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· Combat & progression

Combat, progression, and interface takeaways

The discussion extracts several practical lessons for Scars of Honor from early-game play in Guild Wars 2, especially around combat readability, progression pacing, rewards, and gathering.

Combat feel and input design

The comparison highlights a hybrid combat model in which targeting and directional attacks overlap. This is treated as somewhat inconsistent in feel. Melee attacks can behave like area attacks even when an enemy is selected, which is described as unusual from the perspective of a more traditional target-based MMO.

A dodge roll system is viewed more positively. Rolling is noted as a way to avoid traps, player abilities, and enemy attacks. A similar dodge approach is considered potentially useful for Scars of Honor.

The weapon-driven skill system in Guild Wars 2 is also discussed. Skills change depending on the equipped weapon, including main-hand and off-hand combinations. That idea is acknowledged as interesting, but not necessarily desirable for Scars of Honor in the same form.

Auto-attacks and combo chains

A recurring criticism concerns the first attack skill and its automated combo behavior. Pressing the primary attack can trigger a chained sequence without repeated input. This is contrasted with Scars of Honor's intended direction, where combat should keep the player actively deciding actions rather than letting a combo continue on its own.

The conversation also references prior testing of alternate control schemes in Scars of Honor, including an optional mouse-based auto-attack mode. That option is described as useful for some players, especially those coming from ARPGs or newer action-oriented games, but not as the default expectation for veteran MMO players.

Reward pacing and interface overload

The early-game reward flow in Guild Wars 2 is criticized for overwhelming the player with frequent pop-ups, flashing icons, and many small unlocks at once. This is identified as a lesson for Scars of Honor: rewards should feel meaningful, and too many simultaneous notifications can reduce their perceived value.

The user interface is also described as difficult to parse for a new player. Quest objectives, progression prompts, and inventory interactions are seen as less intuitive than they could be.

Talents and build freedom in Scars of Honor

When asked about Scars of Honor directly, the intended talent philosophy is described as highly flexible. The goal is to allow players to mix and match talent paths with a degree of freedom comparable in spirit to games such as Path of Exile. Balance concerns are acknowledged, but build expression is treated as more important than enforcing narrow uniformity.

Gathering and professions

The stream briefly examines gathering tools and resource collection. Different tools are used for woodcutting, herbs, and mining, and only designated resource nodes can be harvested. That node-based approach is compared to Scars of Honor, where not every environmental object is intended to be interactable.

A separate crafting-material storage system in Guild Wars 2 is noted as a useful convenience feature. Materials can be deposited out of the main inventory into dedicated storage, reducing bag clutter.

Progression structure

Level-based unlocks, hero points, equipment upgrades, and weapon choices are all encountered in quick succession. The amount of progression feedback is seen as high, but also somewhat noisy. The broader takeaway for Scars of Honor is that progression should remain readable and satisfying without flooding the player with too many systems at once.

Source

  • Recording: Druid Caster Community Choice/Concept Review-Hidden Stream Guest - Gamescom Discussions, Playing GW2
  • YouTube: Watch on YouTube
  • Published: Sunday, August 24, 2025 at 9:04 PM UTC

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