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[Misc][Discuss] Good awakening design rewards doing something to achieve meaningful results
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Fehzor is in discuss
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All the "good awakenings" are things that add on to the game. It's fun and more importantly balanced to match in 4s or rows or a square or to combo high and get rewarded adequately because you earned it.

Auto heal does not do this, and instead benefits you more for being a scrub and doing the opposite- spending excess turns flailing about. Ergo it cannot reward you adequately, because rewarding the player for being a scrub is not good design. To fix this, auto heal should require something and then heal for more- perhaps something like 400 HP per color matched, or 300 per color matched that doesn't get attributed to one of your monsters (i.e. if you have an all fire team, green/blue/yellow/dark combos). It doesn't really matter.

Blind, jammer, poison and skill bind resist are also "bad awakenings" because they don't require any kind of skill to utilize, and instead are based on your knowledge of the dungeon, which you have none of upon entering without padx. A better way of designing these would be to give them a damage multiplier for their respective hazard- when matching orbs that were darkened by blind, you could deal 1.3x damage per blind resist. When matching jammers the monster with jammer resist could count those jammers as 2 combos for both of their attributes. The monster could heal using poison orbs. A monster with skill bind resist could clear 5 turns of skill bind by attacking with a column in its attribute/subattribute.

This opens up new and more interesting designs for monsters- imagine if Fenrir Viz had several jammer awakenings, and if Misery had poisons.. or even a monster that blinds you so as to give you the damage boost. It would make sense to put monsters like that on your team if they fit to help with those scenarios, because they'd be contributing to your damage, healing, whatever... as opposed to now, where the best way to resist jammers is a board change, or an active skill that happens to change jammers in addition to whatever else.

Of course, these changes are probably off the table because it's simply too late and implementing them would mess with the game, but GH is definitely learning and leaning in this direction for the most part. The newest and most interesting awakenings, FuA and 'the 3x3 null one' rely heavily on skill and null even amplifies damage so that it's not useless without its overcoming effect occurring.

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7 years ago