· Dungeons & raids
Dungeon and PvE instance design direction
The PvE instance design described for Scars of Honor emphasizes that dungeons are not intended to follow a conventional World of Warcraft-style structure.
Dungeon structure
The clearest stated principle is that dungeons will not contain trash enemies whose main purpose is to be cleared mindlessly while moving toward bosses. Instead, the design is meant to replace filler combat with other forms of challenge.
The exact alternatives are not fully revealed, but the comments indicate that dungeon progression is expected to involve more deliberate encounter structure and mechanics rather than long stretches of routine pulls.
Bosses and mechanics
When asked whether dungeons and raids will focus on interesting mechanics rather than simply presenting new bosses, the answer strongly suggests that encounter design is intended to be more dynamic. The speaker stops short of a full explanation in order to avoid spoiling the PvE system, but indicates that the game will include different kinds of challenges beyond standard boss-and-trash pacing.
PvE as a major pillar
Although PvP is described as central to the game's identity, PvE is also presented as a major system that must be executed well. The dungeon and broader PvE design are described as the kind of PvE the team itself wants to play, implying a deliberate attempt to make instanced content a strong parallel pillar rather than a secondary obligation.
Group communication in PvE
Voice chat is described as especially important for coordinated activities such as dungeons. This suggests that PvE content is expected to involve enough teamwork and timing that integrated communication tools are considered valuable.
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
