
Dev Teamfight Tactics: Reckoning Learnings
Set Mechanics
After the previous sets devs wanted the game to feel less out of your control so leaned into trying to give the player more agency. This came in the form of an armory system with shadow items and radient items. Increasing player agency led to a decrease in game to game variation.
Fortune and Economy Traits
Previous economy traits had been really popular however the economy trait in this set wasn’t as popular. This was because it was difficult to scale the trait and it didn’t really fulfil its purpose of developing econ since players would “hoard champs” instead of selling them. The trait was powerful since players could use it to win with however it didn’t meet players expectations since players want high adrenaline moments of high risk and high reward.
Power of Champs Relative to Cost
In this set devs aimed to improve their balance framework to promote more viable play patterns. Although devs found that patch to patch balance changes sometimes wouldn’t account for all the possible comps so eventhough they might buff an underpowered unit there might be a new comp discovered that would buff this unit to make them overpowered. In response devs realised they needed to improve their ability to balance units with power and fantasies proportionate to their cost at the before the release of the set.
‘/Dev Teamfight Tactics: Reckoning Learnings’. 2021. [online]. Available at: https://teamfighttactics.leagueoflegends.com/en-gb/news/dev/dev-teamfight-tactics-reckoning-learnings/ [accessed 31 Oct 2025].

