· Dungeons & raids
Dungeon accessibility and world-buff requirements
Scars of Honor's dungeon direction is described in broad design terms rather than through a full feature reveal. The stated goal is for dungeons to feel distinct from familiar MMORPG patterns, while still remaining approachable enough that players can participate without excessive external requirements.
Entry barriers and participation
A central design preference is to lower unnecessary barriers to entering dungeon content. Dungeon participation is treated as something the game should encourage as widely as possible, rather than a mode reserved only for players who have completed a long list of prerequisites.
This position appears in discussion of raid and dungeon requirements drawn from other MMORPGs. Systems that make participation contingent on obtaining mandatory pre-buffs are viewed skeptically when they function as gatekeeping rather than as optional advantages. The concern is that too many restrictions can lock a large portion of the audience out of major group activities.
View on world buffs
World buffs are discussed as a concept known from other games rather than as a planned Scars of Honor feature. At the time of the recording, no comparable system is said to be planned for Scars of Honor.
The reasoning given is not technical difficulty but gameplay purpose. Such buffs are described as easy to implement in principle, but their value depends on what they add to the game. If they become effectively required for raids or dungeons, they are seen as creating an artificial requirement that narrows access to content.
At the same time, earned advantages are not rejected outright. If players complete difficult activities and gain a temporary benefit, that reward is considered legitimate. The objection is specifically to a design where players feel obligated to obtain those buffs before they are allowed to participate meaningfully in instanced content.
Dungeon philosophy
The broader dungeon philosophy emphasizes meaningful gameplay over ritualized preparation. The intended direction favors systems that improve the experience of running dungeons rather than systems that burden players before they can begin.
The recording also frames this as a practical accessibility issue. Not all players approach MMORPG controls and group coordination with the same level of ease, so dungeon design should avoid stacking avoidable friction on top of the challenge already inherent in group PvE.
Source
- Recording:
Playing LOTRO and Fighting Monsters in Middle Earth - YouTube: Watch on YouTube
- Published: Sunday, October 26, 2025 at 10:00 PM UTC
