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Class design intent and iterative development

The discussion presents Scars of Honor's class material as an early design document rather than a final specification. The document is described as an internal reference used to establish a design direction for classes, with many details still subject to change.

A recurring theme is rapid iteration. Class concepts, spells, and combat behaviors are tested internally, adjusted quickly, and re-evaluated based on whether they feel responsive and enjoyable in play rather than only on paper.

Early class document and design intent

The class overview is framed as a record of original intentions for how classes should look and play. It is described as an old internal document created to help the team find a "north star" for class design. Because of that, the material is not presented as a locked feature list for release.

At the time of the discussion, the long-term class roster is said to include ten classes: warrior, priest, ranger, paladin, mystic, druid, necromancer, assassin, pirate, and mage. The speakers note that release may ship with fewer than the full set.

Shift away from subclasses

An earlier plan for fixed subclasses is described as abandoned in favor of a more flexible talent system. The stated reason is that rigid subclass choices were too limiting. Instead of selecting a permanently narrow role such as a single tank or damage path, players are intended to shape a class through a large talent tree.

The talent system is described as having roughly 300 nodes per class, with only a portion of them available to any one build. This is intended to let players create hybrids rather than follow a small number of predefined specializations. The goal is to avoid a single permanent "correct" build for a class role.

Talent tree structure

The talent tree is described as beginning from one of six central starting nodes. A player chooses one of those initial nodes and cannot take the others as starting points, but can then path outward through the wider tree. Those starting nodes are presented as the closest equivalent to the old subclass idea without actually being subclasses.

The tree is intended to support combinations such as a tank-oriented build with added support tools, or a damage-oriented path that still retains defensive or utility options. The design emphasis is on meaningful trade-offs rather than full access to every strength at once.

Rapid prototyping and internal testing

The team describes a workflow built around making and testing ideas quickly. Their internal spell and combat tools are said to allow designers to create or modify spells without a long traditional implementation pipeline. This includes changing formulas, adding effects, and testing interactions in a short time frame.

This workflow is contrasted with a more conventional process in which a spell might require extended documentation and engineering time before it can be evaluated in game. In Scars of Honor, the intended advantage is that ideas can be tested for fun and clarity before they are treated as final.

Iteration based on feel

Internal playtests are described as a major part of class development. The team watches for whether abilities feel satisfying, readable, and emotionally engaging in actual combat. If a class or skill appears dull, awkward, or unclear, that is treated as a sign that the design still needs work.

One example concerns a paladin basic attack that originally hit multiple nearby targets. After changing it to a single-target version, the team found that it felt underwhelming despite not necessarily being weaker numerically. That result led to further discussion about range, responsiveness, and whether talents should restore some area-of-effect behavior.

Visual effects and test-build issues

A recent internal problem is described with visual effects intensity. Because some test builds used placeholder or shortened cooldowns, multiple high-impact abilities could be cast too frequently at once. This created heavy screen clutter when many players used visually intense spells simultaneously.

The issue is presented as a testing artifact rather than a final combat presentation, but it illustrates how internal builds are used to expose problems in readability and combat pacing.

Respecialization philosophy

Talent resets are described as intended to be accessible but not entirely free of consequence. The game is stated to be free-to-play, and the speakers explicitly reject charging real money for respecialization. Instead, changing builds is expected to cost in-game currency that must be earned through play.

The design goal is to preserve a sense of commitment while still allowing players to experiment. The possibility of maintaining more than one saved specialization is also mentioned.

Source

  • Recording: Scars OF Honor - Discussion with Game Design Director about all Classes. Where everything started ?
  • YouTube: Watch on YouTube
  • Published: Sunday, February 15, 2026 at 8:32 PM UTC

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