• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 02:50
CEST 08:50
KST 15:50
  • 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 Reach2[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 (Sep 13-20): herO scores triple3BSL Season 2313Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon102Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
StarCraft open world shooter announced at BlizzCon How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Weekly Cups (Sep 13-20): herO scores triple Balance hotfix patch 5.0.16b (July 16) Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
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
Bot on ladder [ASL22] Ro8 Preview: Within Reach an AI researcher's take on the ladder bot BGH Auto Balance -> http://bghmmr.eu/ StarCraft Human 'N' AI League
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 Total Annihilation Zero Warcraft III: The Frozen Throne 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
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: 10965 users

Community Feedback Update- April 20 - Page 9

Forum Index > SC2 General
210 CommentsPost a Reply
Prev 1 7 8 9 10 11 Next All
MockHamill
Profile Joined March 2010
Sweden1798 Posts
April 22 2017 20:05 GMT
#161
On April 23 2017 04:57 StraKo wrote:
Show nested quote +
This solves problems both in TvT and TvP. It also solves the problem with that the new Thor is actually OP vs Zerg.


Could you please explain why the new Thor is OP vs zerg ? It's not stronger vs mutas than before. It just counter corruptors better now, so that vikings are able to kill broodlords.

Atleast that's my observation so far.


Well in my experience Thor/Viking now beat BroodLord/Corruptors mostly because that corruptors stacks. It is very possible this is not true on higher levels though were people are better at spreading out their units.

Also my opponents so far has not used vipers which may turn the table.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
April 22 2017 20:09 GMT
#162
On April 23 2017 04:53 avilo wrote:
Show nested quote +
On April 23 2017 04:10 MockHamill wrote:
As it is mech is even worse off in TvP compared to live. There are 4 reasons for this.

1. Thors do less damage against Tempest and Carriers.
2. HIP made it easier to focus fire down Tempest/Carriers. Now they often lose DPS trying in vain to kill to kill interceptors instead of killing ground or air units.
3. Zealots gets speed earlier which means that your helllbats are worse off if they attack you before you can get blueflame.
4. Tempest do more damage to BC which is the only effective counter to Carriers.

So even though TvT is improved it is hardly worth it since TvP got even worse.

Solution

Keep High Impact payload but give it bonus damage to mechanical. This solves problems both in TvT and TvP. It also solves the problem with that the new Thor is actually OP vs Zerg.


We all know this is the real solution:


It's Blizzard's exact flat damage change packaged into an upgrade and gives thors the extra AA range to deal with capital ships that clump.

But you know...only was made and tested and proven viable over 1+ yr ago. Devs might wanna take a look at it.

The upgrade was designed for the exact reason you said - thors can not even get into range of carrier/tempest because of the ground in front.

It's based off the same concept of the goliath charon booster upgrade in Brood War. I can't fathom why SC2 devs don't realize carriers were also imbalanced vs mech in SC1 UNTIL Brood War came along and the developers solved the problem by giving goliaths the massive range upgrade via a machine shop upgrade.

Same thing can be done for SC2. It's proven in the video i just linked.


Yeah this may the best solution. Hope Blizzard tries this is the next version of the test map.
StraKo
Profile Joined February 2017
Germany96 Posts
April 22 2017 20:33 GMT
#163
On April 23 2017 05:05 MockHamill wrote:
Show nested quote +
On April 23 2017 04:57 StraKo wrote:
This solves problems both in TvT and TvP. It also solves the problem with that the new Thor is actually OP vs Zerg.


Could you please explain why the new Thor is OP vs zerg ? It's not stronger vs mutas than before. It just counter corruptors better now, so that vikings are able to kill broodlords.

Atleast that's my observation so far.


Well in my experience Thor/Viking now beat BroodLord/Corruptors mostly because that corruptors stacks. It is very possible this is not true on higher levels though were people are better at spreading out their units.

Also my opponents so far has not used vipers which may turn the table.


That's exactly what the thor buff is for. Thor is a underused unit, because the GtG attack gets overshadowed by tanks and the AA is too bad to compete with other lategame compositions.

Vikings don't cut it anymore, because a lot of viking counters got buffed, mech upgrades got split up and vikings are just very fragile.

The problem with mech is that it simply doesn't has a reliable way to deal with mass air, so mech games often turn into turtle scenario's where the opponent just tries to get the perfect air deathball and mech player tries to basically do the same, because there's no GtA option available.

The fact that you have to counter air units with your own mass air units, ruins mech play and creates awful gameplay.

That's why i think buffing the thor's AA is a good step.
ihatevideogames
Profile Joined August 2015
570 Posts
April 22 2017 21:10 GMT
#164
On April 23 2017 05:05 MockHamill wrote:
Show nested quote +
On April 23 2017 04:57 StraKo wrote:
This solves problems both in TvT and TvP. It also solves the problem with that the new Thor is actually OP vs Zerg.


Could you please explain why the new Thor is OP vs zerg ? It's not stronger vs mutas than before. It just counter corruptors better now, so that vikings are able to kill broodlords.

Atleast that's my observation so far.


Well in my experience Thor/Viking now beat BroodLord/Corruptors mostly because that corruptors stacks. It is very possible this is not true on higher levels though were people are better at spreading out their units.

Also my opponents so far has not used vipers which may turn the table.



Oh no, god forbid Terran actually has a chance lategame!
JimmyJRaynor
Profile Blog Joined April 2010
Canada17873 Posts
Last Edited: 2017-04-22 23:40:08
April 22 2017 23:38 GMT
#165
On April 23 2017 04:53 avilo wrote:
We all know this is the real solution:

i do not like approaching a change in a unit with this mindset. it leads to confirmation bias. i prefer the "experiment and discover" mindset. your Thor modification is worthy of experimental exploration. Until its fully tested in the hands of the game's best players its impossible to say for certain if its the correct change for the Thor. To say in advance it must be the solution is to cheat the process... and Blizzard is all about process.
Ray Kassar To David Crane : "you're no more important to Atari than the factory workers assembling the cartridges"
franzji
Profile Joined September 2013
United States583 Posts
April 22 2017 23:56 GMT
#166
If you want to push a thor upgrade like that, battlecruisers will need to be toned down too...

or just remove the stupid hurr durr teleport of top of protoss air bullshit and run mines under them.

I don't see the problem with making them more viable vs. massive air however. Maybe not as strong as that upgrade wants to make them.
Creager
Profile Joined February 2011
Germany1962 Posts
Last Edited: 2017-04-23 00:34:57
April 23 2017 00:28 GMT
#167
On April 23 2017 01:24 StraKo wrote:
Show nested quote +
On April 23 2017 00:49 Creager wrote:
On April 23 2017 00:16 hiroshOne wrote:
On April 22 2017 20:23 MockHamill wrote:
This is my initial feedback based on having played exclusively on the the test map since it was released.

Normally TvT is about who gets the air advantage at least if one of the players uses mech. You mass vikings and ravens so that you get air control and then use tanks or liberators to take over the ground. Thor are basically useless in the matchup.

This has completely changed on the test maps!

Thanks to the new Thor there is a completely new and more complicated interaction between the units. Basically, there is a dance between tanks, thors, vikings and liberators. Tanks kill the thors, thors kill the vikings, vikings kill the liberators and liberators kill the tanks. Plus liberators can kill thors and thors can kill tanks as well.

It is much more complex and fun and becomes less about who masses the most air units but more about who uses his units in the best way. It is also more back and forth and you can trade units all the time instead of turtling up and trying to get the air advantage.

So really good job Blizzard! TvT is more fun and less one-dimensional with the new Thor!


Nice to hear that its fun in TVT but unfortunaly it breaks lategame ZvT. Thirs were already good in the matchup especially vs Broodlords. Now they are pretty much shutting donw this comp especially with vikings in the mix.

I would rather see more thoughtful changes being implemented. They should analize more how it would affect other matchups. For example Zealot buff seems good for TvP but it's totally unnecessary in ZvP etc. This changes overall are just shifting the meta not fixing balance


That's a really good point, these constant balance changes don't help improving the game in the long run, but I guess that's the only way without having to touch underlaying issues (aka putting in real effort) - races taking turns being OP.


I think it's important to update lotv currently. You shouldn't let a game settle that suffers from gameplay issues.

Get the game in the right spot and then you can let it settle.

Why would you wait to do the necessary changes ? People will simply get annoyed and frustrated with the game and eventually stop playing it.


Oh sorry, my wording may have been a bit misleading, what I meant was that they should really take a thorough look and do a greater revamp (like partly reverting the economic changes introduced with LotV, at least that's what I personally would like to see as a player), then tweak here and there until it feels good and leave it at that, just like you.

This is what has been Blizzard's approach for the majority of LotV, or at least that's what they told the community.

However, reality is that we have had constant tweaking/changing without addressing the core issues which make the game frustrating to play, namely 12 worker start, which somewhat killed diversity and sacrificed better playability for a "better" viewer experience.

HotS was quite balanced at the end, meta was a bit stale, people disliked Swarm Hosts vs. Mech, sure, but it probably was in the best state SC2 has ever seen balance-wise. BW had quite long periods of stale meta, as well.
... einmal mit Profis spielen!
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
April 23 2017 06:56 GMT
#168
On April 23 2017 03:49 pvsnp wrote:
Apparently the Thor change is a nerf against light units, so it will be worse against Mutas and such. Then again I almost never see Thors used against mutas like they were in HotS so it will still be a lategame buff against BL and Corruptors.

[image loading]

WTF?! So it's a nerf in every way except what? Clumped voidrays? Protoss air buff and Terran anti air nerf lol
Head Coach Park: "They should buff tanks!"
Rescawen
Profile Joined April 2010
Finland1028 Posts
Last Edited: 2017-04-23 07:44:36
April 23 2017 07:41 GMT
#169
www.youtube.com

The only reason why serral has made this work was also because showtime moved his air units away allowing serral to get his spores into position. If showtime were to just slowly chip away the spores with oracle relevation and tempest range, things would have been very different. The only reason why serral's spore push is doing anything is due him threatening showtime's base.
BRAT_OK
Profile Joined December 2011
Russian Federation10 Posts
April 23 2017 08:45 GMT
#170
Why they are nerfed thors against light? Every upgrade can add +1 +2 +3 against light and its will be good.
Blizzard, give sensor tower power - warp prism cant did warp in sensor tower range, only drop. In late game warp prism too good.
JackONeill
Profile Joined September 2013
861 Posts
April 23 2017 09:22 GMT
#171
If we look at the bigger picture, blizzard is caught in a buff spiral concerning air fights. Parasitic bomb, steroided seeker missile, steroided corruptor, steroided void ray, steroided carrier, steroided thor, steroided banshees : nearly everything that flies got buffed at some point in LOTV.
That means that AA options had to be buffed, which is why we've got a queen that shuts down everything that flies, that's part of the reason why the overcharge can't really be removed in the current state of the game, that's part of the reason why mech sucks, that's why the viper is a 4 spell caster and that's why the viking sucks (never got buffed to match the air threats).

I'd be much happier if air units were nerfed in this game because air units don't rely on strategy but on execution, hard counters and snowballs.
Turb0Sw4g
Profile Joined August 2015
74 Posts
Last Edited: 2017-04-23 09:23:45
April 23 2017 09:23 GMT
#172
On April 23 2017 05:09 MockHamill wrote:
Show nested quote +
On April 23 2017 04:53 avilo wrote:
On April 23 2017 04:10 MockHamill wrote:
As it is mech is even worse off in TvP compared to live. There are 4 reasons for this.

1. Thors do less damage against Tempest and Carriers.
2. HIP made it easier to focus fire down Tempest/Carriers. Now they often lose DPS trying in vain to kill to kill interceptors instead of killing ground or air units.
3. Zealots gets speed earlier which means that your helllbats are worse off if they attack you before you can get blueflame.
4. Tempest do more damage to BC which is the only effective counter to Carriers.

So even though TvT is improved it is hardly worth it since TvP got even worse.

Solution

Keep High Impact payload but give it bonus damage to mechanical. This solves problems both in TvT and TvP. It also solves the problem with that the new Thor is actually OP vs Zerg.


We all know this is the real solution:
https://www.youtube.com/watch?v=mKozzNavUHQ&t=392s

It's Blizzard's exact flat damage change packaged into an upgrade and gives thors the extra AA range to deal with capital ships that clump.

But you know...only was made and tested and proven viable over 1+ yr ago. Devs might wanna take a look at it.

The upgrade was designed for the exact reason you said - thors can not even get into range of carrier/tempest because of the ground in front.

It's based off the same concept of the goliath charon booster upgrade in Brood War. I can't fathom why SC2 devs don't realize carriers were also imbalanced vs mech in SC1 UNTIL Brood War came along and the developers solved the problem by giving goliaths the massive range upgrade via a machine shop upgrade.

Same thing can be done for SC2. It's proven in the video i just linked.


Yeah this may the best solution. Hope Blizzard tries this is the next version of the test map.


I disagree. This change would just create another abomination: a super high range, high damage, splash G2A unit. Granted, it's balanced somewhat by the Thor's cost and it's slow movement speed (and the fact that it's a ground unit). But I still think it would be too good.

So, to keep it clean and simple, if the Thor should be able to gain additional range, something needs to be taken away. Ideally the splash G2A should be low range and single target G2A (High Impact Payload) — after putting it back into the game — should be long range.

I've always favored transferring the Lock-On mechanic from the Cyclone to the Thor's single target G2A because I think it would fit really well. This way you actually would have to micro Thors by selecting targets for the long range G2A much like the Ghost's Snipe.




Overall, the changes seem to be headed in the right direction though. They actually address issues like mech AA and Swarm Hosts now. Really good to see!
StraKo
Profile Joined February 2017
Germany96 Posts
April 23 2017 12:18 GMT
#173
On April 23 2017 18:22 JackONeill wrote:
If we look at the bigger picture, blizzard is caught in a buff spiral concerning air fights. Parasitic bomb, steroided seeker missile, steroided corruptor, steroided void ray, steroided carrier, steroided thor, steroided banshees : nearly everything that flies got buffed at some point in LOTV.
That means that AA options had to be buffed, which is why we've got a queen that shuts down everything that flies, that's part of the reason why the overcharge can't really be removed in the current state of the game, that's part of the reason why mech sucks, that's why the viper is a 4 spell caster and that's why the viking sucks (never got buffed to match the air threats).

I'd be much happier if air units were nerfed in this game because air units don't rely on strategy but on execution, hard counters and snowballs.


Agree on everything.

I still believe that one of the biggest mistakes of lotv was the addition of even more units.

They are the reason for 99% of bad changes during lotv's lifetime.
c0sm0naut
Profile Joined April 2011
United States1229 Posts
April 23 2017 19:28 GMT
#174
On April 23 2017 04:57 StraKo wrote:
Show nested quote +
This solves problems both in TvT and TvP. It also solves the problem with that the new Thor is actually OP vs Zerg.


Could you please explain why the new Thor is OP vs zerg ? It's not stronger vs mutas than before. It just counter corruptors better now, so that vikings are able to kill broodlords.

Atleast that's my observation so far.


its just better it used to be
its not OP. right now broods are in a GREAT place becuase of the corruptor buffs. at least this change is relevant in low-mid msters
WeddingEpisode
Profile Blog Joined June 2011
United States356 Posts
April 23 2017 19:35 GMT
#175
Enough Concussive Shells should stun Ultras.
The interplay between bio and Ultras would be more fun this way.

Still diamond
Solar424
Profile Blog Joined June 2013
United States4001 Posts
April 23 2017 20:03 GMT
#176
On April 24 2017 04:35 WeddingEpisode wrote:
Enough Concussive Shells should stun Ultras.
The interplay between bio and Ultras would be more fun this way.


Ultras are supposed to be this giant, DGAF unit that forces the Terran to play differently. But sure, let's make 3/3 bio counter everything
Poopi
Profile Blog Joined November 2010
France13021 Posts
April 23 2017 20:17 GMT
#177
On April 24 2017 05:03 Solar424 wrote:
Show nested quote +
On April 24 2017 04:35 WeddingEpisode wrote:
Enough Concussive Shells should stun Ultras.
The interplay between bio and Ultras would be more fun this way.


Ultras are supposed to be this giant, DGAF unit that forces the Terran to play differently. But sure, let's make 3/3 bio counter everything

I hope you do realize that terrans need to produce a lot of bio in order to have a shot at winning the game, if you render bio useless once ultras are out, it's terribly bad game design? It's what happened before tankivacs, but since liberators were also stupidly good and you could open aggressively with reapers it evened things out balance wise, but it was still horrible design wise.
WriterMaru
wiNgiAN
Profile Joined April 2017
17 Posts
Last Edited: 2017-04-23 21:04:16
April 23 2017 20:50 GMT
#178
hey blizzard, theres a good idea, why dont u make zealots only biological? i think this will solve in a huge way vs ling-hydra-bane (unstoppable) style, you see how zerg deal with most of protoss army tiers just with that composition? its because baneling counter every single protoss gate units (and some of robo too), so this actually will force zerg to transitioning tier units and dont be comfortable doing the same style the whole game (and win).
Lexender
Profile Joined September 2013
Mexico2663 Posts
April 23 2017 21:00 GMT
#179
On April 24 2017 05:50 wiNgiAN wrote:
hey blizzard, theres a good idea, why dont u make zealots biological? i think this will solve in a huge way vs ling-hydra-bane (unstoppable) style, you see how zerg deal with most of protoss army tiers just with that composition? its because baneling counter every single protoss gate units (and some of robo too), so this actually will force zerg to transitioning tier units and dont be comfortable doing the same style the whole game (and win).


1) Zealots are already biological.

2) Being biological makes no difference for banes, being a light unit does.

I don't know about hydras/banes countering everything but neither of your statements make any sense.
wiNgiAN
Profile Joined April 2017
17 Posts
April 23 2017 21:04 GMT
#180
On April 24 2017 06:00 Lexender wrote:
Show nested quote +
On April 24 2017 05:50 wiNgiAN wrote:
hey blizzard, theres a good idea, why dont u make zealots biological? i think this will solve in a huge way vs ling-hydra-bane (unstoppable) style, you see how zerg deal with most of protoss army tiers just with that composition? its because baneling counter every single protoss gate units (and some of robo too), so this actually will force zerg to transitioning tier units and dont be comfortable doing the same style the whole game (and win).


1) Zealots are already biological.

2) Being biological makes no difference for banes, being a light unit does.

I don't know about hydras/banes countering everything but neither of your statements make any sense.


my point was "only biological", miss type
Prev 1 7 8 9 10 11 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
2026 GSTL: Grand Finals
LiquipediaDiscussion
OSC
23:00
OSC Masters Cup #151 Qualifier
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
NeuroSwarm 173
StarCraft: Brood War
soO 657
hero 540
BeSt 268
Hyuk 165
Mind 33
Bale 22
Terrorterran 15
Noble 14
ZergMaN 12
yabsab 9
[ Show more ]
Icarus 6
Dota 2
monkeys_forever1055
XaKoH 314
League of Legends
JimRising 614
Super Smash Bros
Mew2King106
Other Games
summit1g9360
ceh9306
Livibee73
ArmadaUGS50
Organizations
Other Games
gamesdonequick521
StarCraft: Brood War
Kim Chul Min (afreeca) 7
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH374
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2300
League of Legends
• Rush1204
• Stunt442
Upcoming Events
Afreeca Starleague
3h 10m
Soma vs Jaedong
WardiTV Weekly
4h 10m
Monday Night Weeklies
9h 10m
Sparkling Tuna Cup
1d 3h
Afreeca Starleague
1d 3h
Leta vs Soulkey
PiGosaur Cup
1d 17h
Kung Fu Cup
2 days
The PondCast
3 days
Replay Cast
3 days
CranKy Ducklings
5 days
[ Show More ]
Online Event
5 days
FEL
5 days
BSL: Ladder Tournament
5 days
Sparkling Tuna Cup
6 days
BSL Open Qualifier
6 days
BSL Open Qualifier
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.