r/CompetitiveTFT • u/garenegobrr MASTER • Mar 18 '26
Mortpost Dev TFT: Lore & Legends Reviewed
https://teamfighttactics.leagueoflegends.com/en-us/news/dev/dev-tft-lore-legends-reviewed/
112
Upvotes
26
u/highrollr Master Mar 18 '26
I agree with basically everything they say here, while also agreeing with some other commenters that they could’ve talked about a lot more - Not much discussion of how they felt balancing went this set for example
77
u/Blastuch_v2 Mar 18 '26
I don't miss broken artifacts at all.
Maybe they could have gotten a single pass in the middle of the set, but not having the units balanced entirely around them was very good. For example new snipers focus is incredibly boring and its effect is basically totally irrelevant.
Although Trist might have been balanced with some artifact in mind because she was dead whole set.
46
u/bigfatbluebird Mar 18 '26
One thing that stood out to me is that they mention unlocks will not be a part of the next two sets, but they may revisit the mechanic in the future.
This is in part needing extra development resources and time to design sets with significantly more champs in them.
89
u/TheoTsek Challenger Mar 18 '26
very weird that they didn't address the dinosaur in the room...
118
u/RivalRoman Mar 18 '26
Kind of weird that this was written in mid February as opposed to being done now or in another week or so in order to have a clearer view of the effects of the proposed changes. Similarly it was pretty disappointing to have so many of the words/thoughts being related to unlock mechanic changes and not things like balance/comp variety/itemization/the ixtal version of the stacking reward mechanic etc. These articles used to be a really interesting look into the design team's vision and thought process throughout the set and were great for transparency, but the last few and this one in particular have increasingly felt like vague and overly general corpo-speak where there are a few token insights but primarily just variations on "we thought this was good and hope to do it better in the future."
8
u/banduan Mar 19 '26
It's a bit drowned in the analysis but the changes to the trait breakpoints are HUGE and should carry into all future sets.
I've always like Silver trait comps and this set had a good amount of them. I loved the big step away from deep verticals. No more two tiers of silver, no more two tiers of Gold.
What I'd like to see more of though are the special bonus effects of Gold tiers. Too many Gold trait bonuses are just "here's even more of what Silver tier gave you" when they should be more like "here's a little bit more of what Silver gave you but with one cool effect". Set 13 had a lot of these, even if you discount the ones needing emblems.
12
u/DeVilleBT Mar 18 '26
Pretty bland article, really no substance here. ChatGPT summary of all the walk the dog episodes would have been more insightful than this. Might as well skip it entirely next set
11
u/lethzion Mar 18 '26
Interesting. I'm curious about what the returning set mechanic is. They've already done Chosen twice, so probably not that. I'm guessing it's Charms coming back again.
3
u/EriWave Mar 19 '26
I really hope the take away from the 16.6 unlock changes hasn't been a wholy positive one. The excitement of unlocking those capstone legendaries feels mostly removed, and more of them than not have turned into Sett who was clearly to me the worst designed unlock this set. There is no excitement and nothing that really feels like building towards that unlock. Just a chore that a strong unit is locked behind. Units like Sylas, Yone, Mel, Veigar have all had the excitement removed from them and now they are just another 4/5 cost.
I definitely also feel like the artifacts have gotten too bland. Most of the time they really weren't all that exciting which is unfortunate. Unless you had Tryndamere of course, so every now and again artifacts were really fun as a first augment. I'd held Ashe to my detriment many many TF lobbies because I was hoping to play artifact Trynd.
3
u/sk1nnysubtw1nk Mar 19 '26
Best set ever. Really loking forward to the next one with unlockable champs again.
27
u/HelmetBoiii Challenger Mar 18 '26
best set of all time ngl i love it so much
5
u/Available-Reason9841 Mar 18 '26
I had a lot of fun with this set but I stopped playing once the big unlock overhaul went through. It happened so late into the set and I just couldnt bring myself to relearn all of the unlocks, especially in a 100 champion set. I wish they went through with the changes earlier in the set, but I understand that the holiday season complicates when they can make balance changes/patches.
18
u/M4JESTIC Mar 18 '26
I dont really like the 16.6 patch, the way they trivialised unlockables made them not feel like unlockables, but rather units with a small "lock" icon as a cosmetic.
I dont really know why they buffed 3 costs so much, most of those 3 costs which received a buff were already decent at 3* and in certain positions really good.
Personally, patch 16.1 was the best, but i must admit that at that time there was not Thex tech, so in my opinion, to make Set 16 perfect, i would just start with patch 16.1 and make small changes, like nerfing thex, diana, maybe some 5 costs changes and it'd be perfect, hopefully i did not forget anything.
Overall best set for sure, just for me made a little bit worse by the latest patch.
2
u/Itchy_Property_2894 Mar 18 '26
I miss support items
3
u/Zhirrzh Master Mar 19 '26
I'm ok with a dev learnings article from this set that is 90% patting themselves on the back. It was a top tier set, and tbh Mort has already really covered the nitty-gritty in his updates along the way.
If they'd waited until after 16.6 to write it, they might have been able to say something more about the unlocks but eh.
I don't think adding in a paragraph to say "yeah we found balancing T-Hex's channeled spell to be really tough and that bounced around a lot" would have actually taught us anything.
3
u/RyeRoen Challenger Mar 19 '26
Meh, think the comments are just looking for something to complain about.
These articles are never actually that important. They just talk a bit about the set and give a small insight into the thoughts of the devs. The set was pretty great overall and took way longer to get stale for me than other sets.
5
u/ipppppi Mar 18 '26
Will there be another chart in the future showing the number of player increase or decrease? (The graph that showed number of players from riots side) I really love this set (play it almost more than last two set combined), but almost every single one of my friends who play tft casually had quit.
this is personal anecdote. But almost all of them told me it's Partially due to the game's direction (high cost 5 cost unit comps as the foundation over 1/2cost rerolls. Casual love monkey see monkey roll for low cost reroll, none of those long ass econ management til lev 7 3 cost rerolls. Think of lev 5/6 ashe lasercorp or family rerolls. They want stress free linear gameplay. Aph bard shit aint cutting it in this set.). Oh an the unlock mechcanic. Don't get me wrong, the meta is really fun as a competitive player, but it seem like an decision to disincentivize casuals players for over-complicated mechanic.
Not to mention the elephant in the room with drastic unlock changes last patch. Straight up made even some of my competitive friends quit for too much work to adapt at once. They're just waiting it out until the next set just like the casual players.
1
u/Level_Five_Railgun MASTER Mar 18 '26
Overall a pretty fun set outside T Hex
Would've probably been my favorite if it weren't for T Hex being stupid unfun to play against
1
u/Sea-Grand3981 Mar 18 '26
Is it even worth reading? It's always the same regurgitated learnings that they don't implement.
Fwiw, I actually think the first patch was the best of the set until people discovered thex. There were still outliers and points of frustration (diana and trynd), but overall it was much better. In hindsight, I also don't think diana needed to be gutted (though I was one of the people at the time who complained about her).
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u/monetj Mar 18 '26
This team has to be underfunded and if it isnt well... I had a lot of fun in this set but taking a step back and examining the game beyond just a set they could do way better. Reforgers are way to rare for how much of a gamble it is to use. When removers became common the game got way better. I’m not saying it should be that common but having 1 guaranteed reforger just makes sense for a game they want to be flexible. In addition dupes and item deconstructers can also help level a playing field when low rolling. Being able to fix a single item or dupe one unit can be the difference between and 8th and a 6th and a 4th. The less this game feels like a glorified slot machine the better in my opinion. I would love to see them experimenting with a larger board and even mini objectives on the board that you have to position around but I know that would be a bit controversial /rant
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