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One Mage, No Infernal Priest, and a Community Ready to Riot — March 29, 2026

Scars of Honor chat turns into a live-fire debate over faction class limits, missing healers, and the baffling lack of Sun Elf Mages. Players also circle lifeskills, playtest timing, Linux support, and whether Early Access helps or hurts.

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The mood in chat swung from sleepy breakfast banter to full-on class-combo grievance court the second Scars of Honor started showing more of its faction and race restrictions. One minute people were joking about undead pirates, fries, and “For the Order” propaganda; the next, they were staring at class availability charts and realizing some of their dream characters had just been punted off a cliff.

That’s the thing about MMO communities before launch: everybody is carrying around a little private version of the game in their head. Today, a lot of those versions collided with reality. And reality, at least for this crowd, looked a lot like one mage on Order, one priest on Domination, no Infernal Priest, and a whole lot of “wait, why?”

The Class Chart That Broke People's Builds

The biggest flashpoint by far was faction and race class availability. Players had been asking a simple question early on: will every class be available to each faction, or is this going to be more old-school MMO territory where faction identity actually locks things out? By the time the stream details filtered into chat, the answer looked clear enough to spark immediate pushback.

The loudest pain points were specific, and that made them sting more. Sun Elf players found out they apparently can’t be Mages, which produced instant disbelief because, as several people pointed out, Sun Elves seem like the sort of race you’d expect to be very comfortable with magic. One player summed up the feeling in plain language: Sun Elves can access other magical classes, but not Mage? That didn’t read as flavorful. It read as arbitrary.

Then came the Infernal complaints, and those were even sharper. More than one player had already built a whole character fantasy around an Infernal healer, only to discover there’s no Infernal Priest on the board. The pushback was immediate and dramatic in the way only MMO class disappointment can be: crying, screaming, throwing up, metaphorically speaking. Under the jokes, though, there was a real point. If Infernals can be Paladins, why not Priests? For players steeped in fantasy class logic, that combination felt backwards.

There was also a broader structural complaint: the chart looked less like lore-driven class design and more like somebody trying to force every race into a neat “seven classes each” box. That rubbed people the wrong way. Several posters argued that balancing the number of options per race is much less important than making sure each class has healthy representation across both factions. In other words, players would rather see two sensible race options per class than a perfectly symmetrical spreadsheet.

A few examples kept coming up:

  • Order appears to have only one race for Mage and one for Necromancer
  • Domination appears to have only one race for Priest
  • Dwarf Necromancer got laughs, but not necessarily confidence
  • Sun Elf Warrior existing without Sun Elf Mage struck people as especially odd

That last one really stuck. One player noted that if anybody can pick up a sword and hit something, Warrior should be the least controversial class to spread around. So when Warrior gets weirdly selective while Mage gets locked out of a race that feels tailor-made for it, the design starts to look less intentional and more puzzling.

To be fair, not everyone wanted total freedom. A few people said class limitations are fine if they’re even and if they reinforce faction identity. But even those more accepting voices seemed to agree that some of these pairings need a better explanation than “that’s the chart.”

The Healer Problem Is Already Looming

If the class chart caused the first wave of panic, healer talk brought the second.

A lot of the anxiety came from uncertainty. Players are still trying to piece together which classes will actually heal, and how many healing options the game will launch with in practice. The working assumption in chat was that Priest and Druid may be the only true healing classes, based on earlier class discussions. If that’s right, the community already sees a problem: that’s a very small healing bench for an MMO trying to support faction identity, group content, and eventually larger-scale warfare.

The concern wasn’t just about numbers. It was about flavor. If half your races skew dark, chaotic, infernal, undead, or monstrous, and your healing roster is mostly tied to more traditional holy or nature-coded archetypes, you create a fantasy gap. Players want dark healers. They want weird healers. They want the kind of class that makes you say, “Yes, this cursed thing absolutely keeps the party alive, but in a way that feels slightly illegal.”

That’s why Mystic kept coming up. A few players were openly hoping the class might evolve into a heal-over-time specialist, or at least pick up some support identity. Others mentioned Celestial as another class with healing potential. Nobody was claiming confirmation; this was more wishful theorycrafting mixed with a little desperation. The subtext was obvious: please do not make us choose between two healer classes forever.

Race access made it worse. If healing really is concentrated in just a couple of classes, then restricting those classes to a narrow set of races starts to feel dangerous. One player flatly called the idea of only Orcs and Gronthar covering certain healing fantasies a horrible decision if the healer pool stays that small. Another said Orc healers just feel weird on instinct, which is exactly the sort of bias class fantasy has to overcome if the design wants to subvert expectations.

And that’s the split, really. Some players are happy to let the lore surprise them. Others are already looking at the roster and seeing future group finder pain.

Early Access Sounds Useful, but Players Don't Trust the Vibe

The other substantial debate was about Early Access, and this one had a very different energy. Less outrage, more wary MMO veteran skepticism.

The facts the chat seemed confident about were these: Scars of Honor is planned for Early Access in Q4 2026, the upcoming demo is expected to happen, and the Necromancer is the one class people feel reasonably sure won’t make it into Early Access and is instead targeted for 1.0. Beyond that, there’s still a lot of fog.

That fog is exactly what got people talking. One player, clearly coming from the big-MMO side of the genre, assumed Early Access might just mean a short head start. Others quickly pushed back: no, this sounds more like a real Early Access period, potentially months long, not a three-day premium launch bonus. Someone recalled hearing the team doesn’t want it to stretch to six months, but nobody treated that as a hard promise.

The most interesting take in chat was also the harshest: Early Access can accidentally become launch. If players pile in, establish economies, level characters, settle social hierarchies, and burn through first impressions during EA, then 1.0 risks landing like a patch instead of an event. Worse, people who wait for the “real” launch can feel punished for being patient.

That’s a very MMO-specific fear, and it’s not a silly one. In a single-player game, Early Access is a personal choice. In an MMO, timing is social. If your friends, guilds, and rivals all start building history before you, you’re not just late to content. You’re late to the world.

Not everyone cared. A few players said they’d happily jump into EA even if there were wipes, because they mainly want to test gameplay and mess with character creation. That’s a healthy reminder that there are really two audiences here: the tourists who want to poke at systems early, and the settlers who worry about the shape of the world on day one.

No Open-World PvP Means Some People Are Already Gone

The PvP conversation was short, blunt, and revealing.

Someone asked the question that always detonates in faction-based MMOs: open-world PvP or opt-in? The answer from regulars was immediate — no always-on open-world PvP on normal servers, and the developers have apparently been consistent about that. There was some mention that future hardcore servers, if they happen, may allow full open-world PvP, but that’s clearly not the baseline plan.

For some people, that was the end of the conversation. One player responded with a clean “I’m out,” and another called the lack of always-on PvP gross. You could almost hear the old-school PvP crowd folding up their tents.

But the more interesting part wasn’t the flounce. It was the earlier context. Before the stream talk heated up, somebody had floated the idea of WoW-style faction raid antics — the old “For the Alliance/For the Horde” energy, but transplanted into this game’s world. That tells you there’s still a real appetite for faction conflict with teeth, even among people who aren’t necessarily demanding a permanent gankbox.

So the tension here is familiar: players want faction identity to matter, but not everyone agrees on whether that means structured PvP, optional PvP, or the kind of open-world chaos where a peaceful quest hub can become a war crime in thirty seconds.

For now, Scars of Honor looks firmly on the safer side of that divide. Whether that’s smart or toothless depends entirely on what kind of MMO scars you’re carrying in with you.

Lifeskills and Minigames Quietly Won the Side Conversation

Not every thread today was a complaint, and thank goodness for that. One of the more charming side discussions was about lifeskilling, crafting, and the possibility that the game’s non-combat systems might have a bit of texture.

Players asked whether there’s any detailed crafting information yet, and while there wasn’t much hard data in chat, there was enthusiasm. A few people said they’re suckers for minigames and would love something more tactile than clicking a recipe and waiting for a bar to fill. The fantasy they kept circling was a cooking or alchemy system where you manage heat, stir at the right time, and drop ingredients in with some actual rhythm.

That’s a small thing on paper, but it matters. MMO communities can forgive a lot if the world has hobbies worth inhabiting. The person with 53 hours in another game and “feels like I haven’t done anything” energy? That’s not a complaint when it’s attached to wandering, odd jobs, and exploration. That’s the dream. It means the game is giving you room to loiter.

The same spirit showed up in mount talk. People were comparing picks like elk and bear, wondering whether mounts can level, and getting excited about legendary animals. There was a little disappointment that mount progression doesn’t seem deeper yet, but even that came with a hopeful shrug — maybe later, maybe armor, maybe more legendary training systems down the line.

That’s the softer side of pre-launch MMO chatter: not “what’s the meta,” but “what weird little life can I build in this world?” Games survive on that feeling longer than they survive on any one class chart.

The Practical Questions Still Matter: Playtests, Linux, and Stream Fatigue

Around all the bigger debates, chat kept doing what game communities always do: collecting useful scraps of operational knowledge.

There was repeated interest in the next playtest, with April 30 mentioned as the date people were working from. Folks also asked whether the game would be playable on Linux. The answer floating around was practical rather than official-sounding: native Linux support comes later, but Proton on Steam should do the job for now.

That kind of exchange may not be glamorous, but it’s the backbone of community trust. Same goes for the question about class previews. Right now, players seem to understand that only a handful of classes are really “ready” in the sense of having talent trees and abilities, while much of the rest remains conceptual. That’s not ideal for people trying to lock in a main, but at least the regulars weren’t pretending otherwise.

Even the stream itself caught a little criticism. One viewer asked for the “starting soon” intro to be shortened because the repeated loop was getting on their nerves. That’s not exactly a major design issue, but it’s a funny reminder that when your audience is hungry for information, every extra second of waiting music feels like a personal attack.

This Community Is Already Designing the Game in Real Time

What stood out most today wasn’t just the complaints. It was how quickly players moved from reaction to redesign.

They weren’t only saying “I hate this.” They were proposing alternatives: give every class at least two race options per faction, stop forcing equal class counts per race, let lore lead instead of symmetry, consider polling the community on unpopular race-class pairings, and make sure healer fantasy isn’t trapped in a tiny corner of the roster. That’s not random noise. That’s a playerbase trying to help the game avoid obvious own goals before launch.

And honestly, that’s a good sign. You’d rather have a chat full of people angrily defending their dream Sun Elf Mage or Infernal Priest than a chat that shrugs and goes back to another MMO. Passion is messy, but indifference is terminal.

The Real Test Isn't Balance, It's Believability

Today’s chat made one thing painfully clear: players will accept restrictions if those restrictions feel true. They’ll swallow faction identity, race limits, and class asymmetry if the combinations make intuitive, flavorful sense. What they won’t accept — or at least won’t accept quietly — is the sense that a spreadsheet beat the fantasy.

That’s where Scars of Honor has work to do. The community can live with not getting every toy on day one. It can probably even live with missing classes in Early Access. But if the game wants people to buy into its world, then choices like no Sun Elf Mage or no Infernal Priest need to feel like worldbuilding, not accounting. Right now, chat isn’t convinced.

And when your players are already this eager to inhabit the world, that’s worth fixing before the scars become permanent.

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