• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 20:26
CEST 02:26
KST 09:26
  • 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
[ASL22] Ro8 Preview: Within Reach4[ASL22] Ro8 Preview: In A Tizzy11[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8
Community News
Weekly Cups (Sept 21-27): herO and ByuN double1Weekly Cups (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon105
StarCraft 2
General
Stellar Fest 1 Replay Pack Recent patches and the Future StarCraft open world shooter announced at BlizzCon Weekly Cups (Sept 21-27): herO and ByuN double Balance hotfix patch 5.0.16b (July 16)
Tourneys
2026 GSTL Grand Finals ScienceCraft (October 24-25) - Live Event Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) Stellar Fest TWO the Moon (Dec 16-20)
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
[M] (2) Sweltering Sands [M] (2) Frigid Storage
External Content
The PondCast: SC2 News & Results Mutation # 545 And Drops and Rifts Mutation # 544 Double Trouble Mutation # 543 Enhanced Defenses
Brood War
General
BW General Discussion Bot on ladder [ASL22] Ro8 Preview: Within Reach PLAYzone Challenge - open offline tour in Prague an AI researcher's take on the ladder bot
Tourneys
[ASL22] Ro8 Day 3 [Megathread] Daily Proleagues [ASL22] Ro8 Day 2 [ASL22] Ro8 Day 1
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Total Annihilation Zero Nintendo Switch Thread EVE Corporation
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Russo-Ukrainian War Thread Artificial Intelligence Thread All you football fans (soccer)!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Violent-Cooperative Play and…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9255 users

Legacy of the Void: Multiplayer Development Update - Page 9

Forum Index > SC2 General
680 CommentsPost a Reply
Prev 1 7 8 9 10 11 35 Next All
TheDwf
Profile Joined November 2011
France19747 Posts
December 17 2014 22:06 GMT
#161
On December 18 2014 07:04 SackOfWetMice wrote:
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a couple sentries (guardian shield) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

And then Protoss still builds the deathball with buffed gate units. No thanks.
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-12-17 22:13:01
December 17 2014 22:08 GMT
#162
On December 18 2014 06:53 TheDwf wrote:
Show nested quote +
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things

Yeah, this; except perhaps for Zerg, where both the Lurker and the Ravager can be nice.

They should remove the swarm host and replace it with the lurker, I think that's the superior choice. The game probably has enough units already, one more per race would be okay, but two is pushing it. Like, what's even the point of the cyclone and herc if not to simply add new units? The disruptor is there to fulfill a similar role as the colossus at the same tech level.

I don't know, actually, part of me thinks that if mobas can get away with 100+ heroes then it would be okay to have multiple overlapping units in sc2. It makes scouting more difficult, it adds to the knowledge entry barrier, the game becomes more difficult to balance and it loses some of its clarity. There are benefits though.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
pure.Wasted
Profile Blog Joined December 2008
Canada4701 Posts
December 17 2014 22:11 GMT
#163
On December 18 2014 07:08 Grumbels wrote:
Show nested quote +
On December 18 2014 06:53 TheDwf wrote:
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things

Yeah, this; except perhaps for Zerg, where both the Lurker and the Ravager can be nice.

They should remove the swarm host and replace it with the lurker, I think that's the superior choice. The game probably has enough units already, one more per race would be okay, but two is pushing it. Like, what's even the point of the cyclone and herc if not to simply add new units? The disruptor is there to fulfill a similar role to the colossus at the same tech level.

I don't know, actually, part of me thinks that if mobas can get away with 100+ heroes then it would be okay to have multiple overlapping units in sc2. It makes scouting more difficult, it adds to the knowledge entry barrier, the game becomes more difficult to balance and it loses some of its clarity. There are benefits though.


SH can be good for the game. See: ForGG vs Life. When they take on the role of the BW tank and other Zerg units act as the vulture, the dynamic is very engaging.
INna Maru-da-FanTa, Bbaby, TY Dream that I'm Flashing you
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
December 17 2014 22:12 GMT
#164
On December 18 2014 06:52 DinoMight wrote:
Also I don't understand what they're doing.

1) Upgrades should be meaningful.
2) Removes a core Immortal ability and makes it an upgrade.

-_____- ???

How about make the extended WP range thing an upgrade to address balance issues?

The whole point of Immortals is that they're tough. Without any sort of special shields or abilities they're pretty useless (Mortals).




Context is everything. If the immortal is functional without the ability and it's placed as an upgrade then that's a good example of having meaningful upgrades in the game that change unit interactions. However, if the immortal needs the shield to function and on top of that you were used to the shield ability to begin with then it becomes an annoying upgrade which perhaps merely exists as a necessary evil. It depends partly on one's point of view though.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Superbanana
Profile Joined May 2014
2369 Posts
Last Edited: 2014-12-17 22:17:15
December 17 2014 22:12 GMT
#165
On December 18 2014 07:04 SackOfWetMice wrote:
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a few sentries (guardian shield, force fields on your ramp) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

I think it would be perfect. Sentries/Stalkers/Zealots that do a little more damage against early game bio/roach pushes.

Make it slow like Sentries, and not have an attack of its' own, like HTs/Infestors.

I call it the number 3 deathball effect unit, the first is the colossus, the second is the sentry.
I agree that toss needs something for the early/mid game specially with new z and t units and warpgate nerf, but not yet another thing that force the protoss army to stay clumped.
@ Grumbels: i think overlapping units can make scouting less effective and its no good. You scout a robo bay and don't know if its disruptor or colossus. Or early armory and don't know if its Hercs or hellbats (or thor rush ). Its potentially bad.
In PvZ the zerg can make the situation spire out of control but protoss can adept to the situation.
DoD_SymphoniC
Profile Joined June 2013
14 Posts
December 17 2014 22:14 GMT
#166
I'm somewhat discouraged and confused that they're removing the Photon Overcharge nerf. LotV is the last opportunity Blizzard has to redesign Protoss in a way that they'll actually need--get ready for it--units (!!!) to defend aggression; NOT one hero unit and one click.

I like a lot of the other changes being discussed, particularly in regards to quickening the pace of the game and placing greater emphasis on macro and harassment as opposed to turtling into deathballs. Photon Overcharge remaining the way it is, though, seems to fly in the face of that philosophy.
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
Last Edited: 2014-12-17 22:18:59
December 17 2014 22:15 GMT
#167
On December 18 2014 07:04 SackOfWetMice wrote:
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a few sentries (guardian shield, force fields on your ramp) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

I think it would be perfect. Sentries/Stalkers/Zealots that do a little more damage against early game bio/roach pushes.

Make it slow like Sentries, and not have an attack of its' own, like HTs/Infestors.


That or something similar would be my wish. Imagine like sth that needs twighlight council tech and is some kind of adept templar or sth and has abilities like the flat damage buff or shield recharge.

These abilities could be interesting if they have to be controled correctly. Letz say they need the unit to channel and stand in one place for a while. This would also open possibilities for counterplay such as kiting away or target firing that unit.

On December 18 2014 07:12 Superbanana wrote:
Show nested quote +
On December 18 2014 07:04 SackOfWetMice wrote:
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a few sentries (guardian shield, force fields on your ramp) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

I think it would be perfect. Sentries/Stalkers/Zealots that do a little more damage against early game bio/roach pushes.

Make it slow like Sentries, and not have an attack of its' own, like HTs/Infestors.

I call it the number 3 deathball effect unit, the first is the colossus, the second is the sentry.
I agree that toss needs something for the early/mid game specially with new z and t units and warpgate nerf, but not yet another thing that force the protoss army to stay clumped.


I dont think thats automatically true. The deathball effect from the sentry comes mostly from FF and the deathball effect from colossus comes from the fact that its AoE stacks. A P unit with an attack or shield buff which is reasonably sized and does not stack(!) would work just as well in small to medium sized groups.
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-12-17 22:17:05
December 17 2014 22:15 GMT
#168
On December 18 2014 07:08 Grumbels wrote:
Show nested quote +
On December 18 2014 06:53 TheDwf wrote:
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things

Yeah, this; except perhaps for Zerg, where both the Lurker and the Ravager can be nice.

They should remove the swarm host and replace it with the lurker, I think that's the superior choice. The game probably has enough units already, one more per race would be okay, but two is pushing it. Like, what's even the point of the cyclone and herc if not to simply add new units? The disruptor is there to fulfill a similar role to the colossus at the same tech level.

I don't know, actually, part of me thinks that if mobas can get away with 100+ heroes then it would be okay to have multiple overlapping units in sc2. It makes scouting more difficult, it adds to the knowledge entry barrier, the game becomes more difficult to balance and it loses some of its clarity. There are benefits though.


Yeah, really don't like the new SH at all from playing/watching the mod.
I could see the cyclone has a great bio-->mech transition unit. Since it doesn't have obvious drawbacks and is somewhat mobile it could work as kind of "supermarine" to combat ultras and Protoss lategame in general when splash becomes too much too handle. Especially since the unit is gasheavy it might be very smooth.
Herc, I don't know. I think it can be a fun unit, but as they write in that blog they too don't seem to have a clue what it really should do. Just *something* against ling/bling and light and some cool micro. I don't dislike that, because cool micro equals fun. I'm not sure the unit will really fullfill that.

for the overlap... just make reduce the actual buildable units to 7-10 and then prechoose your compositions. (then add a new unit every few months)
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
December 17 2014 22:16 GMT
#169
--- Nuked ---
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
December 17 2014 22:18 GMT
#170
On December 18 2014 07:11 pure.Wasted wrote:
Show nested quote +
On December 18 2014 07:08 Grumbels wrote:
On December 18 2014 06:53 TheDwf wrote:
On December 18 2014 06:35 Tsubbi wrote:
i wish they would add just 1 unit per race and instead focus on adjusting existing ones, there is so much potential in underused things

Yeah, this; except perhaps for Zerg, where both the Lurker and the Ravager can be nice.

They should remove the swarm host and replace it with the lurker, I think that's the superior choice. The game probably has enough units already, one more per race would be okay, but two is pushing it. Like, what's even the point of the cyclone and herc if not to simply add new units? The disruptor is there to fulfill a similar role to the colossus at the same tech level.

I don't know, actually, part of me thinks that if mobas can get away with 100+ heroes then it would be okay to have multiple overlapping units in sc2. It makes scouting more difficult, it adds to the knowledge entry barrier, the game becomes more difficult to balance and it loses some of its clarity. There are benefits though.


SH can be good for the game. See: ForGG vs Life. When they take on the role of the BW tank and other Zerg units act as the vulture, the dynamic is very engaging.

Well, the current swarm host is already gone and replaced with a different version. And even if the unit was the cause for various interesting games there were too many downsides and the game is better off without it. Like, if you had a new unit design and you would say to yourself: "well, this is broken some of the time, but it might also be cool sometimes" then it would be obvious you had to cut your losses and try again with something else.

Honestly though, it might be cool to have "wild-card" units like the new swarm host which do not fulfill a strictly necessary role, but which can be used as a surprise strategy to create unique games.
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Karis Vas Ryaar
Profile Blog Joined July 2011
United States4396 Posts
Last Edited: 2014-12-17 22:19:55
December 17 2014 22:18 GMT
#171
On December 18 2014 07:12 Grumbels wrote:
Show nested quote +
On December 18 2014 06:52 DinoMight wrote:
Also I don't understand what they're doing.

1) Upgrades should be meaningful.
2) Removes a core Immortal ability and makes it an upgrade.

-_____- ???

How about make the extended WP range thing an upgrade to address balance issues?

The whole point of Immortals is that they're tough. Without any sort of special shields or abilities they're pretty useless (Mortals).




Context is everything. If the immortal is functional without the ability and it's placed as an upgrade then that's a good example of having meaningful upgrades in the game that change unit interactions. However, if the immortal needs the shield to function and on top of that you were used to the shield ability to begin with then it becomes an annoying upgrade which perhaps merely exists as a necessary evil. It depends partly on one's point of view though.


To adress Blizzard's post said that upgrades for late game units are redundant especially since the units need those upgrades to function and there's no reason to not have them. Like Ultralisks literally don't work without armor and you usually get yamato can as soon as you build battlecruisers.. they said that upgrades should be done to make lower power units more viable in the late game. I'm not sure how viable immortals will be without the upgrade but again blizzard is just trying different things to avoid impossible to stop immortal warp prison harrssment.

but yeah this all depends on how viable immortals are without the upgrade.
"I'm not agreeing with a lot of Virus's decisions but they are working" Tasteless. Ipl4 Losers Bracket Virus 2-1 Maru
TheDwf
Profile Joined November 2011
France19747 Posts
December 17 2014 22:18 GMT
#172
On December 18 2014 07:16 SatedSC2 wrote:
The more I hear, the less I like.

Between this and the map-pool going back to the horror that was season 3, I'm finding it very hard to get motivated to play...

It's just for two weeks, you know.
SatedSC2
Profile Blog Joined March 2014
England3012 Posts
Last Edited: 2014-12-17 22:32:54
December 17 2014 22:21 GMT
#173
--- Nuked ---
Grumbels
Profile Blog Joined May 2009
Netherlands7032 Posts
Last Edited: 2014-12-17 22:35:14
December 17 2014 22:26 GMT
#174
Well, now I tell you, I never seen good come o' goodness yet. Him as strikes first is my fancy; dead men don't bite; them's my views--amen, so be it.
Glockateer
Profile Joined June 2009
United States254 Posts
December 17 2014 22:27 GMT
#175
The resources is in the right direction. Focusing on how to make workers more efficient on multiple bases is important to give an economy advantage to riskier 5-6 base play (or something of that nature).

I really think 10 workers is better simply to allow an early worker to be sent out with the 15-30 seconds extra to proxy and give more room for openers. The games would be too cookie-cutter if they cross the fine line of early variations. It'd be boring seeing the same "solved" build beating every cheese or opener in the game.

Protoss need a fighting unit as stated. I could see a new T2 Protoss unit that did small AOE being a beneficial transition instead of colossus or templar instantly. I'm really sure a creative and fun unit can be made even without splash damage. One with the ability to cross through sentry force fields or had an extra attack every x seconds for hit and run potential can synergize better than another harassment unit. The extra attack could be anything from a slow to a psi blast. Just throwing out ideas.

It has been cool seeing mech be viable. For the Terran upgrades, if it needs to be split for balance issues then split the air and mech attack upgrades while keeping the armor shared. That'd make a mech/air composition 3 upgrades instead of 4 for viability sake. The herc knockback can actually be interesting.

Zerg changes seem well but are still developing like the rest of the game. I haven't thought of another useful infestor spell. A temporary move speed bonus aoe on creep could be a defensive spell. Clearly a baneling catapult is needed. Granted, being able to launch banelings at air units would be hilarious.

Excited for LotV!
GET SM4SHED
SackOfWetMice
Profile Joined October 2014
United States288 Posts
December 17 2014 22:27 GMT
#176
On December 18 2014 07:06 TheDwf wrote:
Show nested quote +
On December 18 2014 07:04 SackOfWetMice wrote:
Why not give the Infestor's "flat unit damage buff" to the new Protoss unit (but only affects gateway units)? Couple it with a couple sentries (guardian shield) and you get slightly stronger, beefier early game gateway armies to allow toss to survive until T3 (splash) units.

And then Protoss still builds the deathball with buffed gate units. No thanks.

...You can obviously balance it. Smaller area of effect, smaller damage buff, etc. Just something to make early Sentries/Stalkers that are in a defensive position slightly more effective.
Zest - Flash - TY - Top 3 SC2! - KT Rolster Fighting, #6 team in Proleague! - Zest #1 Proleague Ace Player!
Big J
Profile Joined March 2011
Austria16289 Posts
Last Edited: 2014-12-17 22:38:29
December 17 2014 22:29 GMT
#177
delete plz
SackOfWetMice
Profile Joined October 2014
United States288 Posts
December 17 2014 22:31 GMT
#178
Or possibly, remove Photon Overcharge and replace it with a spell that makes the Nexus give a flat damage/armor buff to friendly units near it.
Zest - Flash - TY - Top 3 SC2! - KT Rolster Fighting, #6 team in Proleague! - Zest #1 Proleague Ace Player!
Whitewing
Profile Joined October 2010
United States7483 Posts
December 17 2014 22:33 GMT
#179
Blizzard is going about this expansion thing the wrong way. Rather than reducing the minerals in each patch, they should be reducing the amount of patches at each base, meaning saturation is fewer workers. This encourages more expanding to take advantage of the extra supply: suddenly you can make use of 4 or 5 bases simultaneously rather than just holding extra for when you run out in your other bases. The current form simply punishes players for not expanding, rather than rewarding them for doing so.

It also unnecessarily punishes players for falling behind. Come-backs become much harder when you can't build up for a while, try to take favorable engagements, and slowly expand. You run out of money before you can rebuild now, meaning one fight is more likely than ever to kill you. Reducing mineral patches will reduce income rates overall at the start of the game and will encourage more, but smaller, engagements and make deathballing harder and maxing out slower. The current system they are using will just make the game even more of a one and done.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
WhaleOFaTale
Profile Joined June 2014
46 Posts
December 17 2014 22:34 GMT
#180
I have been thinking, how bout for terran they give a bomber/stealth fighter type unit. There have been no new terran air units yet, and no air units that deal aoe to ground (not counting seeker missle). With this unit you draw a "bombing path" with your mouse LOL-esque. This path is visible to the opponent who then has to micro away from this red area. The user could use this ability to split armies in half or prevent the retreat of an army. Give it high health so it can't be focused down so quickly. Wahla!
Prev 1 7 8 9 10 11 35 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 9h 35m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Rain 2310
Artosis 683
White-Ra 109
910 45
Dota 2
monkeys_forever580
NeuroSwarm183
Counter-Strike
m0e_tv212
Super Smash Bros
AZ_Axe155
Heroes of the Storm
Trikslyr114
Other Games
summit1g8398
shahzam603
JimRising 543
C9.Mang0303
ArmadaUGS47
Organizations
Other Games
gamesdonequick783
Dota 2
PGL Dota 2 - Main Stream318
[ Show 11 non-featured ]
StarCraft 2
• Hupsaiya 113
• davetesta22
• Letter148
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Upcoming Events
Sparkling Tuna Cup
9h 35m
Afreeca Starleague
9h 35m
Leta vs Soulkey
PiGosaur Cup
23h 35m
Kung Fu Cup
1d 10h
The PondCast
2 days
Replay Cast
2 days
CranKy Ducklings
4 days
Online Event
4 days
FEL
4 days
BSL: Ladder Tournament
4 days
[ Show More ]
Sparkling Tuna Cup
5 days
BSL Open Qualifier
5 days
BSL Open Qualifier
5 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Proleague 2026-09-27
Blizzard Classic Cup 2026
Calamity Invitational

Ongoing

ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Custodian Cup
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
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.