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Teamfight Techniques Lore and Legends dev says it is the “deepest set” up to now, and it is made even higher by its system modifications

January 1, 2026
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Teamfight Techniques has had some unbelievable units over time. From Gizmo and Devices’ Hungry Hungry Tahm Kench, to the magical musical that was Remix Rumble, Riot Video games’ autobattler has remained my go-to post-work decompression supply for a while now. After all, it is not all sunshine and rainbows, and the studio has its justifiable share of misses. Regardless of initially adoring Ok.O. Coliseum (give ’em the chair!), it progressively soured as its steadiness grew to become more and more unstable.

Coming into TFT Set 16, Lore and Legends, I did not wish to make the identical mistake and get overly excited too rapidly. However what’s already clear to me is that this is without doubt one of the finest units ever made. Between the myriad playstyles it facilitates, its intuitive unlock mechanic, and its shocking simplicity when you get a number of video games below your belt, I really feel Riot has struck the appropriate steadiness between complexity and depth. Sure, its preliminary psychological stack tax is on the upper finish, however when you memorize the paths to unsealing the models you need, it is plain crusing.

“I feel one of many issues that even took us a short time to understand is there is a distinction between complexity and depth,” gameplay director Stephen ‘Mortdog’ Mortimer explains to me in the course of the TFT Paris Open. “A few of our units have not been significantly deep, even when they are not that advanced. And once you commerce off the depth, the sport’s not as enjoyable; you may solely go so lengthy. I feel Lore and Legends was an try to not add an excessive amount of complexity. Like, it is actually simply champs and gadgets, and the unlock is simply extra champs, proper? There is not any overlaying system on prime of it, like Energy Up Fruits [Set 15’s mechanic], however, even for newer gamers, we nonetheless have verticals like Demacia and Ionia that you would be able to simply play, and even Yordles are fairly simple to play.

“However depth was the large focus. If you wish to go 500 video games and actually learn to optimize and react, this was the set. This was the deep set. It’s undoubtedly the deepest set we have ever made. Is it essentially the most advanced? I truly do not suppose so. A variety of the issues within the sport you have skilled earlier than, we used quite a lot of reprints, truly, to fill out the 100-champion roster. We introduced again Tahm Kench and Sett and stuff like that. So our hope is that this truly reveals everybody that distinction between complexity and depth, and that depth is what we would like. Depth is absolutely good for a sport, and complexity we must always truly attempt to keep away from as a lot as we are able to.”

Teamfight Tactics Set 16 Paris Open interview: a fight takes place with Gwen snipping away

Set 16 additionally brings main system modifications to TFT, growing the gold value to succeed in Stage 8, upping the injury you tackle Stage 3, and barely reducing injury on Stage 4. For the primary time in a very long time, it feels just like the mid-game, significantly Stage 7, is price partaking with. Talking to steer set designer Julien Camaraza in a separate sitdown, I wished to study extra about how Riot had labored to make the primary half of a match extra significant.

“We nonetheless need Stage 8 to be the default playstyle,” Camaraza tells me. “When you’re coaching your good friend the best way to play TFT: save your econ, get to Stage 8, purchase a pair 4 prices, you will a minimum of get prime 4. However one thing we’re scuffling with proper now on the staff is the sport is 45 minutes: what number of of these minutes are you taking part in the sport? When are you doing issues? Stage 2, you are saving econ so your palms are off the keyboard. In Stage 3, when participant injury is low and also you want some huge cash for XP, palms are off the keyboard. In order that’s, what? 15, 18, 20 minutes of the sport the place you are not likely partaking with it; that is not an incredible deal for anyone.

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“We took quite a lot of swings at that in Lore and Legends,” Camaraza continues. “Bard’s unlock situation is a really uncomfortable factor for gamers. After I first pitched this, folks had been like, ‘I do not wish to press the re-roll button,’ however why not? If I offer you sufficient gold later, certainly we are able to make a deal right here. And for participant injury, [it’s the] identical factor. If we make stage three just a little scarier, and if we make Stage 7 just a little extra invaluable, then you definitely truly wish to do issues throughout that half within the sport, and that is actually compelling for us.

“Particularly on Stage 7, we should have no lifeless choices ever within the sport,” he says. “There should not be an increase that nobody ever clicks. There should not be a champion nobody ever clicks. So for a whole stage – one-tenth of the full ranges you may be within the sport – to be seen as lifeless, I feel it is unacceptable, frankly. So we actually wish to be sure each choice within the sport is, in some positions, a sensible choice. I am not taking part in Sona re-roll 20/20, but when I had 9 copies of Sona, I am gonna put a Jeweled Gauntlet and a Spear of Shojin on her.”

Teamfight Tactics Set 16 Paris Open interview: a board full of three-star Yordles

After all, protecting a set’s steadiness in test is an important ingredient with regards to figuring out its success. Fortunately, we have not had a Set 12 Syndra incident simply but (I understand I am tempting the monkey’s paw), and, typically, there are viable comps throughout value brackets. From Tryndamere and Vayne reroll, to Yunara and the litany of Quick 9 variations, it has been a very long time since I felt variation and adaptability had been so prevalent. If issues do go flawed, the steadiness staff will inevitably get it within the neck, nevertheless it’s essential to recollect simply how advanced TFT may be.

“TFT has two sides to steadiness,” Mort says. “One is the form of normal battle pacing: are combats ending too rapidly, or are they too sluggish? Issues like that. [With] fight pacing proper now, I feel we obtained to a reasonably great place; combats are lasting about 15 to 25 seconds, give or take. There are these hype moments, after which that stress on the finish the place it is like, ‘who’s gonna win?’ And that is good. So when now we have that in a great place, we attempt to keep away from nerfs, as a result of nerfs will lead combats to be longer as a result of there’s simply much less injury. And so proper now what we’re searching for is, since fight is in a great place, first, let’s repair something that is changing into degenerate. We underestimated how a lot folks would use Yordle to generate econ; we would need to nerf that [Riot did, in fact, nerf that]. So some systemic stage nerfs. However in any other case, it is truly extra about what is not working and why.

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“So, if no person’s taking part in Jinx, why not?” Mort continues. “What is going on on? Is it simply so simple as buffing her, or is there one thing else occurring? If it’s a buff, what’s the kind of buff? Is she not doing sufficient injury, or is it taking too lengthy to forged? And you realize, folks will go for the apparent one, the place it is like, ‘oh, it is too lengthy to forged,’ however that is additionally her id. Her id is meant to be, like, ‘it takes me some time, after which, growth, I unleash.’ So it is like, are we capturing that, ensuring that lives as much as that? I feel quite a lot of our steadiness from right here on out goes to be buffing the issues that are not working, and so looking for extra strains like that.

“Augments is one other huge one, proper? As a result of finally, when the set will get to a great place, the subsequent layers round it turn out to be the factor that you’ve a watch on. So it is like, ‘oh, properly, they simply obtained the higher increase than me, that is unfair.’ So we have to ensure these aren’t making quite a lot of the choices both. And that is the factor, now we have, like, 400 items of content material, so even one being off, proper? For example there’s only one increase that is too sturdy and folks understand it. Each sport that increase reveals up, somebody will likely be bitter; now we have to keep away from that. So it truly is simply continually maintaining a tally of every bit of content material.”

Teamfight Tactics Set 16 Paris Open interview: two Baron Nashors and two Rift Heralds face each other down

It actually sounds just like the staff is trying to give extra carrot than persist with gamers going ahead, main overperformers apart. Camaraza expands on this, professing that smaller, extra incremental buffs are the way in which to go.

“I feel total, our balancing is fairly good,” Camaraza muses. “Slight buffs inform gamers, ‘hey, you have not been investigating this sufficient, possibly go test it out.’ When a champion will get 5 AD, it is not shifting the needle on their win charge that a lot. However gamers are like,’oh, now I can discover the tech right here,’ and I feel that is actually essential for us. And so we solely must nerf the mega overperformers who’re getting too over-explored to encourage that variety. Gamers need contemporary metas, and so in case your huge streamers are investigating a champion a small variety of gamers have performed earlier than, that simply does nice issues for everyone. So I feel it is actually essential for us to do small buffs that simply create new metas every week.”

With TFT Lore and Legends proving successful, evidenced by the glowing critiques from everybody I spoke to about it in the course of the Paris Open, the onus is now on Riot to make sure it maintains course, protecting its veritable trove of comps largely viable for its the rest. With a refreshed method on steadiness main the way in which, I am hopeful that, once we tick over into Set 17, this one will go down as an authorized all-timer.



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