· Classes
Class design, talent trees, and role philosophy
Several class and role design principles are outlined for Scars of Honor. The game moves away from rigid subclass selection in favor of large talent trees that define specialization through node choices. A player can still build toward familiar archetypes such as a frost-focused mage, but specialization is described as the result of talent investment rather than a single class-spec button.
The talent system is presented as unusually broad for an MMORPG. Talent nodes are intended to do more than grant small stat increases. A node may alter cast time, resource use, damage, secondary effects, or status applications such as stun or bleed, and some nodes may grant entirely new spells. This design is meant to support hybridized builds rather than fixed templates.
Mage specialization model
The mage is described as a class that can be tuned across multiple elemental directions instead of being locked into a single predefined spec. A player can build a conventional frost or fire style, but can also mix elements if desired. This is framed as a deliberate replacement for a more traditional subclass structure.
Mage visual effects shown in the recording are identified as work in progress. The mage is also described as intended to feel different from comparable implementations in other games, though the exact final kit is not fully detailed.
Warrior and knight distinction
The warrior is described as distinct from the knight and intended to feel different in play. The warrior is framed as a tank class, but not a passive or low-agency one. Tank gameplay is intended to include meaningful damage output, even if it does not match pure damage dealers.
This design goal is tied to a broader philosophy that tank roles should be enjoyable rather than reduced to absorbing damage. The shortage of tanks in MMORPGs is attributed to tanks often being designed as boring to play.
Healer role philosophy
Healing is also described as a role that should be made more active and interesting. The design rejects a model where a healer mainly watches party frames and repeatedly casts a small set of direct heals. Instead, healers are intended to sustain parties through more varied mechanics.
A comparison is made to more active support playstyles, where healing and offensive contribution are interwoven. The stated goal is to make healers fun enough that the role shortage common in MMORPGs is reduced.
Ranger expansion and engineer path
The ranger is described as needing more variety beyond a straightforward marksman identity. One planned direction is an engineer-style path that uses turrets, traps, and related tools. This is still discussed in the same flexible talent-tree framework rather than as a hard-locked specialization.
Crossbows are said to already exist in the game and were reportedly available in the last test.
Necromancer and witch direction
The necromancer is said to include at least one talent path centered on minions. Minion use is not presented as the only way to build the class, but as one of its specialization directions.
The witch is described as less finalized. Its exact role and identity are still under discussion, and no firm final design is given in the recording.
Druid forms and shapeshift action bars
The druid is associated with shapeshifting and stack-based mechanics. Internal prototype footage shows transformation into a temporary canine test form used for development rather than a confirmed player form. The shapeshift system is described as important because it allows transformation into humanoid, animal, or other forms.
A key mechanical detail is that shapeshifting can swap the action bar. Entering a form grants a different set of abilities, which greatly expands the number of skills available across a class with multiple forms. This is presented as one way the game can support more abilities without overcrowding a single bar.
Action bar size and spell count
The preferred action-bar size is described as somewhere between very small modern bars and very large older MMORPG layouts. Six to eight active slots are considered too few, while extremely crowded interfaces with dozens of icons are rejected as outdated. Around twenty spells is discussed as a plausible upper range for a satisfying middle ground.
Monk not planned for initial release
When asked about a monk-like class in Scars of Honor, the answer is that monk is not planned for the initial launch window. The reason given is production scope rather than rejection of the concept. It is left open as a possibility for later development after release.
Source
- Recording:
Full Stream | Scars of Honor Spoilers, Giveaways & PoE 2 Gameplay - YouTube: Watch on YouTube
- Published: Friday, July 11, 2025 at 9:08 AM UTC
