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** Also from ''Blackwood'', Gloom-Tooth in the Library of Zenithar is one of the very few Public Dungeon bosses you absolutely need to have a group to beat due to his incredibly high damage output and ''insane'' health regeneration that no other boss in the game (not even other trolls!) has.

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** Also from ''Blackwood'', Gloom-Tooth in the Library of Zenithar is one of the very few Public Dungeon bosses you absolutely really need to have a group to beat if you're underleveled, or if your solo DPS isn't very great, due to his incredibly high damage output and ''insane'' health regeneration that no other boss in the game (not even other trolls!) has.has. While he ''can'' be soloed if you can overwhelm his healing, having the damage output to counteract it basically makes you ThatOnePlayer.
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** [=ZeniMax=]'s core tenet of "play how you want" has also come under fire due to the series of radical gameplay changes that accompany the release of ''Blackwood''. For newer players, the general hybridization of most item sets and armor skills enables them to enjoy a much greater freedom of choice when it comes to gearing and approaching the game on their own ways, especially with how options that were not "meta" before can be used relatively freely post-patch (e.g. high elves receiving a stamina component to their passives, allowing them to break out of the mage rut, sets that used to offer only Spell or Weapon damage now give both and scale with whichever stat is higher, etc...). For experienced players, the mantra rings hollow when the "meta" is still all too present given how the game works, various skills and item sets clearly have a very defined "intended" purpose that the developers seem to be going out of their way to enforce (e.g. Vampire's Mist Form and its morphs were changed to only negate ''player''-sourced damage, making them useless in PvE), and all of their gameplay rework only serve to shift it in another direction instead of abolishing it entirely. Pleasing neither side is the rapid pace that [=ZeniMax=] is pushing out these significant tweaks, as it causes needless confusion and chaos when skills and entire hard-earned item sets will cease to work as they should come the next big update.
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** With the release of ''Blackwood'' and the Rockgrove trial, Flame Herald Bahsei, especially with hard mode on. Granted, every boss in that trial can be a handful with or without hard mode, but Bahsei racks this UpToEleven with her undodgeable and uncleansable Death's Touch status effect, which she liberally applies to the tank holding aggro on her that deals upwards of ''27,000'' damage per second that scales with your max health, meaning that {{Stone Wall}}s will melt extremely quickly even with healers spamming their abilities like there's no tomorrow. The off tank doesn't get it any better in that fight either, as the Flesh Abomination adds that spawn also apply a nasty bleed on hit that does just as much damage over time to them as Bahsei does to the main tank. It's the one fight in the game where the oft-maligned vampirism [[SituationalSword becomes a massive crutch]], as the skill Blood Mist is absolutely vital for the tanks to survive such an onslaught of damage over time ticks, in an already high damage environment. The thing that annoys many endgame players the most about this fight though was that it was tweaked to become as hard as it is today, as the public test version of Rockgrove used to let you roll dodge away from Bahsei and her Abominations to avoid these [=DoTs=].

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** With the release of ''Blackwood'' and the Rockgrove trial, Flame Herald Bahsei, especially with hard mode on. Granted, every boss in that trial can be a handful with or without hard mode, but Bahsei racks this UpToEleven with her undodgeable and uncleansable Death's Touch status effect, which she liberally applies to the tank holding aggro on her that deals upwards of ''27,000'' damage per second that scales with your max health, meaning that {{Stone Wall}}s will melt extremely quickly even with healers spamming their abilities like there's no tomorrow. The off tank doesn't get it any better in that fight either, as the Flesh Abomination adds that spawn also apply a nasty bleed on hit that does just as much damage over time to them as Bahsei does to the main tank. It's the one fight in the game where the oft-maligned vampirism [[SituationalSword becomes a massive crutch]], as the skill Blood Mist is absolutely vital for the tanks to survive such an onslaught of damage over time ticks, in an already high damage environment. The thing that annoys many endgame players the most about this fight though was that it was tweaked to become as hard as it is today, as the public test version of Rockgrove used to let you roll dodge away from Bahsei and her Abominations to avoid these [=DoTs=]. Such is the busted damage output of this boss encounter that the developers had to dial back a lot of numbers significantly with the release of Deadlands and Update 32, so that the typical raid group can stand a chance to beat it without having to resort to gimmicks like vampirism to get by.
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** Also from ''Blackwood'', Gloom-Tooth in the Library of Zenithar is one of the very few Public Dungeon bosses you absolutely need to have a group to beat due to his incredibly high damage output and ''insane'' health regeneration that no other boss in the game (not even other trolls!) has.

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** Orryn Blackmarrow and Thurvokun are considered one of the hardest dungeon end bosses in the game, even on normal, and for good reason, as its one of the most mechanics-heavy fights in the game outside of Trials with ''very'' little room for error at any time. Thovukun itself is always surrounded by a poisonous aura that drains your health in seconds and can ''grow'' in radius, and as the fight goes on, Orryn will begin activating summoning crystals that will summon skeleton knights that just ''love'' to pin you in place. If the crystals aren't destroyed fast enough, they will summon a special Bone Collusus that possesses a unique OneHitKill attack that they can and will use liberally. Finally, the final phase involves Orryn summoning waves of ghosts that kill instantly on contact, and the sole area of the arena that's safe from them is ''very'' small and not always obvious with where it spawns. There's a ''reason'' clearing this fight on Veteran grants you a title, which no other Veteran Dungeon clear gets you.

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** Orryn Blackmarrow and Thurvokun are considered one of the hardest dungeon end bosses in the game, even on normal, and for good reason, as its one of the most mechanics-heavy fights in the game outside of Trials with ''very'' little room for error at any time. Thovukun itself is always surrounded by a poisonous aura that drains your health in seconds and can ''grow'' in radius, and as the fight goes on, Orryn will begin activating summoning crystals that will summon skeleton knights that just ''love'' to pin you in place. If the crystals aren't destroyed fast enough, they will summon a special Bone Collusus that possesses a unique OneHitKill attack that they can and will use liberally. Finally, the final phase involves Orryn summoning waves of ghosts that kill instantly on contact, and the sole area of the arena that's safe from them is ''very'' small and not always obvious with where it spawns. There's spawns.
** With the release of ''Blackwood'' and the Rockgrove trial, Flame Herald Bahsei, especially with hard mode on. Granted, every boss in that trial can be
a ''reason'' clearing handful with or without hard mode, but Bahsei racks this UpToEleven with her undodgeable and uncleansable Death's Touch status effect, which she liberally applies to the tank holding aggro on her that deals upwards of ''27,000'' damage per second that scales with your max health, meaning that {{Stone Wall}}s will melt extremely quickly even with healers spamming their abilities like there's no tomorrow. The off tank doesn't get it any better in that fight either, as the Flesh Abomination adds that spawn also apply a nasty bleed on hit that does just as much damage over time to them as Bahsei does to the main tank. It's the one fight in the game where the oft-maligned vampirism [[SituationalSword becomes a massive crutch]], as the skill Blood Mist is absolutely vital for the tanks to survive such an onslaught of damage over time ticks, in an already high damage environment. The thing that annoys many endgame players the most about this fight on Veteran grants though was that it was tweaked to become as hard as it is today, as the public test version of Rockgrove used to let you a title, which no other Veteran Dungeon clear gets you.roll dodge away from Bahsei and her Abominations to avoid these [=DoTs=].

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** Hamstring. Basically any enemy can inflict this upon you, which lowers your movement speed significantly, preventing you from running away from them or just moving around at all, but the most common culprits are wild animals, like wolves and hyenas, who are all over the place wherever you go, making it incredibly frustrating just running across the map without being harassed by them. Worse still, Hamstring can ''stack'', which slows you down to a crawl. While Hamstring by itself is mostly just annoying and not dangerous, it becomes a significant threat when you're fighting ''other'' enemies, such as world or trial bosses, and can't quickly move out of the way of their attacks.

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** Hamstring. Basically any enemy can inflict this upon Any ability that puts a huge snare on you, which lowers include but are not limited to, Hamstring, Harry, Low Slash, Throw Dagger, and so much more. While they can be removed by cleansing, most of the time you will not be having a debuff purge handy depending on your movement class, thus reducing you to the speed significantly, preventing of a crawling baby while the rest of the enemy group can gang up on you. Even more annoying is that blocking the attack that triggers these snares will still apply the slow down effect, even if you from running away from them or just moving around at all, but don't actually take the most common culprits are wild animals, like wolves full damage of the hit, and hyenas, who are all over the these can stack on top of each other, which basically roots you in place wherever entirely. And you go, can be sure enemies will be ''spamming'' the crap out of these attacks if they can help it, especially in large groups, making it them incredibly frustrating just running across infuriating to receive and deal with.
** Bear traps. No, not
the map without being harassed by them. Worse still, Hamstring can ''stack'', which slows skill Trap Beast from the Fighters Guild line that some [=NPCs=] also get, but rather the ability for enemies to actually place physical traps on the ground for you to step in, as indicated by an animation of them kneeling down to a crawl. While Hamstring by itself is mostly just annoying arm it. Getting your foot caught in one of these traps completely immobilizes your character for ten seconds, and not dangerous, it becomes a significant threat when you're fighting ''other'' enemies, such as world unlike the similar Lightweight Beast Trap that some mobs have, these cannot be removed by cleansing or trial bosses, and can't quickly move roll dodging out of them, as they will remain stuck on you until the way of their attacks.entire duration expires.
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** Veteran Maelstrom Arena. It is a solo-challenge, and it is an eight arena-long marathon where you are up against enemies that hit like a truck and deal a lot of damage. You can only resurrect 500 times, which sounds like it is plenty... until you find yourself dying every single round. To be fair, this is meant to be the ultimate test of a player's ability, and if you happen to get the title of "[[BraggingRightsReward The Flawless Conqueror]]" for clearing it without dying ''once'', congratulations, you are officially ThatOnePlayer.

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** Veteran Maelstrom Arena. It is a solo-challenge, and it is an eight arena-long marathon where you are up against enemies that hit like a truck and deal a lot of damage. You can At launch, you could only resurrect 500 times, which sounds like it is plenty... until you find yourself dying every single round. To be fair, this is meant to be the ultimate test of a player's ability, and if you happen to get the title of "[[BraggingRightsReward The Flawless Conqueror]]" for clearing it without dying ''once'', congratulations, you are officially ThatOnePlayer.



** The Wood Elves are the Bretons' diametric opposite, being so highly specialized in stamina damage-dealing that they aren't good at anything else. In fact, most of their racial passives seem to be geared towards solo play, since stealth detection is pointless in most group content, and poison resistance is cool but niche at best given the rarity of such damage type. While they have good stamina sustain, their peak damage potential was hit hard with the {{Nerf}} bat in Update 29, which removed dodge-rolling as a trigger requirement but also slashing the buff strength by half, in response to Bosmer players being ''too strong'' in PvP. Without any other bonuses to magicka and health, Bosmer players would basically be stuck doing sub-par damage as Stamina DPS and nothing else, while Bretons at least can tank to a degree and are amazing at healing.

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** The Wood Elves are the Bretons' diametric opposite, being so highly specialized in stamina damage-dealing that they aren't good at anything else. In fact, most of their racial passives seem to be geared towards solo or PvP play, since stealth detection is pointless in most group content, and poison resistance is cool but niche at best given the rarity of such damage type. While they have good stamina sustain, their peak damage potential was hit hard with the {{Nerf}} bat in Update 29, which removed dodge-rolling as a trigger requirement but also slashing the buff strength by half, in response to Bosmer players being ''too strong'' in PvP. Without any other bonuses to magicka and health, Bosmer players would basically be stuck doing sub-par damage as Stamina DPS and nothing else, while Bretons at least can tank to a degree and are amazing at healing.
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** Baron Montclair, the ArcVillain of the Rivenspire episode. While the gist of his story can be surmised as a WellIntentionedExtremist being driven mad with grief by his wife's illness and death, with blame being pinned on Verandis Ravenwatch for being the one who struck her down, the actual in-game story is a lot more complicated. For starters, Montclair hadn't the foggiest idea of how to cure his wife in the first place, willfully ignoring her desire to die naturally and be free of her physical torment. To this end, he employed the services of the Argonian necromancer Reezal-jul, who suggested a very sketchy plan to wield the power of the Doomcrag, a corrupted Ayleid artifact whose true powers are known only to him, which Ravenwatch repeatedly advised against doing. Instead of trusting his long-time friend Ravenwatch, Montclair instead derided him as an honorless coward, and after the activation ritual predictably went wrong, heaped all blame onto him for the heinous act of putting his wife, whom he transformed into a bloodfiend against her will, went mad and had to be {{Mercy Kill}}ed. This gets worse after the liberation of Northpoint, where his daughter Lleraya is slain by the Vestige. MoralMyopia doesn't quite cut it, and Montclair [[NeverMyFault never seemed to grasp the notion]] that everything that's happened was the result of ''his'' idea to begin with, making it ''extremely'' hard to sympathize with him in any capacity. That he went out of his way to antagonize Ravenwatch, who is an EnsembleDarkhorse, didn't help his case either.

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** Baron Montclair, the ArcVillain of the Rivenspire episode. While the gist of his story can be surmised as a WellIntentionedExtremist being driven mad with grief by his wife's illness and death, with blame being pinned on Verandis Ravenwatch for being the one who struck her down, the actual in-game story is a lot more complicated. For starters, Montclair hadn't the foggiest idea of how to cure his wife in the first place, willfully ignoring her desire to die naturally and be free of her physical torment. To this end, he employed the services of the Argonian necromancer Reezal-jul, who suggested a very sketchy plan to wield the power of the Doomcrag, a corrupted Ayleid artifact whose true powers are known only to him, which Ravenwatch repeatedly advised against doing. Instead of trusting his long-time friend Ravenwatch, Montclair instead derided him as an honorless coward, and after the activation ritual predictably went wrong, heaped all blame onto him for the heinous act of putting {{Mercy Kill}}ing his wife, whom he had transformed into a bloodfiend against her will, went mad and had to be {{Mercy Kill}}ed.will. This gets worse after the liberation of Northpoint, where his daughter Lleraya is slain by the Vestige. MoralMyopia doesn't quite cut it, and Montclair [[NeverMyFault never seemed to grasp the notion]] that everything that's happened was the result of ''his'' idea to begin with, making it ''extremely'' hard to sympathize with him in any capacity. That he went out of his way to antagonize Ravenwatch, who is an EnsembleDarkhorse, didn't help his case either.
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* UnintentionallyUnsympathetic: Shalidor. The entire Mages Guild questline can be summed up as him being on a maddeningly-obsessive quest to obtain four supposedly mythical tomes from Sheogorath (or rather, him having ''you'' be on this quest on his behalf), in order to free the long-lost sanctuary of Eyevea from the Shivering Isles, which he himself bargained away for a book filled with nonsense. While he does eventually succeed, his zeal in doing so further paints the picture of him as a man with an extreme obsession with hoarding any and all knowledge (which did lead to his wife Ulfsild leaving him in the past), and being more concerned with a supposed rivalry with Sheogorath, who's a known {{Troll}}, rather than the safety of his guild members, since poor Valaste may end up irreversibly insane from translating the tomes you've found and whisked away to the Isles at the end of the questline.

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* UnintentionallyUnsympathetic: UnintentionallyUnsympathetic:
**
Shalidor. The entire Mages Guild questline can be summed up as him being on a maddeningly-obsessive quest to obtain four supposedly mythical tomes from Sheogorath (or rather, him having ''you'' be on this quest on his behalf), in order to free the long-lost sanctuary of Eyevea from the Shivering Isles, which he himself bargained away for a book filled with nonsense. While he does eventually succeed, his zeal in doing so further paints the picture of him as a man with an extreme obsession with hoarding any and all knowledge (which did lead to his wife Ulfsild leaving him in the past), and being more concerned with a supposed rivalry with Sheogorath, who's a known {{Troll}}, rather than the safety of his guild members, since poor Valaste may end up irreversibly insane from translating the tomes you've found and whisked away to the Isles at the end of the questline.questline.
** Baron Montclair, the ArcVillain of the Rivenspire episode. While the gist of his story can be surmised as a WellIntentionedExtremist being driven mad with grief by his wife's illness and death, with blame being pinned on Verandis Ravenwatch for being the one who struck her down, the actual in-game story is a lot more complicated. For starters, Montclair hadn't the foggiest idea of how to cure his wife in the first place, willfully ignoring her desire to die naturally and be free of her physical torment. To this end, he employed the services of the Argonian necromancer Reezal-jul, who suggested a very sketchy plan to wield the power of the Doomcrag, a corrupted Ayleid artifact whose true powers are known only to him, which Ravenwatch repeatedly advised against doing. Instead of trusting his long-time friend Ravenwatch, Montclair instead derided him as an honorless coward, and after the activation ritual predictably went wrong, heaped all blame onto him for the heinous act of putting his wife, whom he transformed into a bloodfiend against her will, went mad and had to be {{Mercy Kill}}ed. This gets worse after the liberation of Northpoint, where his daughter Lleraya is slain by the Vestige. MoralMyopia doesn't quite cut it, and Montclair [[NeverMyFault never seemed to grasp the notion]] that everything that's happened was the result of ''his'' idea to begin with, making it ''extremely'' hard to sympathize with him in any capacity. That he went out of his way to antagonize Ravenwatch, who is an EnsembleDarkhorse, didn't help his case either.
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** You'll be hard-pressed to find a player who doesn't heavily invest in the Tower and Shadow constellations, since they house four very important skills, Warlord, Sprinter, Shadow Ward, and Tumbling, which help reducing your Stamina consumption. Warlord and Sprinter help to immensely reduce the Stamina cost of breaking free from CC effects and sprinting, while Shadow Ward and Tumbling make your blocks and dodge rolls cost less, respectively. Regardless of what role you're playing and your current build, you're still going to have to wiggle out of stuns, block, dodge, and run around a lot, which cost no small amounts of Stamina to perform. As the cherry on top, the Tower's max level milestone also grants your mounts infinite stamina, making traveling ''much'' easier.
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** That some active abilities are marked as "Criminal Acts" can really get in your way sometimes. While most of these are highly avoidable due to being vampire and werewolf skills, respectively, meaning that you'd have to deliberately use these in full view of guards and town [=NPCs=] to get into trouble, many Necromancer class skills will also net you a bounty if people see you use them. Worse still, the lot of these abilities are summons, meaning that every [=NPC=] who look at your pet before they despawn will slap you with a bounty, and unlike Sorcerer and Warden pets, these cannot be manually deactivated, so trying to run around town with them active while being chased by guards will just tally more and more gold on your head, making quests with combat segments especially frustrating to deal with in populated areas.
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** Among the ten playable races, Bretons are widely considered to be one of the weaker picks due to their racial bonuses. When it comes to racial traits, Bretons are the poster children of CripplingOverspecialization, in that they are blessed with superb Magicka regeneration and resist, cheaper spell costs...and nothing else, making them very magically defensive, but not so strong offensively. As they are, Bretons have subpar health, no Stamina or Health bonuses, and their spell damage is okay at best, [[SquareRaceRoundClass making them poor tanks and Stamina damage dealers, while being very awkward to play in any role other than healers]], though they can be rather serviceable as Magicka DPS mains. And even then, there are still so many other race choices that would do their job far better than they can (e.g. Argonians can theoretically achieve far better sustain than they can, and they also have an innate bonus to healing strength, while High Elves can [[NotTheIntendedUse wield their naturally-high spell damage for insane healing bursts instead]]). As a whole, Bretons are not objectively bad, but they are so well placed into their niche that they are virtually OvershadowedByAwesome by just about anyone else in any field. If there is such a clear-cut example of the SquishyWizard in ''Online'', the Bretons would fit this to a T.

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** Among the ten playable races, Bretons are widely considered to be one of the weaker picks due to their racial bonuses. When it comes to racial traits, Bretons are the poster children of CripplingOverspecialization, in that they are blessed with superb Magicka regeneration and resist, cheaper spell costs...and nothing else, making them very magically defensive, but not so strong offensively. As they are, Bretons have subpar health, no Stamina or Health bonuses, and their spell damage is okay at best, [[SquareRaceRoundClass making them poor tanks and Stamina damage dealers, while being very awkward to play in any role other than healers]], powerful healers, but unfit for most "aggressive" playstyles]], though they can be rather serviceable as Magicka DPS mains. And even then, there are still so many other race choices that would do their job far better than they mains, and Breton tanks can be surprisingly strong in content with a lot of magical damage (e.g. Cloudrest). Still, even then, there are still so many other race choices that would do their job far better than they can (e.g. Argonians can theoretically achieve far better sustain than they can, can as either healer or tank, and they also have an innate bonus to healing strength, while High Elves can [[NotTheIntendedUse wield their naturally-high spell damage for insane healing bursts instead]]). As a whole, Bretons are not objectively bad, but they are so well placed into their niche that they are virtually OvershadowedByAwesome by just about anyone else in any other field. If there is such a clear-cut example of the SquishyWizard in ''Online'', the Bretons would fit this to a T.
** The Wood Elves are the Bretons' diametric opposite, being so highly specialized in stamina damage-dealing that they aren't good at anything else. In fact, most of their racial passives seem to be geared towards solo play, since stealth detection is pointless in most group content, and poison resistance is cool but niche at best given the rarity of such damage type. While they have good stamina sustain, their peak damage potential was hit hard with the {{Nerf}} bat in Update 29, which removed dodge-rolling as a trigger requirement but also slashing the buff strength by half, in response to Bosmer players being ''too strong'' in PvP. Without any other bonuses to magicka and health, Bosmer players would basically be stuck doing sub-par damage as Stamina DPS and nothing else, while Bretons at least can tank to a degree and are amazing at healing.
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** Another issue from ''Skyrim'' that was addressed in ''Summerset'' was that the Psijic Order was ambiguous as to why they need to safeguard the Eye of Magnus to the point where they seem to be ManipulativeBastard. ''Summerset'' shows that they make painful efforts to prevent reality from being destroyed as the faction quest for them has you stop the space-time continuum from being destroyed due to an apprentice abusing a powerful artifact in a misguided attempt to correct every wrong in history, thus justifying why they would help prevent the Thalmor in the Fourth Era from abusing the Eye of Magnus.
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*** At stage 4, most people will refuse to talk to you, 'including most Stablemasters', excacerbating the maligned mount training mechanic. While Mesmerize allows you to circumvent this, not only is Mesmerize not all that useful as it's the only direction-sensitive stun, [[GuideDangIt this aspect of it is never mentioned, anywhere]].
*** Also at stage 4, you have 0 health regeneration. '''Period'''. Any sets or food buffs that provide health regen are thus wasted; this includes the Corrupting Bloody Mara, which 'explicitly raises Vampire's stages to 4'.

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*** At stage 4, most people will refuse to talk to you, 'including ''including most Stablemasters', Stablemasters'', excacerbating the maligned mount training mechanic. While Mesmerize allows you to circumvent this, not only is Mesmerize not all that useful as it's the only direction-sensitive stun, [[GuideDangIt this aspect of it is never mentioned, anywhere]].
*** Also at stage 4, you have 0 health regeneration. '''Period'''. Any sets or food buffs that provide health regen are thus wasted; this includes the Corrupting Bloody Mara, which 'explicitly raises Vampire's stages to 4'.reducing it to, essentially, a Savoury dish that also gives an instant state 4.
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*** At some point, the totems' health was buffed, so now it's practically impossible to stop its healing, so beating it without a ZergRush of players is a no-go. Whether this was [[FakeDifficulty intentional]] or [[GameBreakingBug not]] has yet to be seen.


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** While the vampire rework announcement for Greymoor was met with praise, as vampirism was previously seen as one-dimensional and a must-have for Magicka DPS players, in practice, the new state of Noxiphilic Sanguivoria has numerous problems that make many see it as more trouble than it's worth:
*** Increasing your vampire stage also increases the cost of non-Vampire skills, as a trade-off for reduced Vampire skill cost. With the removal of the bonus regeneration, this essentially makes it so vampires have to use their exclusive skills or get no benefit.
*** At stage 4, most people will refuse to talk to you, 'including most Stablemasters', excacerbating the maligned mount training mechanic. While Mesmerize allows you to circumvent this, not only is Mesmerize not all that useful as it's the only direction-sensitive stun, [[GuideDangIt this aspect of it is never mentioned, anywhere]].
*** Also at stage 4, you have 0 health regeneration. '''Period'''. Any sets or food buffs that provide health regen are thus wasted; this includes the Corrupting Bloody Mara, which 'explicitly raises Vampire's stages to 4'.
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** Getting the right monster set shoulder from an Undaunted chest can give one an aneurysm. Prior to Update 28, these were obtained from the three now-open chests in the middle of the big tent in any Undaunted enclave, which gave you a ''random'' piece out of a possible twelve per chest, with randomized weight and traits, essentially giving you a one out of ''thirty six'' chance to get what you needed for your hard-earned keys, ''per chest''. Because of widespread complaints, this system was changed in Update 28 so that now specific chests are made to be purchasable from the three Undaunted pledge givers, which still didn't help matters since all that did was making the loot pool smaller, since the offered choices are categorized in groups of two (e.g. Maj al-Ragath's Banished Cells coffers can give you either Shadowrend or Maw of the Infernal shoulders). This means that even if you did purchase the intended coffer ''category'', it could still very well give you the shoulders from the other of the two dungeons included in that lineup instead, and getting the "correct" coffer still won't guarantee that you will get one in the ''weight'' that you need, and Traits will cause further headache if you can't afford to reconstruct or transmute them. And these specific coffers aren't cheap, either, costing five keys a pop, meaning that you'll have to have completed at least two of the outstanding pledges on hard mode and the last on normal, ''per character'', in order to be able to buy one coffer, that might just give you the wrong item.



** Orryn Blackmarrow and Thovukun are considered one of the hardest dungeon end bosses in the game, even on normal, and for good reason, as its one of the most mechanics-heavy fights in the game outside of Trials with ''very'' little room for error at any time. Thovukun itself is always surrounded by a poisonous aura that drains your health in seconds and can ''grow'' in radius, and as the fight goes on, Orryn will begin activating summoning crystals that will summon skeleton knights that just ''love'' to pin you in place. If the crystals aren't destroyed fast enough, they will summon a special Bone Collusus that possesses a unique OneHitKill attack that they can and will use liberally. Finally, the final phase involves Orryn summoning waves of ghosts that kill instantly on contact, and the sole area of the arena that's safe from them is ''very'' small and not always obvious with where it spawns. There's a ''reason'' clearing this fight on Veteran grants you a title, which no other Veteran Dungeon clear gets you.

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** Orryn Blackmarrow and Thovukun Thurvokun are considered one of the hardest dungeon end bosses in the game, even on normal, and for good reason, as its one of the most mechanics-heavy fights in the game outside of Trials with ''very'' little room for error at any time. Thovukun itself is always surrounded by a poisonous aura that drains your health in seconds and can ''grow'' in radius, and as the fight goes on, Orryn will begin activating summoning crystals that will summon skeleton knights that just ''love'' to pin you in place. If the crystals aren't destroyed fast enough, they will summon a special Bone Collusus that possesses a unique OneHitKill attack that they can and will use liberally. Finally, the final phase involves Orryn summoning waves of ghosts that kill instantly on contact, and the sole area of the arena that's safe from them is ''very'' small and not always obvious with where it spawns. There's a ''reason'' clearing this fight on Veteran grants you a title, which no other Veteran Dungeon clear gets you.
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** Ri'Atahrashi and his Elementalist students in Southern Elsweyr will absolutely nuke the snot out of you if you don't know how to approach the fight. As the boss himself is accompanied by a small mob of students, most players will be conditioned to try and burst the squishier adds down first with a big [=AoE=] attack, only to then be instantly deleted when all eight of them focus on them at the same time, on top of the boss leaping on them. Their combined damage can one-shot most players, even unprepared tanks, and will make short work of those who survived, making this boss an absolute chore to beat unless you know what to do. Ironically enough, Ri'Atahrashi himself is almost trivial to fight alone, [[MightyGlacier as he's slow and all of his attacks have very visible telegraphs to them]], which should clue you into the fact that to beat this boss, you should ignore all of the adds and focus your damage on him and ''only'' him. As soon as Ri'Atahrashi dies, all of his Elementalist students will despawn immediately.

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** Ri'Atahrashi and his Elementalist students in Southern Elsweyr will absolutely nuke the snot out of you if you don't know how to approach the fight. As the boss himself is accompanied by a small mob of students, most players will be conditioned to try and burst the squishier adds down first with a big [=AoE=] attack, only to then be instantly deleted when all eight of them focus on them start [[AttackReflector reflecting all of the damage dealt to them]] [[HoistByHisOwnPetard back at the same time, attackers]], making it so that high-DPS players will be the bane of their own existence, on top of the boss leaping on them. Their combined damage can one-shot most players, even unprepared tanks, and will make short work of those who survived, making this boss an absolute chore to beat unless you know what to do. Ironically enough, Ri'Atahrashi himself is almost trivial to fight alone, [[MightyGlacier as he's slow and all of his attacks have very visible telegraphs to them]], which should clue you into the fact that to beat this boss, you should ignore all of the adds and focus your damage on him and ''only'' him. As soon as Ri'Atahrashi dies, all of his Elementalist students will despawn immediately. [[GuideDangIt Naturally, the game is shockingly bad at telling you about this]].
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** Ri'Atahrashi and his Elementalist students in Southern Elsweyr will absolutely nuke the snot out of you if you don't know how to approach the fight. As the boss himself is accompanied by a small mob of students, most players will be conditioned to try and burst the squishier adds down first with a big [=AoE=] attack, only to then be instantly deleted when all eight of them focus on them at the same time, on top of the boss leaping on them. Their combined damage can one-shot most players, even unprepared tanks, and will make short work of those who survived, making this boss an absolute chore to beat unless you know what to do. Ironically enough, Ri'Atahrashi himself is almost trivial to fight alone, [[MightyGlacier as he's slow and all of his attacks have very visible telegraphs to them]], which should clue you into the fact that to beat this boss, you should ignore all of the adds and focus your damage on him and ''only'' him. As soon as Ri'Atahrashi dies, all of his Elementalist students will despawn immediately.
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* JunkRare: The War Tortes. The first recipe is randomly found in Cyrodiil, the second requires 'hundreds of thousands' of Tel Var to acquire 'and' craft, and the third is found very rarely after a Battlegrounds match, with its respective ingredient rarely dropping from crafting nodes in Cyrodiil. What do the Tortes do? They... increase the rate of a character gaining experience for the Alliance War skill lines. Experience that is already easily earned just by participating in Battlegrounds or tagging along in raids in Cyrodiil.

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* JunkRare: The War Tortes. The first recipe is randomly found in Cyrodiil, the second requires 'hundreds ''hundreds of thousands' thousands'' of Tel Var to acquire 'and' ''and'' craft, and the third is found very rarely after a Battlegrounds match, with its respective ingredient rarely dropping from crafting nodes in Cyrodiil. What do the Tortes do? They... increase the rate of a character gaining experience for the Alliance War skill lines. Experience that is already easily earned just by participating in Battlegrounds or tagging along in raids in Cyrodiil.
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forgot the formatting whoopsie


* JunkRare: The War Tortes. The first recipe is randomly found in Cyrodiil, the second requires *hundreds of thousands* of Tel Var to acquire *and* craft, and the third is found very rarely after a Battlegrounds match, with its respective ingredient rarely dropping from crafting nodes in Cyrodiil. What do the Tortes do? They... increase the rate of a character gaining experience for the Alliance War skill lines. Experience that is already easily earned just by participating in Battlegrounds or tagging along in raids in Cyrodiil.

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* JunkRare: The War Tortes. The first recipe is randomly found in Cyrodiil, the second requires *hundreds 'hundreds of thousands* thousands' of Tel Var to acquire *and* 'and' craft, and the third is found very rarely after a Battlegrounds match, with its respective ingredient rarely dropping from crafting nodes in Cyrodiil. What do the Tortes do? They... increase the rate of a character gaining experience for the Alliance War skill lines. Experience that is already easily earned just by participating in Battlegrounds or tagging along in raids in Cyrodiil.
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* JunkRare: The War Tortes. The first recipe is randomly found in Cyrodiil, the second requires *hundreds of thousands* of Tel Var to acquire *and* craft, and the third is found very rarely after a Battlegrounds match, with its respective ingredient rarely dropping from crafting nodes in Cyrodiil. What do the Tortes do? They... increase the rate of a character gaining experience for the Alliance War skill lines. Experience that is already easily earned just by participating in Battlegrounds or tagging along in raids in Cyrodiil.
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* TierInducedScrappy: This game has quite a few, that if we were to list every single one, it would take all day.
** Among the ten playable races, Bretons are widely considered to be one of the weaker picks due to their racial bonuses. When it comes to racial traits, Bretons are the poster children of CripplingOverspecialization, in that they are blessed with superb Magicka regeneration and resist, cheaper spell costs...and nothing else, making them very magically defensive, but not so strong offensively. As they are, Bretons have subpar health, no Stamina or Health bonuses, and their spell damage is okay at best, [[SquareRaceRoundClass making them poor tanks and Stamina damage dealers, while being very awkward to play in any role other than healers]], though they can be rather serviceable as Magicka DPS mains. And even then, there are still so many other race choices that would do their job far better than they can (e.g. Argonians can theoretically achieve far better sustain than they can, and they also have an innate bonus to healing strength, while High Elves can [[NotTheIntendedUse wield their naturally-high spell damage for insane healing bursts instead]]). As a whole, Bretons are not objectively bad, but they are so well placed into their niche that they are virtually OvershadowedByAwesome by just about anyone else in any field. If there is such a clear-cut example of the SquishyWizard in ''Online'', the Bretons would fit this to a T.
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** Orryn Blackmarrow and Thovukun are considered one of the hardest dungeon end bosses in the game, even on normal, and for good reason, as its one of the most mechanics-heavy fights in the game outside of Trials with ''very'' little room for error at any time. Thovukun itself is always surrounded by a poisonous aura that drains your health in seconds and can ''grow'' in radius, and as the fight goes on, Orryn will begin activating summoning crystals that will summon skeleton knights that just ''love'' to pin you in place. If the crystals aren't destroyed fast enough, they will summon a special Bone Collusus that possesses a unique OneHitKill attack that they can and will use liberally. Finally, the final phase involves Orryn summoning waves of ghosts that kill instantly on contact, and the sole area of the arena that's safe from them is ''very'' small and not always obvious with where it spawns.

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** Orryn Blackmarrow and Thovukun are considered one of the hardest dungeon end bosses in the game, even on normal, and for good reason, as its one of the most mechanics-heavy fights in the game outside of Trials with ''very'' little room for error at any time. Thovukun itself is always surrounded by a poisonous aura that drains your health in seconds and can ''grow'' in radius, and as the fight goes on, Orryn will begin activating summoning crystals that will summon skeleton knights that just ''love'' to pin you in place. If the crystals aren't destroyed fast enough, they will summon a special Bone Collusus that possesses a unique OneHitKill attack that they can and will use liberally. Finally, the final phase involves Orryn summoning waves of ghosts that kill instantly on contact, and the sole area of the arena that's safe from them is ''very'' small and not always obvious with where it spawns. There's a ''reason'' clearing this fight on Veteran grants you a title, which no other Veteran Dungeon clear gets you.
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* UnintentionallyUnsympathetic: Shalidor. The entire Mages Guild questline can be summed up as him being on a maddeningly-obsessive quest to obtain four supposedly mythical tomes from Sheogorath (or rather, him having ''you'' be on this quest on his behalf), in order to free the long-lost sanctuary of Eyevea from the Shivering Isles. While he does eventually succeed, his zeal in doing so further paints the picture of him as a man with an extreme obsession with hoarding any and all knowledge (which did lead to his wife Ulfsild leaving him in the past), and being more concerned with a supposed rivalry with Sheogorath, who's a known {{Troll}}, rather than the safety of his guild members, since poor Valaste may end up irreversibly insane from translating the tomes you've found and whisked away to the Isles at the end of the questline.

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* UnintentionallyUnsympathetic: Shalidor. The entire Mages Guild questline can be summed up as him being on a maddeningly-obsessive quest to obtain four supposedly mythical tomes from Sheogorath (or rather, him having ''you'' be on this quest on his behalf), in order to free the long-lost sanctuary of Eyevea from the Shivering Isles.Isles, which he himself bargained away for a book filled with nonsense. While he does eventually succeed, his zeal in doing so further paints the picture of him as a man with an extreme obsession with hoarding any and all knowledge (which did lead to his wife Ulfsild leaving him in the past), and being more concerned with a supposed rivalry with Sheogorath, who's a known {{Troll}}, rather than the safety of his guild members, since poor Valaste may end up irreversibly insane from translating the tomes you've found and whisked away to the Isles at the end of the questline.
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* UnintentionallyUnsympathetic: Shalidor. The entire Mages Guild questline can be summed up as him being on a maddeningly-obsessive quest to obtain four supposedly mythical tomes from Sheogorath (or rather, him having ''you'' be on this quest on his behalf), in order to free the long-lost sanctuary of Eyevea from the Shivering Isles. While he does eventually succeed, his zeal in doing so further paints the picture of him as a man with an extreme obsession with hoarding any and all knowledge (which did lead to his wife Ulfsild leaving him in the past), and being more concerned with a supposed rivalry with Sheogorath, who's a known {{Troll}}, rather than the safety of his guild members, since poor Valaste may end up irreversibly insane from translating the tomes you've found and whisked away to the Isles at the end of the questline.
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** Due to the immense popularity of ''Skyrim'', an immense part of the playerbase found their homes in the Ebonheart Pact, leading to a massive power skew in that faction's favor in both Cyrodiil and the Imperial City. As it stands, the Pact is always extremely powerful compared to the Covenant or Dominion in PvP, both in terms of player strength and number, thus making it incredibly unfavorable to be on either of those sides at any time, leading to the inevitability of even more people joining the Pact to take advantage of its might to rise in Alliance War activities.
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** Despite the general flexibility of most classes, there are still character combinations that are considered the absolute meta for certain roles, and many players will run with these instead of settling for second-best. The no-brainer racial pick for tank classes will always be Nords, due to their innate beefiness and superior Ultimate generation, while those who want to heal will always go for Breton or Argonian Magicka Templars because of the insane levels of sustain those two races give. On the offensive side of things, nothing beats a pure Magicka High Elf Sorceror, an Orcs are a must-pick if you're serious about min-maxing as a Stamina damage dealer. Pretty much every other class and race combo would be regarded as niche or significantly inferior when compared to the abovementioned ones in the long run by the playerbase.
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** "Do you know how long I've been looking for you?"[[labelnote:Explanation]]In a similar vein to the above entry, players who have purchased the ''Orsinium'' DLC, but haven't started it yet, will find themselves being seemingly stalked by starter NPC, Stuga, all around the capital of their first major alliance zone (i.e. Davon's Watch, Glenumbra, Vulkhel Guard), saying the same line over and over again until her quest is accepted. Unlike the other DLC quest givers, Stuga is scripted to approach the player as they come near her area, which is pretty bloody large, so you will run into her several times just walking around town, causing her to become irritating ''very'' quickly, as she can't simply be avoided by not visiting a certain spot on the map. Most players who take her quest, simply do so to shut her up, as she won't stop stalking you otherwise.[[/labelnote]]

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** "Do you know how long I've been looking for you?"[[labelnote:Explanation]]In a similar vein to the above entry, players who have purchased the ''Orsinium'' DLC, but haven't started it yet, will find themselves being seemingly stalked by its starter NPC, Stuga, all around the capital of their first major alliance zone (i.e. Davon's Watch, Glenumbra, Vulkhel Guard), saying the same line over and over again until her quest is accepted. Unlike the other DLC quest givers, Stuga is scripted to approach the player as they come near her area, which is pretty bloody large, so you will run into her several times just walking around town, causing her to become irritating ''very'' quickly, as she can't simply be avoided by not visiting a certain spot on the map. Most players who take her quest, simply do so to shut her up, as she won't stop stalking you otherwise.[[/labelnote]]
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** "Do you know how long I've been looking for you?"[[labelnote:Explanation]]In a similar vein to the above entry, players who have purchased the ''Orsinium'' DLC, but haven't started it yet, will find themselves being seemingly stalked by starter NPC, Stuga, all around the capital of their first major alliance zone (i.e. Davon's Watch, Glenumbra, Vulkhel Guard), saying the same line over and over again until her quest is accepted. Unlike the other DLC quest givers, Stuga is scripted to approach the player as they come near her area, which is pretty bloody large, so you will run into her several times just walking around town, causing her to become irritating ''very'' quickly, as she can't simply be avoided by not visiting a certain spot on the map. Most players who take her quest, simply do so to shut her up, as she won't stop stalking you otherwise.[[/labelnote]]
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** One side-quest in ''Summerset'' has you stopping a Bosmer from growing more plants he brought from his homeland to prove a point to the Altmer gardener, who reflects high elf philosophy that everything must be in control and planned, rather than grow naturally. The quest has you feel that the Bosmer is in the right by having more natural growth, but the Altmer who gave you the quest has every right to tell you to destroy all the plants, since not only did he do it in his property, but the plants have nearly caused the ecosystem in the area, possibly the entire island, to collapse because it is becoming invasive. Any environmental scientist can tell you that bringing an outside species of plants and animals can cause havoc to the local flora and fauna.

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** One side-quest in ''Summerset'' has you stopping a Bosmer from growing more plants he brought from his homeland to prove a point to the Altmer gardener, who reflects high elf philosophy that everything must be in control and planned, rather than grow naturally. The quest has you feel that the Bosmer is in the right by having more natural growth, growth and the Altmer being a bit of a jerk, but the Altmer who gave you the quest has every right to act the way he acted and tell you to destroy all the plants, since not only did he do it in his property, but the plants have nearly caused the ecosystem in the area, possibly the entire island, to collapse because it is becoming invasive. Any environmental scientist can tell you that bringing an outside species of plants and animals can cause havoc to the local flora and fauna.

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