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· Combat & progression

Combat feel, build depth, and progression systems

Scars of Honor is presented as a progression-heavy MMORPG built around responsive combat, large build variation, and multiple interconnected advancement systems. Combat quality is treated as the most important day-to-day gameplay pillar, with replayability identified as the next major requirement.

Combat responsiveness as a design benchmark

The recording states that combat must feel good for the game to succeed. The desired benchmark is combat that is as responsive, fluid, and enjoyable as World of Warcraft's style of tab-target combat. Current combat is described as already good and fun, but not yet at the final standard the team wants.

Talents and hybrid builds

A major emphasis is placed on build depth. One example given is the paladin, which is said to have 270 talents. The system is described as allowing multiple subclass or hybrid combinations rather than a narrow fixed specialization path.

The intended result is a large number of possible builds rather than a single obvious setup. Players are not expected to find an ideal build immediately.

Scars as a progression layer

The game's namesake scars are described as a distinct progression system. Leveling up is one way to obtain scars, with players choosing from several options when a new scar becomes available.

Other stated sources of scars include:

  • killing world bosses
  • killing elite enemies
  • completing quests
  • completing dungeons
  • defeating dungeon bosses

This system is presented as a way to tie character improvement to varied activities across the game rather than only level gains.

Gear and visual progression

The recording stresses that gear progression should also be visible on the character. Equipment is expected to provide visual feedback when upgraded, rather than existing only as numerical changes in a character panel. This is treated as an important part of the reward loop.

Crafting and gathering

Crafting and gathering are described as important but not the sole core of the game. They are connected to dungeon and combat progression rather than existing as isolated side activities.

The relationship is described as cyclical: players need dungeon materials and combat rewards, but they also need crafted and gathered items such as potions and preparation tools in order to tackle that content effectively.

Leveling and skill acquisition

Abilities are said to be granted through leveling rather than purchased from trainers in an older MMORPG style. The leveling pace is described as intended to sit between very slow classic progression and very fast modern progression.

Main story questing is not described as the only route to advancement. Players are expected to level through multiple activities rather than a single mandatory story track.

Replayability as a system goal

Replayability is treated as essential to long-term retention. The recording argues that good combat and repeatable enjoyable loops are necessary for players to keep returning. This principle is applied to multiple systems, especially instanced content and build experimentation.

Demo gameplay scope

The planned demo is said to include a broad slice of gameplay systems rather than a narrow vertical slice. Mentioned features include leveling, quests, open-world play, PvP, arenas, battlegrounds, and the Crypt of the Fallen dungeon.

Source

  • Recording: Playing MMoRPGs and Discussing Scars Of Honor Early Access
  • YouTube: Watch on YouTube
  • Published: Sunday, January 11, 2026 at 9:10 PM UTC

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