Talk:Braum/@comment-24054340-20140606155927/@comment-4068613-20140610113958

I think part of the appeal of games like this is the exercise and the struggle that comes with trying to balance and compete all these different items and champions against each other.

Having an open space to explore the interactions between all these different game components is part of what makes the experience engaging. Even if the actual gameplay would be nearly identical in most cases, the fact that you're constraining choices instead of changing incentives makes players feel bad.

Long story short, rebalancing the things available to all players is harder than just limiting items, but it results in more robust system and a better player experience.