mid game and not just the late game.

Stimpack research time increased - Finally! really about time Blizzard. No more insanely early timing pushes before Z or P even have units out.

Battlecruiser speed increased - The BC needed a buff and I think this i a step in the right direction to make terran players tech to late game instead of sitting on tier 1/2 units all game long.

Infestor nerf - I´ve played a lot of team games and I use heavy infestor play in 90% of the games. They are just insanely good truth be told. From a 1v1 pov the nerf might not make sense but for team games, this nerf is needed. If the zerg player is really good the infestor will still be an asset to every army compostion out there, incl. 1on1.

Notifications to make the macro easier - Imo the focus of a RTS game should be strategy, positioning and micro. If a player is superior in these aspects against his opponent he shouldnt lose the game cause his macro is slightly worse than his opponent and I guess this is Blizzards thoughts behind this.

Summary - On paper ALL of these changes look absolutely fantastic. I hope they turn out the way they are intended.

I'm not sure what games you've been watching or playing but pretty much every single pro SC2 player, be it Terran, Zerg, or Protoss, have been complaining about Protoss being extremely one-dimensional in that colossi tech is pretty much the only tech route to go. DTs and HTs are occasionally teched to, but they never form the bulk of any non-cheesy strategy.

Blizzard themselves have been saying that Protoss relies too heavily on the colossus and they respond by nerfing and making the other two tech trees less appealing? That makes absolutely no sense to me.

Regarding the archon toilet: Yea, it was probably a little ridiculous, but there were much better ways to deal with it. For one, 1.5 second invulnerability means that the enemy's army now has 1.5 seconds to freely whack away at yours. In addition, vortex was a messed up spell in the first place due to the fact that its role as a crowd-controlling spell is undermined by the fact that the enemy can simply walk his entire army into the vortex, which basically just delays the engagement.
hugman
Profile Joined June 2009
Sweden4644 Posts
February 28 2011 08:11 GMT
#2628
On February 28 2011 16:59 TyrantPotato wrote:
Show nested quote +
On February 28 2011 16:58 DeCoder wrote:
So, if the DPS of Fungal Growth is doubled, does that mean that mass medivacs aren't able to keep marines alive even after successive fungals?

The DPS buff is nice but the main reason I use infestors is because they hold stuff in place. How else can you catch stimmed marines?

A lot of radical changes there. I don't expect all of them to make the final cut.


fungal dps 12
medivac hps 12.5

i think...


36 / 4 = 9 != 12
MooseSoup
Profile Joined November 2010
United States21 Posts
February 28 2011 08:16 GMT
#2629
Revert the HT change to how it was in BW and nerf the Collosus to encourage varying tech IMO.
Balance is in the eye of the beholder
Lucid90
Profile Joined September 2008
Canada340 Posts
February 28 2011 08:28 GMT
#2630
On February 28 2011 15:26 Kindred wrote:
There was KA in BW. It increased the starting energy of HT from 50 to 62. Not enough for instant storm but a hell of a lot better than having to wait 50 to 75.

Either way, what is really frustrating is that they decisions Blizzard makes are only making the game more one dimensional but cutting out units. Every Protoss will basically do Colossus now, which is really sad. I wouldnt spend 400/550 to have a unit that rolls its thumbs for 45 second before it can do what I really need it for.


I don't think you've ever played BW....
The ammulet in BW increased the maximum energy of templars to 250 from 200, but it didn't increase the starting energy. All templars spawned with 50 energy, regardless if they had the upgrade or not....
My sc2 account: http://www.sc2ranks.com/us/1296221/LuciD
Lucid90
Profile Joined September 2008
Canada340 Posts
February 28 2011 08:32 GMT
#2631
On February 28 2011 17:28 Lucid90 wrote:
Show nested quote +
On February 28 2011 15:26 Kindred wrote:
There was KA in BW. It increased the starting energy of HT from 50 to 62. Not enough for instant storm but a hell of a lot better than having to wait 50 to 75.

Either way, what is really frustrating is that they decisions Blizzard makes are only making the game more one dimensional but cutting out units. Every Protoss will basically do Colossus now, which is really sad. I wouldnt spend 400/550 to have a unit that rolls its thumbs for 45 second before it can do what I really need it for.


I don't think you've ever played BW....
The ammulet in BW increased the maximum energy of templars to 250 from 200, but it didn't increase the starting energy. All templars spawned with 50 energy, regardless if they had the upgrade or not....


*edit*
I don't know where you guys are getting this 62 energy thing, but I just oppened up sc and checked, and for me before the upgrade and after it the templar starts with 50 energy. I don't remember the templar ever starting with 62 energy for as long as I've been playing BW. Please correct me if Im wrong.
My sc2 account: http://www.sc2ranks.com/us/1296221/LuciD
Aequos
Profile Joined October 2010
Canada606 Posts
Last Edited: 2011-02-28 08:38:01
February 28 2011 08:32 GMT
#2632
On February 28 2011 17:28 Lucid90 wrote:
Show nested quote +
On February 28 2011 15:26 Kindred wrote:
There was KA in BW. It increased the starting energy of HT from 50 to 62. Not enough for instant storm but a hell of a lot better than having to wait 50 to 75.

Either way, what is really frustrating is that they decisions Blizzard makes are only making the game more one dimensional but cutting out units. Every Protoss will basically do Colossus now, which is really sad. I wouldnt spend 400/550 to have a unit that rolls its thumbs for 45 second before it can do what I really need it for.


I don't think you've ever played BW....
The amulet in BW increased the maximum energy of templars to 250 from 200, but it didn't increase the starting energy. All templars spawned with 50 energy, regardless if they had the upgrade or not....


As been said before, it increased the maximum energy to 250, but all caster units in BW spawned with 25% of their maximum energy. 25% * 250 = ~62 energy.

Edit: From Liquipedia (SCBW)
http://wiki.teamliquid.net/starcraft/Upgrades

Energy Upgrades: Increase the maximum energy for the caster from 200 to 250. Also increases the Energy when spawning from 50 to 62.5 (except for Dark Archons, as they technically don't spawn), but only if the upgrade was finished before unit making was begun.

I personally think that a reduction to the energy of all +starting energy upgrades to +20 instead of +25 would've made no difference to anyone but Protoss, but would've made the 'instant-warp-in-storm' less of an issue. As it is, I shall be building only the hated colossi.
I first realized Immortals were reincarnated Dragoons when I saw them dancing helplessly behind my Stalkers.
Lucid90
Profile Joined September 2008
Canada340 Posts
Last Edited: 2011-02-28 08:47:32
February 28 2011 08:35 GMT
#2633
On February 28 2011 17:32 Aequos wrote:
Show nested quote +
On February 28 2011 17:28 Lucid90 wrote:
On February 28 2011 15:26 Kindred wrote:
There was KA in BW. It increased the starting energy of HT from 50 to 62. Not enough for instant storm but a hell of a lot better than having to wait 50 to 75.

Either way, what is really frustrating is that they decisions Blizzard makes are only making the game more one dimensional but cutting out units. Every Protoss will basically do Colossus now, which is really sad. I wouldnt spend 400/550 to have a unit that rolls its thumbs for 45 second before it can do what I really need it for.


I don't think you've ever played BW....
The ammulet in BW increased the maximum energy of templars to 250 from 200, but it didn't increase the starting energy. All templars spawned with 50 energy, regardless if they had the upgrade or not....


As been said before, it increased the maximum energy to 250, but all caster units in BW spawned with 25% of their maximum energy. 25% * 250 = ~62 energy.

I personally think that a reduction to the energy of all +starting energy upgrades to +20 instead of +25 would've made no difference to anyone but Protoss, but would've made the 'instant-warp-in-storm' less of an issue. As it is, I shall be building only the hated colossi.


But it doesn't, I just oppened but sc and checked, all templars spawn with 50 energy regardless of the upgrade or not, this 25% of the energy spawned is not true.

Go play BW and check for your self

*edit*

I just checked again, it ended up being 62 starting energy. The first time I checked they started with 50 energy after the research was complete, but that was because I started the HT unit before the upgrade was finished. When I started the HT after the upgrade was finished, it ended up being 62.

My mistake, I didn't know.
My sc2 account: http://www.sc2ranks.com/us/1296221/LuciD
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
February 28 2011 08:41 GMT
#2634
On February 28 2011 17:35 Lucid90 wrote:
Show nested quote +
On February 28 2011 17:32 Aequos wrote:
On February 28 2011 17:28 Lucid90 wrote:
On February 28 2011 15:26 Kindred wrote:
There was KA in BW. It increased the starting energy of HT from 50 to 62. Not enough for instant storm but a hell of a lot better than having to wait 50 to 75.

Either way, what is really frustrating is that they decisions Blizzard makes are only making the game more one dimensional but cutting out units. Every Protoss will basically do Colossus now, which is really sad. I wouldnt spend 400/550 to have a unit that rolls its thumbs for 45 second before it can do what I really need it for.


I don't think you've ever played BW....
The ammulet in BW increased the maximum energy of templars to 250 from 200, but it didn't increase the starting energy. All templars spawned with 50 energy, regardless if they had the upgrade or not....


As been said before, it increased the maximum energy to 250, but all caster units in BW spawned with 25% of their maximum energy. 25% * 250 = ~62 energy.

I personally think that a reduction to the energy of all +starting energy upgrades to +20 instead of +25 would've made no difference to anyone but Protoss, but would've made the 'instant-warp-in-storm' less of an issue. As it is, I shall be building only the hated colossi.


But it doesn't, I just oppened but sc and checked, all templars spawn with 50 energy regardless of the upgrade or not, this 25% of the energy spawned is not true.

Go play BW and check for your self

What? I just tested it and it was 62.
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
hocash
Profile Joined December 2010
United States82 Posts
February 28 2011 08:42 GMT
#2635
HTs are still very viable due to feedback. Medivacs get 1 shotted all the time and they are really expensive. Wouldn't mind a buff to archon to make up for this - but I like the idea of removing the terran advantage early and the protoss advantage late.

Thumbs up for this patch. The point is to give all races a fair shot at all points of the game.
USApwn
Profile Joined August 2010
United States81 Posts
February 28 2011 08:45 GMT
#2636
I'm not such a big fan of the amulet removal. It forces Toss to go gateway even more. I don't think a nerf was needed, though a small nerf could satisfy late game complaints from T, but nothing as big as the removal should be implemented when you have EMP so easily nullify HT's.
"The beginning of wisdom in human as well as international affairs was knowing when to stop." Henry Kissinger
Fir3fly
Profile Joined May 2009
Australia251 Posts
February 28 2011 09:09 GMT
#2637
i just thought of something.
call me nub, but why did they change FG into a missle cast? that means it can be picked off by point defence drones, am i right?
sleepingdog
Profile Joined August 2008
Austria6145 Posts
February 28 2011 09:14 GMT
#2638
What bothers me the most is the recent trend at Blizzard to just REMOVE stuff that turned out to be problematic.

Yes, I as a toss player admit that some warped in templars late-game can really finish a game even if the terran has macroed well the whole time. There's something wrong about that, definitely. Nevertheless simply REMOVING a strategic option is, in my humble opinion, never a good approach to anything. Flux vanes were insanely strong vs zerg lategame, and still, just removing them lowered the amount of strategies available. So will the removal of the amulet.

I would really prefer if Blizz tried to fix supposedly imbalanced upgrades/etc. by either reworking it or buffing counters. For example, why not add a expensive upgrade for ghosts that increases the radious of EMP? So that one ghost might get more templars? Just some crazy thinking, but this would actually increase the strategic depth of the game, removing stuff always decreases it...by...well...definition, you could say.
"You see....YOU SEE..." © 2010 Sen
SEA_Syntax
Profile Joined November 2010
Philippines24 Posts
February 28 2011 09:15 GMT
#2639
Guys, do you think the vortex change can be abused?
O.o what comes around comes around?
SuperYo1000
Profile Joined July 2008
United States880 Posts
February 28 2011 09:57 GMT
#2640
ya....cast it on your own units and get 1.5 seconds of invulnerability 20 seconds later....nah....i dont think it could be abused :D
Prev 1 130 131 132 133 134 186 Next
Please log in or register to reply.
Live Events Refresh
PSISTORM Gaming Misc
16:00
FSL Season 10 Draft
Liquipedia
HomeStory Cup
12:00
Day 2
TaKeTV4054
ComeBackTV 1149
IndyStarCraft 515
TaKeSeN 288
SteadfastSC285
Rex125
3DClanTV 91
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 515
SteadfastSC 294
Rex 121
BRAT_OK 61
CosmosSc2 30
ProTech13
StarCraft: Brood War
EffOrt 1020
Stork 368
Hyuk 367
Larva 350
Soulkey 255
Yoon 49
Free 47
Shuttle 40
Backho 37
HiyA 36
[ Show more ]
Rock 36
soO 17
ajuk12(nOOB) 16
Sacsri 8
ivOry 8
Dota 2
Gorgc5448
qojqva2350
singsing2189
Dendi682
syndereN384
420jenkins93
Counter-Strike
fl0m3946
kRYSTAL_26
Heroes of the Storm
Khaldor791
Liquid`Hasu426
MindelVK8
Other Games
FrodaN2782
Grubby2136
Mlord463
crisheroes369
KnowMe100
Trikslyr48
Organizations
Other Games
EGCTV1420
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Adnapsc2 10
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• FirePhoenix22
• Michael_bg 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV365
League of Legends
• Jankos2335
• TFBlade1281
Counter-Strike
• Shiphtur25
Upcoming Events
Replay Cast
6h 34m
HomeStory Cup
19h 34m
OSC
19h 34m
Replay Cast
1d 6h
Replay Cast
2 days
Wardi Open
2 days
WardiTV Invitational
3 days
The PondCast
4 days
WardiTV Invitational
4 days
Liquipedia Results

Completed

Escore Tournament S1: W6
OSC Championship Season 13
Underdog Cup #3

Ongoing

CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Acropolis #4 - TS4
Proleague 2026-01-31
Rongyi Cup S3
HSC XXVIII
Nations Cup 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8

Upcoming

Escore Tournament S1: W7
Escore Tournament S1: W8
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
LiuLi Cup: 2025 Grand Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 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.