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· Combat & progression

Core progression systems, class builds, and professions

The playtest build is described as containing the main day-to-day progression systems of Scars of Honor, including combat, talents, scars, gathering, crafting, questing, and professions. Several examples shown during the recording focus on how characters are customized and how non-combat progression is intended to matter.

Talent trees and build direction

Classes are described as using large talent trees with major nodes that define broad build direction and many smaller nodes that refine play style. The Paladin is said to have nearly 300 talent nodes.

Major nodes appear to establish a primary archetype, while surrounding paths allow players to branch into additional effects and abilities. The system is presented as flexible rather than strictly locked to one route.

Dual spec is mentioned as something under consideration, but not confirmed.

Scar system

Scars are presented as a separate progression layer. They are earned through leveling and by defeating open-world bosses. A scar can grant statistical bonuses, percentage modifiers, or passive effects.

Scars are grouped, with only one scar from a given group active at a time. Players are said to be able to reroll or swap scars later through a consumable or currency-based process (caption partly unclear).

The system is intended to add another layer of build customization beyond talents.

Combat mechanics and dodge system

A class-wide dodge concept is discussed as an active combat mechanic. For some classes this is a movement dodge, while the Mage version is described as Blink. The mechanic is intended to let players avoid incoming projectiles.

Its inclusion is treated as still under evaluation. The recording notes that the system creates interesting gameplay, but also raises uncertainty about whether it fits a tab-target MMO. Animation quality and transition polish are specifically identified as areas needing improvement.

Paladin and Mage build examples

The Paladin is shown as a highly effect-driven class with multiple build directions and visually prominent abilities. One example ability, Avatar of Sanctification, is presented as a standout transformation-style spell. The Paladin also has a projectile-blocking shield mechanic.

The Mage is described as having a battle mage or barrier-based tank build. In this setup, the Mage gains a barrier resource and uses it defensively, allowing the class to function as a tank rather than only a ranged damage dealer.

Voice chat and interface hooks

Integrated voice chat is already implemented in a basic form, including options such as enabling or disabling it and push-to-talk configuration. The stated design reason is to reduce the need for players to leave the game in order to communicate.

The interface also includes dedicated slots for gathering tools and potion use. Mount UI placement is shown in the HUD as planned but not yet fully implemented.

Gathering and crafting

Gathering and crafting are described as active systems rather than passive progress bars. The recording references gathering professions such as woodcutting, mining, fishing, and alchemy, as well as crafting activities including blacksmithing and cooking.

Minigames are said to be part of these professions. Cooking is described as a memory and heat-management activity, while blacksmithing is described as timing-based. Craft quality is intended to depend in part on player performance in the minigame.

Dynamic resource spawning is also mentioned: node availability is intended to scale with player presence in an area so that heavily populated zones do not feel stripped of resources.

Some large gathering nodes are designed for multiple players. A large tree is given as an example of a resource that requires at least two people to harvest, reinforcing the game's social emphasis even in professions.

Potions and profession relevance

Potions are planned to have meaningful gameplay value, with dedicated quick slots in the interface. The stated goal is to avoid making alchemy irrelevant, while also not making potion use as dominant as in some action RPGs. Potions are expected to be especially useful in dungeons and other challenging content.

Visual gear progression

The recording stresses that equipment should visibly change a character's appearance piece by piece rather than being replaced by a single full-body skin. This is presented as an important part of MMO progression: obtaining gear should visibly reflect advancement.

Armor sets shown during the recording are described as in-game visuals rather than shop-only rewards, reinforcing the idea that visual progression is earned through play.

Source

  • Recording: Scars OF Honor - First PLAYTEST Date Review | Final Stance on Bag Space | Playtest Discussion
  • YouTube: Watch on YouTube
  • Published: Sunday, March 8, 2026 at 9:00 PM UTC

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