How the hell does it fail? I merely pointed out examples of things that can happen, I never said they'd happen all the time. But when they do happen, there's nothing you can do.And? It means that your example fails. Golden Hammers have the lowest spawn rate of the whole game, combine that with the fact that they only spawn from the ground and you have very little probability to see what you described.
Or you could get some reading comprehension. I never once claimed these things happen every single time. I'm merely pointing out they do happen no matter how much Stage Control and knowledge of items you have.I see what your point is, but you need to stop exaggerating stuff in order to make your points more powerful... it just makes you look less credible.
I forgot about the platform. Just switch out the Golden Hammer with the Hammer and it'll all fit.Not to mention the item that spawns isn't the hammer, but the platform that SLOWLY generates it.
You weren't around when items were first banned and you obviously haven't been paying attention. Exploding containers were just the nail in the coffin for items. The game hasn't changed so much it affects item play significantly.That aside, from what we do know so far, we know that containers now have a toggle, which removes the biggest complaint to ever get them removed in the first place, and defensive options have GREATLY widened, which makes it much more difficult to get the reward from a given item. The items didn't need to change. The game did. How much have the changes affected items play? We don't know yet. The game is just far too new to make that call.
This is where SWF and EVO disagree. We don't want to turn items on until such time it can be surmised no game-breaking glitches and ATs can be found that somehow make items much less broken (because as it stands now, the game hasn't changed so much itemplay is vastly different and less broken).
Items are less broken because it takes less skill to time catching them? Y... e... a... h...Second, and this is the biggest, item catching is incredibly easy to pull off by comparison to Melee. In Melee, if you weren't grounded, you air-dodge caught. That was your only choice. It was possible to do a dodgeless catch, but the timing it took made it far too dangerous to attempt. Here in Brawl, dodgeless catching is quite viable (how much more viable remains to be seen, as the game's too new. Only experience will show this fact). Adding in the fact that w/ air dodging being changed so much, coming back off the stage high is viable again, which means the terrifying edgeguarding tactics have been foiled two-fold by both the increased chance for a dodgeless catch and not having to put yourself in a position that a given item will finish you off.
The new catching system also introduces unwanted itemcatching, a new problem.