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· Combat & progression

Combat utility, progression systems, and everyday gameplay structure

The recording includes several details about how moment-to-moment play is intended to work in Scars of Honor, especially around combat utility, progression, inventory, mounts, and loot handling.

Dodge as a core combat tool

Dodge is described as a crucial part of combat. It is intended to help solve a common MMORPG problem summarized as avoiding ground hazards rather than standing in them. The system is not meant to be infinitely spammable, and each class is expected to have some form of movement or defensive utility even if the exact distance and style differ.

Blink is treated as one example of a dodge-like ability, but the design goal is to avoid giving only certain classes access to meaningful repositioning. Heavy classes such as knights are not expected to move as far as a mage, but they are still meant to have tools to escape danger.

Spell acquisition and leveling

Some abilities are expected to be learned directly through the spellbook while leveling, while many others come from talent choices. This ties progression closely to build development rather than only to level milestones.

Character progression is also framed narratively: players begin as ordinary adventurers rather than world-saving heroes. Significance is meant to be earned through leveling, questing, and general progression.

Inventory design

The inventory is described as simpler than grid-heavy action RPG inventories. Large items occupying multiple slots are rejected as unnecessary complexity for Scars of Honor. The intended approach is closer to a straightforward slot-count inventory inspired by World of Warcraft, but without multiple separate bag items to manage.

Mount progression and functionality

Mounts are said to have more than one use and are not limited to transportation between locations. The full system is withheld for a later reveal, but one teased use case suggests broader gameplay integration. A question about mounted combat receives a suggestive but noncommittal response.

Mounts are not expected to be available immediately at level one, because early levels are meant to teach the game first. At the same time, they are not intended to be delayed until very late progression.

Loot distribution philosophy

Dungeon loot distribution is described as a difficult design problem because unrestricted systems can encourage loot theft in random groups. The preferred direction is to reduce opportunities for abuse in pickup groups while still preserving flexibility for organized guild runs.

Guild groups are expected to need tools that allow a specific item to be directed to a specific player when the run is organized for that purpose.

Equipment types and armor categories

Different armor categories such as plate, mail, leather, and cloth are acknowledged as part of the equipment structure. Armor visuals are also being built to fit race silhouettes rather than simply applying flat textures across all bodies.

Professions and side systems

Archaeology is mentioned only briefly and without confirmation as a launch feature. No commitment is made to include it. Pets are also discussed in broad terms: the design is intended to differ from familiar MMORPG pet models, but the final implementation is not yet settled.

Guilds as gameplay structures

Guilds are described as needing more meaning than a name tag or colored text. One planned long-term feature is guild strongholds. These are considered important, but may arrive after the initial release rather than in version 1.0.

Content pacing after release

Release planning is described as a matter of sustaining players through the period between early access or first release and the full official launch. The game is expected to launch with enough content that highly active players do not exhaust it immediately. Ongoing development is described as beginning in earnest once the game is live.

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

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