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Combat model, builds, and progression systems

Scars of Honor is described as using a target-based combat foundation with hybrid elements rather than full action combat. Skill shots remain part of the design, but the intended feel is fast and responsive rather than animation-heavy or sluggish.

Progression is presented as highly build-driven. Item rolls, talents, and the scar system are all meant to create variation between characters of the same class.

Combat style and feel

The combat model is described as fundamentally target-based, while still incorporating hybrid features such as skill shots. Earlier builds had stronger hybrid presentation, especially on the class then called Knight and later renamed Paladin.

Responsiveness is treated as a core requirement. Character movement, casting, and attack flow are all expected to feel snappy. The recording notes that combat already feels good in its current state, but that animation quality and attack movement are still active areas of improvement.

Talents, scars, and build variety

Character customization is described as one of the game’s central systems. Talents and scars are intended to create multiple viable ways to play a class rather than a single fixed build.

The scar system is presented as a major source of character differentiation. Two characters of the same class may develop differently because scars are not guaranteed to be identical across level-ups. Some scars can also be obtained in more controlled ways from specific bosses, and rerolling is mentioned as a way to manage randomness.

The design goal is that leveling up remains meaningful, with scars acting as part of the reward structure rather than as a passive stat increase.

Itemization and stat rolls

Items are described as having randomized stat outcomes from a relevant stat pool. Two items with the same name can therefore roll differently. This is intended to extend replayability and preserve the possibility of chasing better versions of familiar gear.

The stat pool is not described as fully unrestricted. Gear is expected to roll appropriate stats for its intended users rather than nonsensical combinations such as intellect on warrior equipment. Crafted gear is likewise described as producing stats appropriate to the item’s class or role context.

Gathering and crafting minigames

Gathering and crafting are described as using minigames rather than a single-button interaction. Two reasons are given for this approach: making professions more engaging and making automated botting harder in a free-to-play environment.

Profession play is also tied to progression. Harder nodes or tasks become easier as the relevant gathering or crafting skill increases. The recording suggests that player performance in these systems can matter, including the quality of crafted outcomes.

UI tools and combat information

The user interface is described as still evolving. Built-in combat information tools such as a DPS meter are treated as desirable baseline features, while broader addon support is not presented as a current development priority.

An aggro meter for tanks is also mentioned favorably. The general direction is to include important combat-readability tools in the base game rather than relying on external modifications.

Healing and tank gameplay direction

The game is described as following the tank-healer-damage trinity, but with an effort to make support roles more active and less passive. Healers are not intended to function only as UI-focused health-bar managers. Instead, the design aims to create a balance between dealing damage and healing at the right moments.

Tank gameplay is likewise described as more than simply absorbing damage. The intended direction is for defensive play to feed into impactful actions, including bursts of meaningful contribution, without replacing dedicated damage dealers.

Daily structure and time gating

Daily chores and strict dungeon time gates are criticized in the recording. The preferred direction is to avoid turning routine play into obligation-based checklists. Weekly restrictions on larger raid-style content are treated as more understandable than daily limits on ordinary dungeon access.

Mounts as progression systems

Mounts are described as more than travel tools in the long-term design. Internal work has reportedly explored mount inventory, mount abilities, and class interactions with war mounts, such as a Paladin charge ability. These systems are said to exist in development, but are not planned for version 1.0.

Paid mounts are described as cosmetic in function, with no speed advantage over regular mounts. Purchased mounts are said to be account-wide; the status of mounts earned through gameplay is less certain in the recording.

Source

  • Recording: Scars OF Honor - Game Feature discussion, what SoH will be like?
  • YouTube: Watch on YouTube
  • Published: Sunday, February 8, 2026 at 9:06 PM UTC

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