The hover state is a promise
Before anyone clicks, they hover. In that quarter-second your interface makes a promise — and the click is where you either keep it or break it.

There's a moment everyone forgets to design: the half-second between thinking about clicking and actually clicking. The pointer drifts over a card, pauses, hovers. Nothing has happened yet. But something should.
That hover is a conversation. The user is asking, quietly, "is this real? what happens if I commit?" And the interface answers — or doesn't.
A hover is a contract
When an element responds to hover — lifts, brightens, reveals a hidden label, shifts an image — it's making a promise about the click to come. A button that warms under the cursor is saying yes, I'm a button, and pressing me will do something. A card that subtly rises is saying I'm a door, not a poster.
Break that contract and trust erodes instantly. The cruellest version is the element that animates beautifully on hover and then does nothing on click. You've promised a reward and delivered an empty room. Users don't forgive it; they just stop trusting the rest of the page.

Restraint, again
The temptation is to make everything react. Resist it. If the whole page twitches under the cursor, nothing means anything — the signal drowns in noise. Reserve the richest hover responses for the things you actually want clicked: the reserve button, the next room, the gallery that opens.
A click is a decision. A hover is the question that comes just before it. Answer it well.
For a hotel or a residence, this is where intent is won or lost. The guest hovering over "view the suite" is already half-decided. The hover should meet that curiosity — preview the warmth, hint at what's inside — so the click feels less like a gamble and more like stepping through a door you can already see past.