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** On the other, there are those who firmly believe that your character build ''does'' matter, since it will affect your performance rather substantially in the late game whether you're playing PvE or PvP content regardless of min-maxing, as certain races lack some of the more vital bonuses that will make it very hard for them to do as well as the ones playing a role that's appropriate for their character (e.g. a Breton Vestige with their innate Magicka and spell bonuses will severely underperform as a Stamina-based class, whereas an Orc player typically won't make for a very good Magicka Sorcerer due to their stronger Stamina lean).

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** On the other, there are those who firmly believe that your character build ''does'' matter, since it will affect your performance rather substantially in the late game whether you're playing PvE [=PvE=] or PvP [=PvP=] content regardless of min-maxing, as certain races lack some of the more vital bonuses that will make it very hard for them to do as well as the ones playing a role that's appropriate for their character (e.g. a Breton Vestige with their innate Magicka and spell bonuses will severely underperform as a Stamina-based class, whereas an Orc player typically won't make for a very good Magicka Sorcerer due to their stronger Stamina lean).



** 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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** 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, [=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.



** 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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** 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 [=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.[=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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** Zenimax and Bethesda were also blamed for changing Alinor, in the ''Summerset'' expansion to a generic MedievalEuropeanFantasy-like city when the in-game lore described it as being made out of glass and insect wings. Turns out, this is not the first time Alinor/Summerset appears in ''The Elder Scrolls'' and its portrayal is actually rather accurate to [[http://elderscrolls.wikia.com/wiki/Alinor_(Arena) how it appeared]] in ''VideoGame/TheElderScrollsArena''. Also, even the [[http://en.uesp.net/wiki/Lore:Pocket_Guide_to_the_Empire,_1st_Edition/Aldmeri_Dominion book]] that included the "insect wings" description pointed out that that summary came from humans who were not even allowed into the city, and the very next sentence dismisses it as "fantastical" and contains another, more realistic description that includes a mention of the sun shining on stone towers.

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** Zenimax and Bethesda were also blamed for changing Alinor, in the ''Summerset'' expansion to a generic MedievalEuropeanFantasy-like city when the in-game lore described it as being made out of glass and insect wings. Turns out, this is not the first time Alinor/Summerset appears in ''The Elder Scrolls'' and its portrayal is actually rather accurate to [[http://elderscrolls.wikia.com/wiki/Alinor_(Arena) how it appeared]] in ''VideoGame/TheElderScrollsArena''. Also, even the [[http://en.uesp.net/wiki/Lore:Pocket_Guide_to_the_Empire,_1st_Edition/Aldmeri_Dominion book]] (which, note, is [[UnreliableExpositor the same book that claimed]] the Altmer used YouAreNumber6 instead of names and that they had similar birth rates as humans but culled 9 out of 10 of their babies) that included the "insect wings" description pointed out that that summary came from humans who were not even allowed into the city, and the very next sentence dismisses it as "fantastical" and contains another, more realistic description that includes a mention of the sun shining on stone towers.
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* CommonKnowledge:
** The Ascendant Order is sometimes called a cult; even [[https://en.uesp.net/w/index.php?title=Online:Ascendant_Order#Notes the Unofficial Elder Scrolls Pages labels it as such]]. However, throughout the Legacy of the Bretons storyline, there's very little, if any, indication of them focusing on the worship of ''anything'', let alone a Daedra or miscellaneous entity that would justify the label.
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*** In general, the Hollows is a massive step up in difficulty from the relatively simple Maelstrom. Enemies, even the most basic ones, have ''much'' more health and hit a ''lot'' harder, powerup buffs are much less common, and the boss fights are much more mechanics-heavy, to the point where a single mistake at any point can lead to an instant wipe.
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** Maebroogha the Void Lich, the FinalBoss of Vateshran Hollows, is already a difficult boss on her own, but her deadliest attack involves surrounding you with Void Wraiths, all linked together with an energy chain, that slowly close in on you. Touching the energy chain in any way is a OneHitKill, and each Void Wraith has ''boss level'' health, meaning that unless your build is heavily kitted towards DPS, YouAreAlreadyDead once she uses this attack.
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* MemeticBadass: The Ascendant Lord from the High Isle trailer gained this reputation from both Elder Scrolls community and RPG fans in general for being a badass {{BFS}} wielding knight who easily trounces not one, not two, but three trailer characters working together against him. He uses nothing but raw strength and real-life greatsword techniques to overpower the Nord, Altmer Swordknight, and Breton Ranger, and he only loses by perfect coordination between the three, and an entire stone column dropped against him. And he ''survives'' in the end of the trailer!

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* MemeticBadass: The Ascendant Lord from the High Isle trailer (known as "Nameless Knight" or "Chad Knight" for viewers outside of ESO players) gained this reputation from both Elder Scrolls community and RPG fans in general for being a badass {{BFS}} wielding knight who easily trounces not one, not two, but three trailer characters working together against him. He uses nothing but raw strength and real-life greatsword techniques to overpower the Nord, Altmer Swordknight, and Breton Ranger, and he only loses by perfect coordination between the three, and an entire stone column dropped against him. And he ''survives'' in at the end of the trailer!trailer, he ''survives''!
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** In Endless Archive, anything that leaves a [=DoT=] starts becoming aggravating to deal with on later Arcs, as their damage starts ramping up to ridiculous levels. One is manageable, but two or more become a near guaranteed death sentence without a purge ability.

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** In Endless Infinite Archive, anything that leaves a [=DoT=] starts becoming aggravating to deal with on later Arcs, as their damage starts ramping up to ridiculous levels. One is manageable, but two or more become a near guaranteed death sentence without a purge ability.



*** While it's relatively minor, there's no option to reroll Verse or Vision choices. Good for averting ComplacentPlayerSyndrome, bad when your choices end up all being out-and-out useless for your build.

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*** While it's relatively minor, there's no option to reroll Verse or Vision choices. Good for averting ComplacentPlayerSyndrome, ComplacentGamingSyndrome, bad when your choices end up all being out-and-out useless for your build.

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** Infinite Archive was widely anticipated, and while there are people who enjoy it for the challenge, some parts add unnecessary tedium to it;
*** First and foremost, it's one of the few pieces of content that enforces a hard death limit, three strikes, and you're out. While this can be chalked up to [[AntiPoopSocking dissuading people from just running it all day]], even casual runs can end up getting quashed due to the difficulty ramping up, and achievements related to later Arcs can end up being overly frustrating when even "trash" mobs can do you in with a single mistake on your part. And that's not even getting into bosses that have one-shot mechanics. There are options to get further lives, but not only does it require luck to work in your favor, the Vision to get an extra life can only be selected ''once''.
*** There's no option to start at a higher Arc, or an option to put a pin in a run and return to it later, which puts later Arc achievements further into ThatOneAchievement territory.
*** While it's relatively minor, there's no option to reroll Verse or Vision choices. Good for averting ComplacentPlayerSyndrome, bad when your choices end up all being out-and-out useless for your build.



** Quite a few bosses were translated well into Endless Archive. Others... not so much.

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** Quite a few bosses were translated well into Endless Infinite Archive. Others... not so much.


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** Infinite Archive specific;
*** Tho'at Replicanum herself can become frustrating starting from ''Arc 2''. She's annoying on Arc 1, with her basic attacks leaving damaging spikes that linger and her Shards that can fire orbs that shred your health if not dealt with quickly, but manageable. Arc 2, however, she expands the arena, making the small Shards more of an issue, but she also summons larger shards with equivalent health that add more headaches to keep track of, with Arc 4-onward Tho'at pulling out a '''Dragon'''!
*** The Marauders in general. Starting in Arc 2, they can randomly intrude on any Stage (barring a boss Stage, thank the Eight!), literally appearing out of nowhere, instantly aggroing on you, and then bringing attacks that can shred you to ribbons. The worst of them is Marauder Gothmau, whose attacks hit like a freight train, and even ''dedicated tanks'' get torn apart by him in later Arcs. Infinite Archive Ruinachs are just built differently, it seems.

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* QuestionableCasting: Creator/KateBeckinsale's performance as Queen Ayrenn was heavily criticized mostly for having a deadpan monotone that barely changes from scene to scene. Most notably, in the scene where Ayrenn learns about an extremist faction plotting to kill and overthrow her, Beckinsale read Ayrenn's lines with a bored inflection.



* WTHCastingAgency: Creator/KateBeckinsale's performance as Queen Ayrenn was heavily criticized mostly for having a deadpan monotone that barely changes from scene to scene. Most notably, in the scene where Ayrenn learns about an extremist faction plotting to kill and overthrow her, Beckinsale read Ayrenn's lines with a bored inflection.

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* ScrappyWeapon:
** Out of each of the companion ultimates, one of the most finicky to use manually is Bastian's Unleashed Rage. While it's not that tricky to use if you have Bastian wielding a melee weapon, for whatever reason, he can't be made to use it with a ranged weapon, which includes his default Inferno Staff. As a result, he'll only ever use it when he gets cornered, and is the only companion with an ultimate that doesn't mesh with his default loadout at all.
** The Arcanist has a versatile and powerful toolkit, but one skill stands out as being... subpar; Apocryphal Gate. It's marred by several issues, such as a short range and duration, being finicky to place and being the only normal skill in the game with a consistent cooldown. And any support potential it might have gets crushed by the fact that it can only teleport allies when morphed into Passage Between Worlds, and even then, it can only be used by allies when they use a synergy. While this is likely in the interest of preventing Arcanist griefers from throwing allies into bad spots, it does make it clunky to use for anyone besides the Arcanist that cast it. What makes its uselessness even more frustrating is that it was shown off as an exploration tool in Necrom's pre-release, but was apparently neutered in the actual release.



*** The most infamous example is Zhaj'hassa the Forgotten, originally from Maw of Lorkhaj. His curse mechanic works as expected, but with only two players in the mix, he ends up guaranteeing both players have to run to the edge of the platform to purge it. The real kicker, however, is his Void Explosion mechanic. For whatever reason, the transistion to Endless Archive made this part of his fight a real crapshoot. Either the pillars don't show up and the players wipe, the pillars ''do'' show up, but don't protect the players for some reason, or a player ends up not behind a pillar, and somehow survives. It's telling that the best advice you might get for running into him is running a build that can nuke him before he starts Void Explosion.

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*** The most infamous example is Zhaj'hassa the Forgotten, originally from Maw of Lorkhaj. His curse mechanic works as expected, but with only two players in the mix, he ends up guaranteeing both players have to run to the edge of the platform to purge it. The real kicker, however, is his Void Explosion mechanic. For whatever reason, the transistion transition to Endless Archive made this part of his fight a real crapshoot. Either the pillars don't show up and the players wipe, the pillars ''do'' show up, but don't protect the players for some reason, or a player ends up not behind a pillar, and somehow survives. It's telling that the best advice you might get for running into him is running a build that can nuke him before he starts Void Explosion.
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*** Lady Belain becomes this for one simple reason: Compared to the arena where you fought her as the FinalBoss of ''Markarth'', her arena in the Archive is much smaller and has ''zero'' cover, meaning that its much harder to avoid her cardinal-direction blood blast attacks in the second phase. And these attacks give you a nasty [=DoT=] proc that can kill you in seconds if you're not careful.

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** In Endless Archive, anything that leaves a [=DoT=] starts becoming aggravating to deal with on later Arcs, as their damage starts ramping up to ridiculous levels. One is manageable, but two or more become a near guaranteed death sentence without a purge ability.



** In an example specific to this game, Ice staves had it rough for the longest time. They lacked the sheer damage that Inferno and Lightning staves had, and things only seemed to get worse when they were turned into a tanking weapon, with the taunt being attached to heavy attacks, making it clunky to execute and causing unaware people to become TheLoad through accidental overtaunting. Things started to look up with Markarth, which gave Ice staves a unique debuff; Minor Brittle, which makes enemies take even more damage from critical hits. The Gates of Oblivion year gave them more goodies, with the Frostbite set in Blackwood, which increases frost damage on top of increasing damage against enemies who are Chilled or have Minor Brittle, and the rework to Elemental Touch, which gives a guaranteed Chill/Brittle on enemies hit, immensely buffed upfront damage for base and the Reach morph, and the Clench morph being made the taunt. One final good thing given, with Firesong, was the Warden's Piercing Cold passive giving a general damage bonus, turned up when one is wielding an Ice staff. While Ice staff DPS aren't making Trial leaderboards, Ice staves have become a mainstay in Dungeon and Trial groups, all because of Minor Brittle.

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** In an example specific to this game, Ice staves had it rough for the longest time. They lacked the sheer damage that Inferno and Lightning staves had, and things only seemed to get worse when they were turned into a tanking weapon, with the taunt being attached to heavy attacks, making it clunky to execute and causing unaware people to become TheLoad through accidental overtaunting. Things started to look up with Markarth, which gave Ice staves a unique debuff; Minor Brittle, which makes enemies take even more damage from critical hits. The Gates of Oblivion year gave them more goodies, with the Frostbite set in Blackwood, which increases frost damage on top of increasing damage against enemies who are Chilled or have Minor Brittle, and the rework to Elemental Touch, which gives a guaranteed Chill/Brittle on enemies hit, immensely buffed upfront damage for base and the Reach morph, and the Clench morph being made the taunt. One final good thing given, with Firesong, was the Warden's Piercing Cold passive giving a general damage bonus, turned up when one is wielding an Ice staff. While Ice staff Staff DPS aren't making Trial leaderboards, players are still infrequent outside of the occasional Magicka Warden, Minor Brittle has propelled Ice staves have to become a mainstay in Dungeon and Trial groups, all because of Minor Brittle.groups.
** In another ''Online'' specific example is the rebalance to jewelry upgrade materials that came with Endless Archive, removing grains entirely and converting the old grains and platings to new platings on a 1:10 material ratio. Whereas before having legendary quality jewelry was a prohibitely expensive luxury, now it becomes more than possible to have without being a hardcore crafter or someone with more gold than sense.



** Jewelry Crafting, a heavily anticipated feature, was finally added in ''Summerset'', can be tedious to master.
*** First and foremost, to even ''interact'' with Jewelry Crafting stations, you ''need'' to have purchased ''Summerset''. Without it, Jewelry seams still appear and can be mined, but the dust will sit in your inventory unless you can get someone who has ''Summerset'' to buy it from you.
*** Every item involved in Jewelry Crafting has to be refined from dust/grains/pulverized minerals. Adding on to ''that'', plating grains have the same drop rate as other tempers, and deconstructing jewelry only has a chance to drop a single grain.


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** Quite a few bosses were translated well into Endless Archive. Others... not so much.
*** The most infamous example is Zhaj'hassa the Forgotten, originally from Maw of Lorkhaj. His curse mechanic works as expected, but with only two players in the mix, he ends up guaranteeing both players have to run to the edge of the platform to purge it. The real kicker, however, is his Void Explosion mechanic. For whatever reason, the transistion to Endless Archive made this part of his fight a real crapshoot. Either the pillars don't show up and the players wipe, the pillars ''do'' show up, but don't protect the players for some reason, or a player ends up not behind a pillar, and somehow survives. It's telling that the best advice you might get for running into him is running a build that can nuke him before he starts Void Explosion.
*** Ghemvas the Harbinger, while far from a cakewalk in his "native" Blackwood, gets infuriating to fight in the Archive. To start with, his basic attacks deal heavy damage by themselves, but also leave a damaging bleed that can't be purged, a combo that can kill a DPS in seconds. If one can get past that, he eventually hides behind a shield while 4 portals to the Deadlands have to be destroyed, all the while he shoots devastating pulses from safety.
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** If a boss takes the form of a Wraith-of-Crows, chances are, it's packing Carrion Swarm. It starts out strong, but avoidable, albeit forcing one out of melee range. After a time, however, the swarm starts firing exploding crows that deal a frightening amount of damage and require one to be on the move constantly. While this attack is manageable with the Wraith-of-Crows trio in Clockwork City or the Crowborne Horror, it can be a constant killer in Harrowstorms, where there are plenty of enemies with the ability to stun or stagger.
** Several bosses have some variation of an attack where they pin a given player down and start rapidly draining their health. While the immediate reaction of the trapped person would probably be to break free, these attacks don't allow that, leaving them hoping that another player will interrupt the boss. This makes these bosses tedious, at best, to fight alone, having another player around isn't a guarantee of help, as they might not know the mechanic and continue fighting the boss as if nothing were wrong. And while companions can bash enemies, they conveniently seem to forget how to do so when fighting a boss with this kind of attack.

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** If a boss takes the form of a Wraith-of-Crows, Wraith of Crows, chances are, it's packing Carrion Swarm. It starts out strong, but avoidable, albeit forcing one out of melee range. After a time, however, the swarm starts firing exploding crows that deal a frightening amount of damage and require one to be on the move constantly. While this attack is manageable with the Wraith-of-Crows Wraith of Crows trio in Clockwork City or the Crowborne Horror, it can be a constant killer in Harrowstorms, where there are plenty of enemies with the ability to stun or stagger.
** Several bosses have some variation of an attack where they pin a given player down and start rapidly draining their health. While the immediate reaction of the trapped person would probably be to break free, these attacks don't allow that, leaving them hoping that another player will interrupt the boss. This makes these bosses tedious, at best, to fight alone, but having another player around isn't a guarantee of help, as they might not know the mechanic and continue fighting the boss as if nothing were wrong. And while companions can bash enemies, they conveniently seem to forget how to do so when fighting a boss with this kind of attack.

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