Skip to main content

· Classes

Talent trees, build variety, and combat feel

Class customization is a primary differentiator; the mage tree is the main example in this session—a very large tree built to support multiple playstyles and hybrids.

The class UI remains work-in-progress: functional but visually cluttered; clearer branch layout is planned before the next test.

Talent tree structure

The mage talent tree is described as very large, with some classes potentially reaching around 300 nodes or more. The intended result is broad customization rather than a narrow fixed specialization path.

At least six distinct specializations are planned to be visible within a class, functioning as subclass-style play patterns. Players are also meant to be able to mix elements from different directions to create hybrid builds.

A major planned revision is to make the tree easier to read. The current version is considered too cluttered for new players, and the team intends to add clearer directional paths so that a player can immediately recognize where a fire-oriented or other themed route begins.

Planned readability passes may add branch art or layout cues so subclass identity reads at a glance.

Major node changes and hybrids

One specific design issue is the current restriction created by major nodes. In the version discussed, selecting one major node can lock out other major paths too aggressively.

A proposed change is to allow players to select two major nodes instead of one. This would support more deliberate hybrid builds, such as combining two otherwise distinct class directions into a more unusual playstyle.

The change is presented as part of a broader class talent overhaul planned first for paladin and mage.

Meta builds and class identity

Design aims for several viable builds per class, not one solved spec—without a fixed target count of “meta” builds.

Class uniqueness is tied to both the talent tree and the scar system. Together, these are meant to create more variation than a standard fixed-spec model.

Combat pacing and mastery

The desired combat philosophy is "easy to understand, hard to master." Basic goals and controls should be readable quickly, but long-term mastery should still take time.

Leveling combat should feel somewhat dangerous. Neither one-shot trash nor sponge same-level mobs is the goal. Current mage tuning in the shown build is placeholder, not target balance.

A mage blink interaction is mentioned as providing a brief window in which the character is effectively untargetable or invulnerable for a very short moment.

Movement, animation, and camera feel

Movement and combat animation are acknowledged as unfinished. The current character controller is described as stiff, and the animation controller is said not to be final.

Responsiveness is treated as especially important. The preferred reference point is the immediacy of World of Warcraft-style movement and camera control, including responsive backpedaling and quick character reaction.

An optional action-style camera / targeting presentation on top of tab-target core combat is under exploration (not full action combat). Ship decision depends on design sign-off, engineering cost, and priority.

Additional class rollout

Not all classes are planned for the April test. Assassin is explicitly said not to be part of that test build. Future focused events are proposed as the way to introduce and test additional classes such as assassin or priest with direct player feedback.

<!-- kb-links:auto -->

Related on this site

<!-- /kb-links:auto -->

Source

  • Recording: Scars OF Honor - Community LIVESTREAM!
  • YouTube: Watch on YouTube
  • Published: Sunday, April 5, 2026 at 7:06 PM UTC

← Back to Classes