• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 23:55
CEST 05:55
KST 12:55
  • 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 End7Serral 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
GSTL Returns in 2026! SC4ALL II: SC2 Player Announcement 6/8 - Maru Balance hotfix patch 5.0.16b (July 16) Serral wins Maestros of the Game 2 Weekly Cups (August 10-16): SHIN doubles
Tourneys
2026 GSTL Announcement Master Swan Open (Global Bronze-Master 2) PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup 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
How Famous was FlaSh before his Debut? Are you ready for ASL 22? NEW HYPE VIDEO BW General Discussion [ASL22] Ro24 Preview: Summer's End [Personal Project Share] Terran Defense v0.60
Tourneys
[ASL22] Ro24 Group C KCM Race Survival 2026 Season 3 [Megathread] Daily Proleagues [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 Artificial Intelligence Thread The Letting Off Steam Thread European Politico-economics QA Mega-thread
Fan Clubs
The Creator Fan Club MarineLorD Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
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
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6676 users

Call to Action: Balance Testing (2012/11/20) - Page 8

Forum Index > SC2 General
1876 CommentsPost a Reply
Prev 1 6 7 8 9 10 94 Next
Whitewing
Profile Joined October 2010
United States7483 Posts
November 21 2012 04:11 GMT
#141
On November 21 2012 13:02 neoghaleon55 wrote:
Show nested quote +
On November 21 2012 13:00 Solarsail wrote:
On November 21 2012 12:57 neoghaleon55 wrote:
so what's zerg suppose to do against sentry stalker 2,3 base allins now?
I'm really confused about this change.


Infestors shouldn't counter everything.

Zerg should find a solution using the many other units they have. Infestor can still act in a support role.


I agree it shouldn't counter everything.
But there's a timing during 10-15 minutes where zerg has no splash siege option(Tanks/collosi) that can stop sentry pushes.
I see this change is being very problematic.


People used to use baneling drops to stop it. Symbol had a ridiculously deep run in the GSL where he got fast drops and did a mass roach drop all over the immortal sentry army in ZvP when the push came to essentially negate the sentries.

Faster roach burrow (have you considered getting burrow and tunneling claws before speed) or drops seems, on paper at least, like it should be effective, because it negates the most essential part of the push (the sentries). The immortals give the push the power it needs, but that's only because the sentries act as a force multiplier. Take the sentries out of the equation on the push dies immediately.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Albinoswordfish
Profile Blog Joined October 2012
United States108 Posts
November 21 2012 04:14 GMT
#142
This Raven change along with the fungal change doesn't really affect the core problem with TvZ right now. All buffing HSM does is essentially give Terrans a version of the vortex, basically another coin flip strategy where if the HSM hits Terrans wins if not well you just lost (even worse since HSM is so slow). Cloaked ghosts will be a little more effective but broodlings will still block the path for effective EMPs.

The problem with TvZ is the mid game, terrans don't have any psionic units at this point, however zerg can trade cost efficiently with mid game terran armies while also having a superior economy which allows them to easily transition to super powerful hive tech armies which Terrans have a difficult time reacting to.

They need to make a fundamental change to the infestor so that it's either A) Fungal/IT is weaker or B) Move it to Hive so it can't be used in the mid-game so easily (and buff Mutalisk/Hydras)
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2012-11-21 04:20:29
November 21 2012 04:16 GMT
#143
On November 21 2012 13:14 Albinoswordfish wrote:
This Raven change along with the fungal change doesn't really affect the core problem with TvZ right now. All buffing HSM does is essentially give Terrans a version of the vortex, basically another coin flip strategy where if the HSM hits Terrans wins if not well you just lost (even worse since HSM is so slow). Cloaked ghosts will be a little more effective but broodlings will still block the path for effective EMPs.

The problem with TvZ is the mid game, terrans don't have any psionic units at this point, however zerg can trade cost efficiently with mid game terran armies while also having a superior economy which allows them to easily transition to super powerful hive tech armies which Terrans have a difficult time reacting to.

They need to make a fundamental change to the infestor so that it's either A) Fungal/IT is weaker or B) Move it to Hive so it can't be used in the mid-game so easily (and buff Mutalisk/Hydras)


Do what Gumiho already does, sneak ghosts in from multiple angles, and be proactive in attacking the zerg's infestor count, don't just sit and let it come to you, EMP and snipe infestors all day long. He even does medivac drops with ghosts behind the army and from the sides of the army to get his ghosts into position. The best part is that if you can get the overseers with your vikings or something, he can't fungal your ghosts to uncloak them anymore, they'll stay cloaked.

With fungal not effecting psionic units, ghosts go from an okay response to infestors to a strong response, so long as you're able to micro and position them properly (what terran should be entirely about). I think this is a great change for TvZ to break up infestor broodlord, especially since ling/infestor/ultralisk/baneling is still a potent strategy.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 21 2012 04:17 GMT
#144
Love the changes so far. BRING ME MY DEATH UMBRELLA FILLED WITH TINY INVISIBLE MEN WITH KNIVES, YOUR MOSSY GROWTHS CANNOT STOP THEM!
I have the Honor to be your Obedient Servant, P.6
TL+ Member
larse
Profile Blog Joined March 2012
1611 Posts
November 21 2012 04:21 GMT
#145
This is a much more aggressive change than the projectile.
TheDwf
Profile Joined November 2011
France19747 Posts
November 21 2012 04:22 GMT
#146
On November 21 2012 13:16 Whitewing wrote:

Do what Gumiho already does, sneak ghosts in from multiple angles, and be proactive in attacking the zerg's infestor count, don't just sit and let it come to you, EMP and snipe infestors all day long. He even does medivac drops with ghosts behind the army and from the sides of the army to get his ghosts into position.

Sure, sounds like something the average ladder Joe can do every game, eh?
Crushgroove
Profile Joined July 2010
United States793 Posts
November 21 2012 04:22 GMT
#147
Waaaaaaaaaait a second.....

No fungal on DTs? big problem with that but am willing to play with it and test it out.

No fungal on Warp prism? Hold the phone.

Warp prisms with speed are faster than every single zerg unit accept zergling, speed roach on creep, and mutalisk.

So, let me get this straight, blizzard wants for the only unit in the zerg army capable of killing a prism to be a mutalisk. hydras can't catch them, queens can't catch them, corruptors can't catch them. and prisms only cost minerals.

..........what?

So they get a pylon that can be put anywhere, limitless harassment possibility, and the only way I can kill it is with mutas or if it actually flies into a bunch of anti air.

I don't understand....

This is an error. Hydras, queens, corruptors, infested terrans... the only way they kill a speed prism is with fungal. Am I supposed to make a spire and 5 mutas every single game in zvp now?

Objection.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
Lunareste
Profile Joined July 2011
United States3596 Posts
Last Edited: 2012-11-21 04:38:19
November 21 2012 04:22 GMT
#148
On November 21 2012 13:14 Albinoswordfish wrote:

The problem with TvZ is the mid game, terrans don't have any psionic units at this point, however zerg can trade cost efficiently with mid game terran armies while also having a superior economy which allows them to easily transition to super powerful hive tech armies which Terrans have a difficult time reacting to.


I see this change working out well because ghosts having fungal immunity should make EMP more viable as an anti caster spell. Of course it still has its challenges, such as microing the units into the correct position, EMP radius and infestor size, but this is a great step to making the ghost able to fulfill its function. At some point in the mid game, Terran now has the option to delay 2-3 medivacs or vikings in order to get a ghost academy down and moebius reactor started. The total cost for both the building and the upgrade is 250/150, and the academy itself is relatively quick to build.

edit: also, making the Ghost more viable means we should be seeing more Nukes!

On November 21 2012 13:28 TheDwf wrote:

Very unlikely, Ghosts are still too expensive for midgame.


I'll agree that massing them in the mid game is unlikely, but having 2-3 can create new bio timing pushes pre-hive.

The point isn't that the buff will make Ghosts an extremely effective, overpowered unit like the Infestor currently is. The point is that now we'll have even more options which can create more varied gameplay. I'm excited to see what progamers can do with this unit now! I'm happy that we're possibly going to see some changes to how the match plays out. Two range for queens was enough to change how Terran approaches the early game, let's see what fungal immunity can do to make us approach the mid-late game differently.
KT FlaSh FOREVER
TheDwf
Profile Joined November 2011
France19747 Posts
November 21 2012 04:24 GMT
#149
On November 21 2012 13:22 Crushgroove wrote:
Waaaaaaaaaait a second.....

No fungal on DTs? big problem with that but am willing to play with it and test it out.

No fungal on Warp prism? Hold the phone.

Warp prisms with speed are faster than every single zerg unit accept zergling, speed roach on creep, and mutalisk.

So, let me get this straight, blizzard wants for the only unit in the zerg army capable of killing a prism to be a mutalisk. hydras can't catch them, queens can't catch them, corruptors can't catch them. and prisms only cost minerals.

..........what?

So they get a pylon that can be put anywhere, limitless harassment possibility, and the only way I can kill it is with mutas or if it actually flies into a bunch of anti air.

I don't understand....

This is an error. Hydras, queens, corruptors, infested terrans... the only way they kill a speed prism is with fungal. Am I supposed to make a spire and 5 mutas every single game in zvp now?

Objection.

Welcome to lategame TvP difficulties, hope you enjoy your journey.
Jimbo77
Profile Joined March 2011
139 Posts
November 21 2012 04:25 GMT
#150
On November 21 2012 13:22 Crushgroove wrote:
Warp prisms with speed are faster than every single zerg unit accept zergling, speed roach on creep, and mutalisk.

Warp prisms with speed are faster than every single Terran unit.
Warp prisms with speed are faster than every single Protos unit.

Your turn.
phodacbiet
Profile Joined August 2010
United States1740 Posts
November 21 2012 04:26 GMT
#151
So i just tested it out, Dts, Archons, and Warp Prisms now can't even be touched by fungal. No damage whatsoever! So, with this patch, ZvT is still broken in zerg favor, while sentry immortal/3 base toss timings got buffed O_O. So all those complains about 2/3 base timings in zvp, prepare for even more 2-3 base timings!
TheGreenMachine
Profile Joined March 2010
United States730 Posts
November 21 2012 04:26 GMT
#152
Yea... warp prism, sentry pushes, dark templar all cant be fungal growthed now

Funny enough the fungal nerf helps protoss deal with infestor broodlord better since it makes warp prisms that much stronger. DT will come back in style I bet and even farther delayed sentry immortal pushes might show up, this is C C C Crazy!
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
Albinoswordfish
Profile Blog Joined October 2012
United States108 Posts
November 21 2012 04:26 GMT
#153
On November 21 2012 13:16 Whitewing wrote:
Show nested quote +
On November 21 2012 13:14 Albinoswordfish wrote:
This Raven change along with the fungal change doesn't really affect the core problem with TvZ right now. All buffing HSM does is essentially give Terrans a version of the vortex, basically another coin flip strategy where if the HSM hits Terrans wins if not well you just lost (even worse since HSM is so slow). Cloaked ghosts will be a little more effective but broodlings will still block the path for effective EMPs.

The problem with TvZ is the mid game, terrans don't have any psionic units at this point, however zerg can trade cost efficiently with mid game terran armies while also having a superior economy which allows them to easily transition to super powerful hive tech armies which Terrans have a difficult time reacting to.

They need to make a fundamental change to the infestor so that it's either A) Fungal/IT is weaker or B) Move it to Hive so it can't be used in the mid-game so easily (and buff Mutalisk/Hydras)


Do what Gumiho already does, sneak ghosts in from multiple angles, and be proactive in attacking the zerg's infestor count, don't just sit and let it come to you, EMP and snipe infestors all day long. He even does medivac drops with ghosts behind the army and from the sides of the army to get his ghosts into position. The best part is that if you can get the overseers with your vikings or something, he can't fungal your ghosts to uncloak them anymore, they'll stay cloaked.

With fungal not effecting psionic units, ghosts go from an okay response to infestors to a strong response, so long as you're able to micro and position them properly (what terran should be entirely about). I think this is a great change for TvZ to break up infestor broodlord, especially since ling/infestor/ultralisk/baneling is still a potent strategy.


Yes I understand that ghosts are now a more viable option with this fungal change, however I think this is going to lead to more turtely games like PvZ. Now the only way terran can get cost efficient trades with zerg is if they turtle to Raven and Ghosts. I don't know maybe people wanna see late-game vs late-game now, for me personally I liked TvZ back in the days where there was a early and mid game.
illuminated
Profile Joined November 2012
Canada3 Posts
November 21 2012 04:26 GMT
#154
Just out of curiosity, what if you changed fungal, so it doesn't effect cloaked units?

This would change, a lot of the economy management for zergs. It would force them build more defensive structures, and overseers, which could really effect the early and mid-game, slightly slowing that big drone push knowing that they'll have to play safer, and have adequete detection, as well as opening up harassment options against infestor builds. In the late-game it offers more micro oppurtunity to protoss and terran.

Terran could really do some good ghost play, and pick off overseers with that large viking force they need to deal with the zerg broodlord army.

Protoss would be able to use good positioning, with the mothership and blink to kill overseers, and protect their cloaked army.

A change like this would also not effect a lot of the other existing meta-game because it a more specific change.
I like cocaine.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 21 2012 04:27 GMT
#155
On November 21 2012 13:22 TheDwf wrote:
Show nested quote +
On November 21 2012 13:16 Whitewing wrote:

Do what Gumiho already does, sneak ghosts in from multiple angles, and be proactive in attacking the zerg's infestor count, don't just sit and let it come to you, EMP and snipe infestors all day long. He even does medivac drops with ghosts behind the army and from the sides of the army to get his ghosts into position.

Sure, sounds like something the average ladder Joe can do every game, eh?


I know, you might have to use a whole second control group or third control group to split them up. Or just get cloak and use vikings to focus down overseers, they die quick. And considering snipe is almost the same range as a broodlord, it sounds like ghost have enough to work with.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
c0sm0naut
Profile Joined April 2011
United States1229 Posts
November 21 2012 04:27 GMT
#156
On November 21 2012 13:24 TheDwf wrote:
Show nested quote +
On November 21 2012 13:22 Crushgroove wrote:
Waaaaaaaaaait a second.....

No fungal on DTs? big problem with that but am willing to play with it and test it out.

No fungal on Warp prism? Hold the phone.

Warp prisms with speed are faster than every single zerg unit accept zergling, speed roach on creep, and mutalisk.

So, let me get this straight, blizzard wants for the only unit in the zerg army capable of killing a prism to be a mutalisk. hydras can't catch them, queens can't catch them, corruptors can't catch them. and prisms only cost minerals.

..........what?

So they get a pylon that can be put anywhere, limitless harassment possibility, and the only way I can kill it is with mutas or if it actually flies into a bunch of anti air.

I don't understand....

This is an error. Hydras, queens, corruptors, infested terrans... the only way they kill a speed prism is with fungal. Am I supposed to make a spire and 5 mutas every single game in zvp now?

Objection.

Welcome to lategame TvP difficulties, hope you enjoy your journey.


implying all zerg units move at 2.25 movement speed XD
TheDwf
Profile Joined November 2011
France19747 Posts
November 21 2012 04:28 GMT
#157
On November 21 2012 13:22 Lunareste wrote:
I see this change working out well because ghosts having fungal immunity should make EMP more viable as an anti caster spell.

Not if there are BLs around, some Overseers + the Broodling wall will still prevent Ghosts from reaching their target.

On November 21 2012 13:22 Lunareste wrote:
At some point in the mid game, Terran now has the option to delay 2-3 medivacs or vikings in order to get a ghost academy down and moebius reactor started.

Very unlikely, Ghosts are still too expensive for midgame.
Whitewing
Profile Joined October 2010
United States7483 Posts
November 21 2012 04:28 GMT
#158
On November 21 2012 13:22 TheDwf wrote:
Show nested quote +
On November 21 2012 13:16 Whitewing wrote:

Do what Gumiho already does, sneak ghosts in from multiple angles, and be proactive in attacking the zerg's infestor count, don't just sit and let it come to you, EMP and snipe infestors all day long. He even does medivac drops with ghosts behind the army and from the sides of the army to get his ghosts into position.

Sure, sounds like something the average ladder Joe can do every game, eh?


Balance should be determined at the top level, and it's not all that hard to load some units into a dropship, drop them behind the enemy army, and move cloaked units in from behind. I already do high templar drops with storm against terran bio and do my best with feedback drops against infestors already, and that's much more difficult with units that don't cloak and can be affected by fungal. Just hotkey the ghosts in the medivac, send the medivac to drop, and have the ghosts move in, it's basic micro, not really any harder than stutter stepping marines.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
BoxingKangaroo
Profile Blog Joined December 2011
Japan955 Posts
Last Edited: 2012-11-21 04:31:34
November 21 2012 04:28 GMT
#159
These changes are definitely worth trying. I'm kinda thinking they should've erred on the 'overpowered' side for the raven buff in order to appease Terrans, even if it had to be dialed back later.

PvZ just got much more difficult as a Zerg player. I like the fungal change, but having Archons, Warp Prisms and DTs immune to fungal is a huge deal. This might fix the BL/infestor problem simply because the Zerg can't afford to go that composition in the face of the buffed harassment that Protoss now have.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
Last Edited: 2012-11-21 04:31:22
November 21 2012 04:29 GMT
#160
On November 21 2012 13:28 TheDwf wrote:
Show nested quote +
On November 21 2012 13:22 Lunareste wrote:
I see this change working out well because ghosts having fungal immunity should make EMP more viable as an anti caster spell.

Not if there are BLs around, some Overseers + the Broodling wall will still prevent Ghosts from reaching their target.

Show nested quote +
On November 21 2012 13:22 Lunareste wrote:
At some point in the mid game, Terran now has the option to delay 2-3 medivacs or vikings in order to get a ghost academy down and moebius reactor started.

Very unlikely, Ghosts are still too expensive for midgame.


also, what incentive does this give when i can build siege tanks for less minerals, not tie up my barracks building ghosts and instead use this money for 13 range siege tanks that are relevant vs all ground compositions??

edit: the 200/100 ghost cost is something that seems to, in my mind, prevent me from producing them over siege tanks. siege tanks cost 25 more gas, and with normal marine tank compositions it is not unusual to have excess gas, even at the professional level. minerals seem to be the limiting factor in terran production and siege tanks are simply more useful and cost less
Prev 1 6 7 8 9 10 94 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSTL: Main Stage Day 1
CranKy Ducklings129
Discussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 156
ProTech82
FoxeR 29
StarCraft: Brood War
Rain 3382
GuemChi 1934
Snow 207
Noble 32
Dota 2
The International105207
Gorgc5489
NeuroSwarm159
resolut1ontv 22
Counter-Strike
summit1g6614
taco 491
minikerr32
Super Smash Bros
hungrybox1138
Other Games
JimRising 592
C9.Mang0349
WinterStarcraft217
ViBE159
Maynarde106
Trikslyr44
Organizations
Other Games
gamesdonequick983
BasetradeTV312
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH124
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• iopq 2
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Lourlo946
• Rush864
• Stunt212
Other Games
• Shiphtur260
Upcoming Events
The PondCast
6h 5m
KCM Race Survival
6h 5m
Replay Cast
20h 5m
Escore
1d 6h
PiG Sty Festival
1d 8h
CranKy Ducklings
2 days
PiG Sty Festival
2 days
Patches Events
2 days
Sparkling Tuna Cup
3 days
PiG Sty Festival
3 days
[ Show More ]
The Patches Monday
4 days
GSL
5 days
PiGosaur Cup
5 days
Replay Cast
5 days
Replay Cast
6 days
Liquipedia Results

Completed

Proleague 2026-08-19
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

Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
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.