• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 00:27
CET 06:27
KST 14:27
  • 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
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!42$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
StarCraft, SC2, HotS, WC3, Returning to Blizzcon! Mech is the composition that needs teleportation t TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
Where's CardinalAllin/Jukado the mapmaker? BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[BSL21] RO32 Group A - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1122 users

Situation Report: HoTS Balance - Page 15

Forum Index > SC2 General
866 CommentsPost a Reply
Prev 1 13 14 15 16 17 44 Next All
petered
Profile Joined February 2010
United States1817 Posts
March 17 2013 04:19 GMT
#281
This game obviously needs tweaking, I'll start with that. But when the OP units are things that require multitasking and great micro, the game is a million times better to watch. I had pretty much stopped watching WoL, but this tourny(MLG) is convincing me to come back to watching professional SC. So much fun!
This, my friends, is the power of the Shikyo Memorial for QQ therapy thread. We make the world a better place, one chainsaw massacre prevention at a time.
6BiT
Profile Joined December 2011
513 Posts
March 17 2013 04:25 GMT
#282
Haven't been able to catch much MLG this weekend, how have the turbo medivacs been?
stuff & things
Fig
Profile Joined March 2010
United States1324 Posts
March 17 2013 04:29 GMT
#283
On March 17 2013 13:14 Plansix wrote:
Show nested quote +
On March 17 2013 11:21 aksfjh wrote:
On March 17 2013 11:13 Disengaged wrote:
I kind of fail to see how Blizzard does not think that the Medivac boost needs some tweaking? The speed boost should either be an upgrade that costs like 150 minerals and 150 gas OR make it energy based as in it takes up 25 energy on activation and proceeds to eat up the energy overtime. Or maybe do both.

Or maybe we should give it a couple of months before knee jerk nerfing Terran again for the 100th time. There needs to be more games played to have examples of players focusing on defending against drops and still losing to them.


Well the medivacs are likely kinda IMBA, but they are also so awesome I don't want them to go.

If anything, they just need to make them turn and accelerate different that non-boosted medivacs. That would make it so they needed to be control more carefully and misusing the ability could be punished. But they still need to be fast as hell and awesome.

Yes that would be a nice change.

At the same time, this speed boost could end up like the invention of muta micro in BW. Just like how that led to great marine control, this will eventually lead to protoss and zerg becoming much better at defending. Now to decide whether that's a good thing for the game.
Can't elope with my cantaloupe
Nosferatos
Profile Joined April 2010
Norway783 Posts
Last Edited: 2013-03-17 04:46:11
March 17 2013 04:45 GMT
#284
After this MLG something must be done with the medivac boost, it's just too easy.
"Show me the Raven" ~ HMS turns into a mini-nuke, going twice as fast and doing 250 damage over a large area.
CamoPillbox
Profile Joined April 2012
Czech Republic229 Posts
March 17 2013 04:58 GMT
#285
As much as i hate zerg in wol i am sad for them in Hots .
Czech Terran(Hots) player
Nerski
Profile Blog Joined November 2010
United States1095 Posts
March 17 2013 05:02 GMT
#286
On March 17 2013 13:29 Fig wrote:
Show nested quote +
On March 17 2013 13:14 Plansix wrote:
On March 17 2013 11:21 aksfjh wrote:
On March 17 2013 11:13 Disengaged wrote:
I kind of fail to see how Blizzard does not think that the Medivac boost needs some tweaking? The speed boost should either be an upgrade that costs like 150 minerals and 150 gas OR make it energy based as in it takes up 25 energy on activation and proceeds to eat up the energy overtime. Or maybe do both.

Or maybe we should give it a couple of months before knee jerk nerfing Terran again for the 100th time. There needs to be more games played to have examples of players focusing on defending against drops and still losing to them.


Well the medivacs are likely kinda IMBA, but they are also so awesome I don't want them to go.

If anything, they just need to make them turn and accelerate different that non-boosted medivacs. That would make it so they needed to be control more carefully and misusing the ability could be punished. But they still need to be fast as hell and awesome.

Yes that would be a nice change.

At the same time, this speed boost could end up like the invention of muta micro in BW. Just like how that led to great marine control, this will eventually lead to protoss and zerg becoming much better at defending. Now to decide whether that's a good thing for the game.


There really isn't a micro ability to make up for...uh I can't catch the medivacs because they are to fast. There absolutely needs to be a draw back to using it excessively. Static D alone isn't the answer, it's far to easy to use the boost to speed to a hole in static D to drop off at. Investing in massive amounts of spores/spines/cannons would be ridiculously to costly and massive damage in itself.
Twitter: @GoForNerski /// Youtube: Youtube.com/nerskisc
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
March 17 2013 05:04 GMT
#287
" Turbo Subscriber clutch08: I will talk to David Kim tomorrow. The first thing I will bring up is medivac afterburners costing 25 energy, therefore making Caduecues reactor more desirable"

25 energy would result in medivacs with no energy ever, slightly longer cooldown is a better option if anything needs to happen.
Disengaged
Profile Joined July 2010
United States6994 Posts
March 17 2013 05:20 GMT
#288
On March 17 2013 14:04 TheRabidDeer wrote:
" Turbo Subscriber clutch08: I will talk to David Kim tomorrow. The first thing I will bring up is medivac afterburners costing 25 energy, therefore making Caduecues reactor more desirable"

25 energy would result in medivacs with no energy ever, slightly longer cooldown is a better option if anything needs to happen.


It'd be more in favor of "Risk vs reward" then it already is.

I'm a Terran player and I think it'd be reasonable.
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
March 17 2013 05:23 GMT
#289
On March 17 2013 14:20 Disengaged wrote:
Show nested quote +
On March 17 2013 14:04 TheRabidDeer wrote:
" Turbo Subscriber clutch08: I will talk to David Kim tomorrow. The first thing I will bring up is medivac afterburners costing 25 energy, therefore making Caduecues reactor more desirable"

25 energy would result in medivacs with no energy ever, slightly longer cooldown is a better option if anything needs to happen.


It'd be more in favor of "Risk vs reward" then it already is.

I'm a Terran player and I think it'd be reasonable.

I am a zerg player and would rather see a longer cooldown, which is also risk vs reward. Higher cooldown means you cant just burn in, drop and by the time reinforcements come to defend its off cooldown and you can pick up and leave without worry. It would be a choice of "do I burn in and actually risk losing the medivac, or do I go in slow and hope his army cant stop me"

The main problem that I see with it, is that it lets terrans get in AND out right now, when it should be more of a choice of getting in OR out.

Making it cost energy would reduce the number of drops that a T could do in most cases, which is against what blizzard wanted when they introduced afterburners.
PatchJerk
Profile Joined September 2012
16 Posts
March 17 2013 05:32 GMT
#290
On March 17 2013 14:04 TheRabidDeer wrote:
" Turbo Subscriber clutch08: I will talk to David Kim tomorrow. The first thing I will bring up is medivac afterburners costing 25 energy, therefore making Caduecues reactor more desirable"

25 energy would result in medivacs with no energy ever, slightly longer cooldown is a better option if anything needs to happen.


That's ridiculous, we don't need esports "personalities" trying to help Blizzard balance this game.
Geos13
Profile Joined May 2011
437 Posts
Last Edited: 2013-03-17 05:35:30
March 17 2013 05:33 GMT
#291
They shouldn't nerf the speed but instead figure out buffs for the other races to help them defend. I want to see an option for multiple MSCs and some reworking of recall so that Toss armies can respond faster. I'm thinking allowing as many MSCs as there are Nexi and changing it so when the protoss units are stunned upon warping in(not out) they are also invulnerable. The invulnerability stun would allow the toss not just to lose his defending units to the high dps bio but also allow the Terran time to retreat if necessary. Multiple MSCs would allow toss to have more map presence with small groups of units without sacrificing currently vital defense.

What do people think?

I have no idea how to change Zerg
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
March 17 2013 05:38 GMT
#292
On March 17 2013 14:33 Geos13 wrote:
They shouldn't nerf the speed but instead figure out buffs for the other races to help them defend. I want to see an option for multiple MSCs and some reworking of recall so that Toss armies can respond faster. I'm thinking allowing as many MSCs as there are Nexi and changing it so when the protoss units are stunned upon warping in(not out) they are also invulnerable. The invulnerability stun would allow the toss not just to lose his defending units to the high dps bio but also allow the Terran time to retreat if necessary. Multiple MSCs would allow toss to have more map presence with small groups of units without sacrificing currently vital defense.

What do people think?

I have no idea how to change Zerg

No.... 1 MSC is powerful enough. I cant even imagine 3+. 3 MSC worth of time warps or even just 2 MSC with time warp + recall + forcefields would be ridiculous.

Also, pretty sure you can see when recall is being used on the nexus (though not positive) so no reason to stun/invuln on the way back.
Geos13
Profile Joined May 2011
437 Posts
Last Edited: 2013-03-17 05:46:36
March 17 2013 05:44 GMT
#293
On March 17 2013 14:38 TheRabidDeer wrote:
Show nested quote +
On March 17 2013 14:33 Geos13 wrote:
They shouldn't nerf the speed but instead figure out buffs for the other races to help them defend. I want to see an option for multiple MSCs and some reworking of recall so that Toss armies can respond faster. I'm thinking allowing as many MSCs as there are Nexi and changing it so when the protoss units are stunned upon warping in(not out) they are also invulnerable. The invulnerability stun would allow the toss not just to lose his defending units to the high dps bio but also allow the Terran time to retreat if necessary. Multiple MSCs would allow toss to have more map presence with small groups of units without sacrificing currently vital defense.

What do people think?

I have no idea how to change Zerg

No.... 1 MSC is powerful enough. I cant even imagine 3+. 3 MSC worth of time warps or even just 2 MSC with time warp + recall + forcefields would be ridiculous.

Also, pretty sure you can see when recall is being used on the nexus (though not positive) so no reason to stun/invuln on the way back.


Ahh well I forgot about multiple time warps. Yeah that would suck. Well that is a terrible(boring) spell so I wouldn't mind them removing it from the MSC. Other than that I don't see why multiple MSCs would be too powerful. Multiple recalls would be very powerful but I'm hoping in the same way that the medivac boost is imba. Have different exciting imba things cancel each other out. However this is likely to many changes post beta so meh... guess we just nerf the boost.

Edit: Oh and the photon overcharge is lame too. It is not an exciting method to defend as it requires no skill. I would be happy having that removed too I am a protoss player
Rabiator
Profile Joined March 2010
Germany3948 Posts
March 17 2013 05:53 GMT
#294
On March 05 2013 09:04 Vindicare605 wrote:
"We do somewhat agree that Protoss air, in combination with splash damage units, might be difficult for Zerg to deal with during no-rush 15 minute games in which both sides take an equal number of bases. However, we are not seeing signs of this in pro games. We do see Protoss players attempting this strategy often, but the success rate doesn’t seem high enough for us to deem it overpowered.

The main reason why we feel this way is that it’s difficult for Protoss to keep up in economy while executing this strategy. In pro level tournament games, we’ve seen this army composition countered in many different ways, and we’re pretty sure that even pros haven’t quite developed an optimal counter-strategy for dealing with Protoss air compositions."

All this blabbering about pros shows that they either have no clue how to design a game which will be equally difficult for all levels of skill OR that they simply do not care about casuals or low level leagues.

Honestly ... SC2 is designed as an eSports game first and foremost and that is a terrible concept, because that allows them to make stupid decisions which basically say "suck it casuals". How can a group of friends have fun playing the game if one race is significantly easier to play with "winning strategy X"? Stupid ... juust stupid.
If you cant say what you're meaning, you can never mean what you're saying.
phodacbiet
Profile Joined August 2010
United States1740 Posts
March 17 2013 05:55 GMT
#295
I think nerfing cool down would be fine, so its just not a "yay lets spam it" and more of a "okay, do i want to use it now.. or later"
Geos13
Profile Joined May 2011
437 Posts
March 17 2013 06:01 GMT
#296
On March 17 2013 14:53 Rabiator wrote:
Show nested quote +
On March 05 2013 09:04 Vindicare605 wrote:
"We do somewhat agree that Protoss air, in combination with splash damage units, might be difficult for Zerg to deal with during no-rush 15 minute games in which both sides take an equal number of bases. However, we are not seeing signs of this in pro games. We do see Protoss players attempting this strategy often, but the success rate doesn’t seem high enough for us to deem it overpowered.

The main reason why we feel this way is that it’s difficult for Protoss to keep up in economy while executing this strategy. In pro level tournament games, we’ve seen this army composition countered in many different ways, and we’re pretty sure that even pros haven’t quite developed an optimal counter-strategy for dealing with Protoss air compositions."

All this blabbering about pros shows that they either have no clue how to design a game which will be equally difficult for all levels of skill OR that they simply do not care about casuals or low level leagues.

Honestly ... SC2 is designed as an eSports game first and foremost and that is a terrible concept, because that allows them to make stupid decisions which basically say "suck it casuals". How can a group of friends have fun playing the game if one race is significantly easier to play with "winning strategy X"? Stupid ... juust stupid.


What? Many areas of the game have been altered to appeal to the casual fan base. Just compare SC2 too Broodwar. Over the course of two years I have gone from bronze to masters and what I have learnt is that there is no point in balancing for casuals. I can kill four of my friends(team game only bronze) at the same time by just massing stalkers. They claim stalkers are ridiculously overpowered. As long as you can get ahead by macroing better than any unit composition can appear over powered.
Matoo-
Profile Blog Joined June 2007
Canada1397 Posts
March 17 2013 06:05 GMT
#297
Is there a good HotS summary/overview somewhere? Listing the changes and new stuff coming from WoL. I don't understand half of what happens on the MLG stream. :p
unteqair
Profile Joined November 2011
United States308 Posts
Last Edited: 2013-03-17 06:09:47
March 17 2013 06:07 GMT
#298
Our general thinking on new units and abilities is that using them will always be learned faster than defending against them for obvious reasons. Because we’re already seeing some players defend against the new Medivacs extremely well, we definitely want to wait on this feedback to really make sure that it is in fact overpowered before making a change.

Trust in Blizzard. That sounds very reasonable.

I doubt they'll nerf Terran in an immediate time frame if one doesn't win this tournament. They'll probably combine that with the fact that Terrans are not performing particularly well on the Korean Ladder. They probably won't soon nerf them even if one does win the tournament; the quote makes it seem like letting time pass is key to them.

Letting players adjust is important. After other P's see what MC did with his phoenix play to shut down medivacs and what he did with his oracles to keep pressure on Terran, I'm sure the play will change a bit. It's certainly more exciting than gateway compositions.

I'm just concerned that they'll nerf the VR. I might be alone in this, but I like the new PvP.

By the way, I don't think Blizzard gives a damn what a bunch of people complain about. They seem to have picked what they pay attention to: numbers.
Rainling
Profile Joined June 2011
United States456 Posts
March 17 2013 06:09 GMT
#299
On March 17 2013 13:19 Nerski wrote:
I don't think anyone thinks the boost ability is bad and needs removed, or at least not intelligent people. What even Terran pros think is there should be a draw back to using the boost. Many have suggested a small energy cost, so that using it excessively would drain the medivac of energy.

Thusly now you give players a great ability but you can't use it stupidly and be successful. The best players will manage it well and use it in very strong ways. Bad players will over use it (much like over using stim) and hurt themselves.



I agree, regardless of balance, an ability is more interesting when using it is a tactical choice, not just used whenever possible. To be fair, use of the medivac boost is often a tactical choice. Boosting in to drop means it's not possible to retreat quickly for 20 seconds. When retreating, it's always a good choice to boost, which makes it a bit less interesting. If the medivac boost cost mana, there would always be a drawback to using it, however small. Another possible change is increasing the cooldown.

Medivac boost is a great addition to sc2 because it encourages multi-pronged aggression and harass. An energy requirement or cooldown increase wouldn't necessarily reduce its effectiveness. If the cooldown was removed or reduced or the speed increase was greater, medivac boost could be a stronger ability while draining mana over time.
Geos13
Profile Joined May 2011
437 Posts
March 17 2013 06:16 GMT
#300
On March 17 2013 15:07 unteqair wrote:
Show nested quote +
Our general thinking on new units and abilities is that using them will always be learned faster than defending against them for obvious reasons. Because we’re already seeing some players defend against the new Medivacs extremely well, we definitely want to wait on this feedback to really make sure that it is in fact overpowered before making a change.

Trust in Blizzard. That sounds very reasonable.

I doubt they'll nerf Terran in an immediate time frame if one doesn't win this tournament. They'll probably combine that with the fact that Terrans are not performing particularly well on the Korean Ladder. They probably won't soon nerf them even if one does win the tournament; the quote makes it seem like letting time pass is key to them.

Letting players adjust is important. After other P's see what MC did with his phoenix play to shut down medivacs and what he did with his oracles to keep pressure on Terran, I'm sure the play will change a bit. It's certainly more exciting than gateway compositions.

I'm just concerned that they'll nerf the VR. I might be alone in this, but I like the new PvP.

By the way, I don't think Blizzard gives a damn what a bunch of people complain about. They seem to have picked what they pay attention to: numbers.


What do you like about how void rays function in PvP? I'm just curious as I'm having trouble understanding the new match up.

Oh and yeah I agree that (thankfully) Blizzard doesn't pay much attention to us forum dwellers.
Prev 1 13 14 15 16 17 44 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
PiGosaur Cup #55
Liquipedia
BSL 21
20:00
ProLeague - RO32 Group A
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Britney 21138
PianO 685
sorry 97
Dota 2
NeuroSwarm93
LuMiX2
League of Legends
JimRising 891
Counter-Strike
fl0m647
Stewie2K563
Heroes of the Storm
Khaldor125
Other Games
tarik_tv13706
summit1g8562
WinterStarcraft462
ViBE101
goatrope44
Organizations
Other Games
gamesdonequick578
Counter-Strike
PGL99
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 84
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota21496
League of Legends
• Jankos1033
• HappyZerGling74
Upcoming Events
Sparkling Tuna Cup
4h 33m
WardiTV Korean Royale
6h 33m
LAN Event
9h 33m
ByuN vs Zoun
TBD vs TriGGeR
Clem vs TBD
IPSL
12h 33m
JDConan vs WIZARD
WolFix vs Cross
BSL 21
14h 33m
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d 3h
Wardi Open
1d 6h
WardiTV Korean Royale
2 days
Replay Cast
3 days
Kung Fu Cup
3 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
[ Show More ]
Tenacious Turtle Tussle
3 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
6 days
BSL 21
6 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
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 © 2025 TLnet. All Rights Reserved.