I'm sorry Daz, I just think that we've learned by now that items are, and always will be, innappropriate in competitive fighting games. They detract from the idea of Man vs Man. Like using guns to see who is a better fighter, John wayne can't beat up Bruce Lee. That's just how it is.
The thing about competitive fighting games, is that, for the most part, they're all derivatives of Street Fighter, or 3D Fighting game that came first...was it Virtual Fighter? I'm not sure >_>. Both 2D and 3D follow some pretty similar concepts. Life Gauge, Hi/Low Attacking/Blocking, Varying attack strengths, Control motions for special attacks, etc.
Very few fighting games deviate from the norm, and the ones that do generally turn out below average or not fun. Smash is the only exception to this rule (although I've heard good things about Power Stone), and yet we're all determined to strip the game of what makes it unique until we're back to the norm as much as possible. I don't like that. I didn't mind it in Melee at all, because the only way to fix one of the biggest problem items Melee had (containers and their wacky exploding evil twins) was to turn off all items. However, in Brawl, this problem is fixable. And yet the community just seems to go with what worked in Melee, even though it might not necessarily hold true in Brawl.
This also gives faster characters HUGE advantage, Bowser wouldn't stand a chance against Sonic with items on. However, if a smash ball appears next to Ike, he can break it with one hit, where's the skill in that?
Who's to say those aren't intentionally designed advantages for those characters?
BTW, every move in the game has the potential to one-hit a smashball open, it just depends on how long the smashball stays out. Ike's fully charged F-smash doesn't beat a fresh spawned Smash Ball, but his jab will beat one that's been out for 30 seconds. Time spent alive seems to gradually decrease the smash ball's "armor"
Your opponent can kill you, then you respawn next to a smash ball and get it because you're invincable. OR, you kill someone, then a smash ball appears before you're opponent respawns and you get it, then kill them again after they come back, that is nonsense.
So you're saying in the short period of time your opponent is respawning, you have an advantage, and then that advantage is turned back to your opponent for a short period of time, and then afterwards it's back to who controls a larger portion of the stage? Where's the
beef nonsense?
Honestly, I'm not asking much. If you don't like Smash Balls, think they're too overpowered, it's fine. I don't care. Even I think they're fairly overpowered. Wouldn't it be better to KNOW they're overpowered, though? To know there's a reason behind banning items this time around, aside from the current ****ty reason of "lol we banned them in melee."
Again, look at what KishPrime posted. Early on in Brawl, the only true way for us to determine what is actually broken, is to test it.
Olympic wrestling is real fighting. When you use items, that's how you end up with the WWE.
Olympic wrestling is Brawl without items, street fighting (not to be confused with street fighter) is Brawl with items. Both are very "real" forms of fighting, just different. WWE is staged wrestling, so a better analogy would to call DBR combo videos the WWE (Zing!)