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Spin-Off Pokemon Super Mystery Dungeon Game-play Praise (Spoiler Free)

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This thread is for praising and complementing any game-play features in Pokemon Super Mystery Dungeon that you like. Anything new you're fond of? Any old feature that was improved upon that made you smile? Write and share here about it!

Please refrain from story spoilers though. This is strictly about game play and game mechanics.

To start, something I've noticed is that partner Pokemon will get into position to unleash their ranged moves. I also like how they actively seek out any items in a dungeon room.
 
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*Blast Seeds doing 100 damage now. They suddenly aren't so useless and unappealing.
*Wands. Essentially more versatile Orbs. Although they don't affect a room, their sheer quantity and range more than makes up for it.
*Being able to temporary raise your health with Oran Berries. Adding such a neat effect to a staple is pretty cool.
 
I like how the non-story-critical missions you get to pick any Pokemon, can switch between them, and aren't penalized if one of them gets KO'ed. Of course there's also Pelipper Island too, if you want to just do dungeon crawls and grinding.

The Connection Orb is kinda weird at first, but it makes a bit more logical sense than the usual beat-em-to-a-pulp-and-maybe-they'll-volunteer-to-join-up of previous Mystery Dungeon games so it's a welcome change. Difficulty isn't always straightforward (e.g. that Salamence battle), I wonder how they decide to balance that.

Allied Pokemon AI is a little smarter this time around -- still tends to wander if they get lost but doesn't seem to happen as easily as previous games. They'll also help pick up items once a room is clear of enemy Pokemon. Also, them asking to use a healing item when it's needed is brilliant -- no need to actually make them hold on to an item anymore.

Looplets and emeras are an interesting thing. You'll want to pick up some spares for emergencies, but you'll probably never equip anything else.
 
Wands, Looplets, and Emeras are really helpful to cope with the difficulty of the game.

Being able to rescue myself without the need for a second game or system is fabulous.

And I love that a. the partner fainting isn't an automatic loss and b. when the main leader faints in a mission, the leader simply changes and (once again) it isn't and instant loss.
 
And I love that a. the partner fainting isn't an automatic loss and b. when the main leader faints in a mission, the leader simply changes and (once again) it isn't and instant loss.
This seems to occur only with optional expeditions (i.e. via the Connection Orb). In story critical missions you can't switch Pokemon, but I never actually lost any of them so....
 
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