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Combat model and Scar-based character progression

Scars of Honor is described as using a hybrid combat model with a stronger emphasis on tab targeting than on full action combat. The game rejects automated play, including systems that allow the character to fight without active input.

Character progression also includes a "Scar" system tied to leveling and boss rewards. Scars are presented as a source of variation between characters of the same class.

Combat style

Combat is described as neither auto-play nor fully action-based. The design places primary emphasis on tab-targeted combat, while also including some area-of-effect or skill-based abilities that add hybrid elements.

Auto-combat is explicitly rejected as incompatible with meaningful gameplay. Auto-attack is discussed separately from auto-play: the comparison suggests that basic attacks may exist in the broader genre sense, but active button use remains necessary for combat to function.

Design principles around gameplay

Three design elements are singled out as especially undesirable in MMORPG design:

  • pay-to-win
  • time gating, including time-gated dungeon access
  • auto-combat or auto-play

These are presented as systems that undermine either fairness or active participation.

Scar acquisition

Scars are described as being obtained in more than one way. Some are gained during leveling, while others come from defeating specific bosses or from quest-related rewards. Boss-linked Scars are presented as more controlled or predefined sources, while leveling can introduce more randomness.

Randomness and rerolling

Random Scars are acknowledged to involve luck. A player can receive weaker or less desirable Scars while leveling, but rerolling is said to be possible. At the same time, leveling may also grant unique Scars that contribute to a distinct character build.

Character identity

The purpose of Scar randomness is described as creating a stronger bond between a player and a specific character. Two characters of the same class, even with the same talent-tree choices, are intended to develop differently because their Scars differ.

This approach is framed as part of the game's immersion and role-playing identity. It is also presented as subject to later revision if testing shows that the system does not work well in practice.

Source

  • Recording: Scars of Honor Monetization, Gameplay, & Open World | Community Q&A Recap
  • YouTube: Watch on YouTube
  • Published: Wednesday, February 18, 2026 at 12:58 PM UTC

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