· Combat & progression
Tank role design, healer versatility, and progression systems
Scars of Honor describes tanks as a role that should be actively enjoyable rather than limited to passive damage soaking. The stated design goal is to make tank play more engaging in both PvE and PvP by combining survivability with offensive contribution and moment-to-moment decision-making.
The same broader philosophy is applied to healers, crafting, gathering, and character progression. Systems are presented as requiring player attention and skill rather than functioning as simple one-click routines.
Tank gameplay goals
Tanks are presented as especially important in MMORPG group content because groups often struggle to find them, particularly for higher-tier dungeons and raids. Scars of Honor's response to this problem is to make the role more fun to play.
The intended approach rejects the idea of tanks as classes that only absorb damage and provide utility. Tanks are expected to deal damage and contribute to kills. This is framed as part of the general appeal of MMO combat, where players want to feel effective against bosses, PvE encounters, and opposing players.
Defensive mechanics
A directional or positional block mechanic is described for tanks. This is not presented as a shift to full action-target combat, but as an added utility layer that allows tanks to prevent some incoming projectiles through positioning.
Another described mechanic involves absorbing or "soaking" damage and then releasing that stored damage later. The intended uses include burst damage against bosses and offensive plays in PvP.
Healer design
Healers are described with a similar philosophy to tanks: they should not be reduced to repetitive healing-only gameplay. The priest and healing roles in general are intended to be more versatile, with healing and damage output supporting each other through different pathways.
The design direction suggests that healers will still be distinct from pure damage classes such as mages, assassins, or necromancers, but will have more active choices than simply cycling a small set of healing buttons.
Action bars and talents
At the time of the recording, the stated plan is for players to have around 20 spells available on the action bar at the start of the game. Spell learning and modification are tied to the talent system.
A previously shown talent system is described as having roughly 300 nodes. It includes branching paths, archetype-defining starting nodes, and different node types such as minor, major, and legendary nodes. These nodes can grant active abilities, power increases, stat modifiers, and spell alterations.
The system is intended to support hybridization across archetypes, allowing players to connect branches and create builds that mix multiple play styles. Respecialization is also described as possible, including refunding talents node by node.
Crafting and gathering
Crafting is described as a minigame rather than a passive interface action. The stated goal is to avoid "UI crafting" where the player only presses a button and waits for a result.
Instead, crafting is intended to involve expertise, required resources, and player skill during the process itself. Outcomes may include failure or especially strong rewards, with both player performance and chance affecting results.
Gathering is also treated as meaningful gameplay. In addition to ordinary gathering, Scars of Honor plans special multiplayer or "boss" resource nodes that cannot be harvested alone. These nodes are said to require a party and to provide better or more valuable resources.
Difficulty and accomplishment
The game is described as favoring activities that require dedication and attention. Combat, crafting, and gathering are all framed as systems that should not be trivial. The intended result is a stronger sense of accomplishment when players succeed.
This philosophy is paired with a social counterbalance: the game should also leave room for players to stop, sit by a fire, talk, and form friendships between more demanding activities.
Source
- Recording:
Druid Tank Concepts Review + First Time Runescape: Dragonwilds - YouTube: Watch on YouTube
- Published: Sunday, August 3, 2025 at 9:31 PM UTC
