Talk:Braum/@comment-24054340-20140606155927/@comment-6281696-20140610120557

Meh, I wouldn't say allowing everyone acces to everything results in a robust or balanced system. Or a better experience. And I think it's impossible to ever achieve balance, not just harder, if everyone has acces to all items. I already gave examples toxic items and champions which were only toxic because champions who weren't supposed to use a certain item started to abuse that item, and there are many more of them. Though not all of them are toxic, some are just insanely effective to a point where it just becomes silly. Whereas certain other items are undertuned due to the fact that if they get buffed some champions will abuse it to high hell (for example Atma's impaler is useless on proper tanks due to the low ratio, but buffing it would be horrendously overpowered on AD bruisers like Olaf or Garen) Especially support and tank items are often undertuned because of the potential abuse by bruisers.

As said, doing weird stuff occasionally is fun, and encouraging experiments isn't bad. However I'd rather have less freedom with a balanced game than these issues with certain undertuned and overtuned items. To be honest the least I'd say is necesairy is to limit it per role. E.g. if you make a tank build you can't throw in a trinity which on it's own quadruples the raw damage output of certain champions, you can only get a gauntlet. And if you build a glass canon build you can't put in a Randuins to triple your effective health.