· Combat & progression
Combat philosophy and class customization
The combat shown in the November 2024 test is presented as an intermediate state rather than a final implementation. The developers describe it as a major step forward from earlier versions, but also emphasize that class feel, mobility, spell tuning, and overall combat depth are still in active iteration.
A central design principle is player agency. Combat is intended to feel more deliberate and less automated than in traditional tab-target systems.
Removal of default auto-attack
The recording explains that auto-attack has been removed as a default combat layer because it reduces player agency. In the described design, damage should not occur simply because a timer is running after a right-click target selection.
Instead, attacks are meant to connect through active skill use and range checks. If a sword strike is used while the target is not actually within range, the strike should not connect. This is framed as a move away from passive background damage and toward more intentional inputs.
The speakers clarify that this does not mean the game is becoming a full action-combat title. Rotational skill use still exists, but the system is intended to avoid combat that resolves itself through automatic swings.
An optional accessibility setting for automated attacking is discussed as something that could potentially be added later, but not as the intended default experience.
Early combat should still be engaging
The combat philosophy also applies to low-level play. A level-one character fighting a basic creature is expected to be engaging on its own, rather than a slow exchange that only becomes interesting after several ability unlocks.
This reflects a broader goal of making the baseline interaction with enemies feel active from the start.
Mobility, blocking, and future depth
Mobility is described as an important future component for nearly every class, though to different degrees. Shield blocking and other active defensive interactions are also mentioned as upcoming parts of the system.
These additions are meant to support both PvP and PvE, reinforcing the idea that positioning and timing should matter alongside ability rotation.
Class state in the test build
The classes available in the test are not considered final in how they play. The current build is treated as a limited sample used to gather data.
The speakers mention several present observations:
- knight is portrayed as especially straightforward and powerful in the current battleground environment;
- ranger has strong control tools, including silence, and can become very strong when used well;
- mage can create highly effective combinations, especially with freeze and beam effects.
Specific skill references include Hunter's Haste on ranger, which is described in the current version as a movement-speed effect rather than a more complex mark-style debuff.
Subclasses and build variety
Each class is said to have three subclasses. These are described not as minor talent branches, but as substantially different class fantasies that should play differently from one another.
Build customization is also tied to a limited skill-slot system. Players are expected to specialize by choosing which skills to equip and improve, creating different loadouts rather than using every available ability at once.
Modular spell and system design
The underlying combat and spell systems are described as highly modular. Designers can combine mechanics such as auras, areas, and other effect types in flexible ways, which allows rapid iteration and experimentation.
This modularity is presented as one reason the game can expand its combat content quickly over time, provided that art, animation, and visual effects keep pace with the gameplay design.
Holy Trinity with active play
The game is still planned around the classic tank-healer-damage role structure. However, the intended execution is more active than a purely static interpretation of those roles. Tanks, healers, and damage dealers are all expected to engage with movement and encounter mechanics rather than rely only on stationary rotations.
Source
- Recording:
Free Open Stress Test Stream | Scars of Honor - November 2024 - YouTube: Watch on YouTube
- Published: Friday, November 15, 2024 at 4:03 PM UTC
