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** Should there be a Veteran difficulty option for overland? While many players agree that the sweeping majority of overland content is stupidly easy for characters with any semblance of a decent build, the idea of a separate instance made for a challenge is a prickly one. Supporters of the idea claim such a thing would solve, or at least alleviate, the lack of tension in story quests, and think it being optional would be the best option as opposed to a general difficulty lift. Detractors say that such a thing would only serve to segregate the playerbase, and may point out that a "vet overland" did exist at one point; its name was Craglorn, and players hated it.



** If you spend any amount of time dealing with Harrowstorms, you will learn to ''hate'' Harrowstorm Shrikes. They seem to merely be a boss-level [[FeatheredFiend Wraith-of-Crows]] at first, until they spew their Carrion Swarm, which starts as a slow [=AoE=] that inflicts massive damage, especially when they spew it when a player's in melee range, but then starts shooting crows that do obscene amounts of damage (i.e. a ~24,000 damage per second one-shot on anything that isn't an absurdly beefy tank) unless players keep moving; any pause is a death sentence, not helped by other Harrowstorm mobs that can stagger or stun players. They have less health than other Harrowstorm summons, but when the difference is 1.3 million health to 1.8 million, it's no consolation.



*** 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, reducing it to, essentially, a Savoury dish that also gives an instant state 4.

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*** Also at stage 4, you vampires have 0 health regeneration. '''Period'''. Any sets or food buffs that provide health regen are thus wasted; this includes the Corrupting Bloody Mara, reducing it to, essentially, a Savoury dish that also gives an instant state 4.



** Losing terribly in a match-made game of Tales of Tribute? Thinking of conceding to save both your opponent's time and yours? Guess again, because the so-called "concede" option is apparently equivalent to an "abandon" option, as it carries a deserter penalty, like the other Activity Finder, well, activities. The difference between those and Tribute, though, is that there's no team to be dragged down by you leaving early, and in RealLife tabletop games, it's actually considered ''courteous'' to concede when you have no chance of winning. Not to mention that conceding already deprives the early leaver of the participation rewards, making the inability to queue again for a time feel like an unnecessary kick to the teeth that drags out the "Dueling Tributes" daily even longer.

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** Losing terribly in a match-made game of Tales of Tribute? Thinking of conceding to save both your opponent's time and yours? Guess again, because the so-called "concede" option is apparently equivalent to an "abandon" option, as it carries a deserter penalty, like the other Activity Finder, well, activities. The difference between those and Tribute, though, is that there's no team to be dragged down by you leaving early, and in RealLife tabletop games, it's actually considered ''courteous'' to concede when you have no chance of winning. Not to mention that conceding already deprives the early leaver of the participation rewards, making the inability to queue again for a time feel like an unnecessary kick to the teeth that drags out the "Dueling Tributes" daily even longer. There is a cutoff period where conceding doesn't penalize a player, but it's still overly punishing for someone who would rather not spend the next several minutes in a near impossible situation.



** 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.



** Wuyuvus from Sulipund Grange in Vvardenfell. It starts off as a relatively normal world boss... until it spews its Torpor, summoning four hallucinated Hungers, and after 25 seconds, it displays how it painfully averts NoCureForEvil by pinning down the player that held its aggro when it used Torpor, then sucking them dry while healing itself. This makes the boss literally impossible to beat solo, and makes fighting it with other players a LuckBasedMission, as the victim cannot break free themselves, but the other players are very likely opt to try [[ShootingSuperman (futilely)]] to outdamage its healing instead of interrupting it.



** "Plucking the Crow", a new daily added in the Witches Festival from 2021 on. First, you're tasked with collecting feathers from Plunder Skulls, each skull dropping 5-8 feathers each. Tedious, but doable. Then, you're tasked with fighting the Crowborne Horror, which is basically a Harrowstorm Shrike (see DemonicSpiders above) with beefed up health, invincibility phases, and add spawns that can quickly become an unbearable flood, so the game itself recommends bringing a group. To make things worse, the only reward you got after that experience during the first year was 3 ordinary Plunder Skulls. '''That's it.''' No outfit style, no hat, not even a title, '''[[DudeWheresMyReward nothing]]''', but 3 Plunder Skulls you could've just gotten from public dungeons. Later years gave it its own unique type of plunder skull.
** Dueling Tributes, the second of the Tales of Tribute dailies, has an excruciating process. You have to play Tribute against other players by matchmaking, which can eat up time by itself, and you only gain progress by winning. Depending on the player you get matched with, the game can take an agonizing amount of time by people who draw out the game and end up driving you to concede (which causes its own frustration, see ScrappyMechanic). As a result, the quest, depending on luck (or lack thereof), can take ''hours'' to win the Master's Purse.

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** "Plucking the Crow", a new daily added in the Witches Festival from 2021 on. First, you're tasked with collecting feathers from Plunder Skulls, each skull dropping 5-8 feathers each. Tedious, but doable. Then, you're tasked with fighting the Crowborne Horror, which is basically a Harrowstorm Shrike (see DemonicSpiders above) with beefed up health, invincibility phases, and add spawns that can quickly become an unbearable flood, so the game itself recommends bringing a group. To make things worse, the only reward you got after that experience during the first year was 3 ordinary Plunder Skulls. '''That's it.''' No outfit style, no hat, not even a title, '''[[DudeWheresMyReward nothing]]''', but 3 Plunder Skulls you could've just gotten from public dungeons. Later years gave it its own unique type of plunder skull.skull, making it at least worth a go. Funnily enough, 2023 saw the Crowborne Horror nerfed (almost certainly by accident) due to it apparently forgetting how to attack after a certain health threshold.
** Dueling Tributes, the second of the Tales of Tribute dailies, has an excruciating process. You One would have to play Tribute against other players by matchmaking, which can eat up time by itself, and you the quest only gain progress progresses by winning. wins. Depending on the player you get one gets matched with, the game can take an agonizing amount of time by people who draw out the game and end up driving you their opponent to concede (which causes its own frustration, see ScrappyMechanic). As a result, the quest, depending on luck (or lack thereof), can take ''hours'' to win the three games needed for the Master's Purse.
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** While later bosses have made use of invincibility phases to prolong their fights, the Prime Cataloger in Apocrypha takes this practice to ludicrous extremes. After being damaged a bit, it vanishes and leaves four Prime Shades to fight the players, only reappearing when all four are defeated. And during this part of the fight, multiple Shades will put up a shield that, [[TheComputerIsALyingBastard despite their health bar indicating said shields as a mere armor boost]], makes them take no damage. You read that right; this boss has '''invincibility phases for its invincibility phases'''. And the boss does this at least twice, on top of throwing a platoon of Hushed, a few Watchers, and multiple tornadoes from the center of the massive arena at you.


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** Vro-Kuul-Sha in Apocrypha. It hits like a truck normally, summons multiple Lurkers that also hit hard, and, on top of all that, has a Ground Quake attack like other Lurkers. The key difference here is that the areas affected by Ground Quake are large, with only enough leeway for the player to barely get out of said area, it has ridiculous damage if one gets caught, and Vro-Kuul-Sha loves overlapping damaging areas such that a player cannot reasonably escape before dying horribly. It is still beatable, naturally, but it either [[LuckBasedMission requires a hell of a lot of luck]] or a small army of players.
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** Dueling Tributes, the second of the Tales of Tribute dailies, has an excruciating process. You have to play Tribute against other players by matchmaking, which can eat up time by itself, and you only gain progress by winning. Depending on the player you get matched with, the game can take an agonizing amount of time by people who draw out the game and end up driving you to concede (which causes its own frustration, see ScrappyMechanic). As a result, the quest, depending on luck (or lack thereof), can take ''hours'' to win the Master's Purse.
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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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** Losing terribly in a match-made game of Tales of Tribute? Thinking of conceding to save both your opponent's time and yours? Guess again, because the so-called "concede" option is apparently equivalent to an "abandon" option, as it carries a deserter penalty, like the other Activity Finder, well, activities. The difference between those and Tribute, though, is that there's no team to be dragged down by you leaving early, and in RealLife tabletop games, it's actually considered ''courteous'' to concede when you have no chance of winning. Not to mention that conceding already deprives the early leaver of the participation rewards, making the inability to queue again for a time feel like an unnecessary kick to the teeth that drags out the "Dueling Tributes" daily even longer.

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* LowTierLetdown:
** 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 powerful healers, but unfit for most "aggressive" playstyles]], though they can be rather serviceable as Magicka DPS 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 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 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.



* 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 powerful healers, but unfit for most "aggressive" playstyles]], though they can be rather serviceable as Magicka DPS 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 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 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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** Fans of the Bretons have aimed their ire at Zenimax for paving over the Bretons' elven heritage and magical prowess, reducing them to a "generic medieval race"... except the depiction of Bretons in this game is on par with them in other games, which had no shortage of Bretons not being mages, and references to their elven heritage are present in the Breton motif book, with more added with Antiquities. While there are a lack of Breton mages who can be said to have shaped history, that's more of an issue [[FranchiseOriginalSin with Bethesda's lore, not Zenimax's]].


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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 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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** One of the most common complaints about the game is the idea that Bethesda will not have any time or energy to make a new single-player ''The Elder Scrolls'' game if they are busy with an MMO. ''The Elder Scrolls Online' is handled by Zenimax Online, Bethesda Game Studio's sister studio under the Zenimax LLC group. Bethesda themselves were busy throughout the 2010s and early 2020s developing ''VideoGame/Fallout4'' and ''VideoGame/{{Starfield}}'' with ''The Elder Scrolls VI'' not scheduled to leave pre-production until ''Starfield'' is released.

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** One of the most common complaints about the game is the idea that Bethesda will not have any time or energy to make a new single-player ''The Elder Scrolls'' game if they are busy with an MMO. ''The Elder Scrolls Online' Online'' is handled by Zenimax Online, Bethesda Game Studio's sister studio under the Zenimax LLC group. Bethesda themselves were busy throughout the 2010s and early 2020s developing ''VideoGame/Fallout4'' and ''VideoGame/{{Starfield}}'' ''VideoGame/{{Starfield}}'', with ''The Elder Scrolls VI'' not scheduled to leave pre-production until ''Starfield'' is released.
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** One of the most common complaints about the game is the idea that Bethesda will not have any time or energy to make a new single-player ''The Elder Scrolls'' game if they are busy with an MMO. ''The Elder Scrolls Online' is being developed by Zenimax Online, Bethesda Game Studio's sister studio under the Zenimax LLC group.

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** One of the most common complaints about the game is the idea that Bethesda will not have any time or energy to make a new single-player ''The Elder Scrolls'' game if they are busy with an MMO. ''The Elder Scrolls Online' is being developed handled by Zenimax Online, Bethesda Game Studio's sister studio under the Zenimax LLC group.group. Bethesda themselves were busy throughout the 2010s and early 2020s developing ''VideoGame/Fallout4'' and ''VideoGame/{{Starfield}}'' with ''The Elder Scrolls VI'' not scheduled to leave pre-production until ''Starfield'' is released.
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* 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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** The factions and the entire Three Banners War in general have split reactions from fans of the lore. Detractors state that the war was [[{{Retcon}} never referred to in any lore]] prior to this game and decry that it's unbelievable that some of these races would work with each other. The Redguards, Orcs and Bretons, as well as the Dummer, Argonians and Nords, have particularly heated territory disputes amongst themselves that still invoke bitter feelings by the time of the original games. Other fans think the detractors are taking the lore too seriously, and that the main games have also changed lore to fit their own stories, anyway.

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** The factions and the entire Three Banners War in general have split reactions from fans of the lore. Detractors state that the war was [[{{Retcon}} never specifically referred to in any lore]] prior to this game and decry that it's unbelievable that some of these races would work with each other. The Redguards, Orcs and Bretons, as well as the Dummer, Argonians and Nords, have particularly heated territory disputes amongst themselves that still invoke bitter feelings by the time of the original games. Other fans think the detractors are taking the lore too seriously, and that the main games have also changed lore to fit their own stories, anyway.



** While Stranglers don't do much damage, they have a tendency to pop out of the ground and pull you to them, which can be annoying when you're just trying to get somewhere.



* GrowingTheBeard: The game had a really rough launch, but it gradually gained traction through positive changes, such as the addition of the Justice System and no longer requiring a subscription. The "One Tamriel" update in fall 2016 - which made everything scale to your level like the downloadable contents were doing, enabling you to travel anywhere - was the main turning point that changed former naysayers' opinions on the game. Overall opinion went from mixed at best at launch to [=TESO=] becoming one of the most popular [=MMOs=] on the market.
** Additionally, since the release of the ''Morrowind'' expansion, the opinion of the TES lore community on the game, once very hostile, has become much more positive; ''Morrowind'' for bringing more focus on fan-favorite locations (and the patches shining light on characters previously little-seen) and ''Summerset'' and ''Elsweyr'' giving a ton of focus on areas that TES fans had wanted to see fleshed out for ''decades'' (both areas were last playable in ''[[VideoGame/TheElderScrollsArena Arena]]'', back in '''1994'''!)

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* GrowingTheBeard: GrowingTheBeard:
**
The game had a really rough launch, but it gradually gained traction through positive changes, such as the addition of the Justice System and no longer requiring a subscription. The "One Tamriel" update in fall 2016 - which made everything scale to your level like the downloadable contents were doing, enabling you to travel anywhere - was the main turning point that changed former naysayers' opinions on the game. Overall opinion went from mixed at best at launch to [=TESO=] becoming one of the most popular [=MMOs=] on the market.
** Additionally, since Since the release of the ''Morrowind'' expansion, the opinion of the TES lore community on the game, once very hostile, has become much more positive; ''Morrowind'' for bringing more focus on fan-favorite locations (and the patches shining light on characters previously little-seen) and ''Summerset'' and ''Elsweyr'' giving a ton of focus on areas that TES fans had wanted to see fleshed out for ''decades'' (both areas were last playable in ''[[VideoGame/TheElderScrollsArena Arena]]'', back in '''1994'''!)



** "Homestead" introduced Master Writs, crafting writs asking for a weapon with a certain trait, set attached to it, quality and style. What is the "Scrappy" part? The Master Writ has no problem asking you for an item from a crafting set from a [=DLC=] you do not have. Fortunately you can choose to sell them to those that have access to the crafting sets; when introduced, it was not obvious one could decline accepting the writ.

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** "Homestead" introduced Master Writs, crafting writs asking for a weapon with a certain trait, set attached to it, quality and style. What is the "Scrappy" part? The Master Writ has no problem asking you for an item from a crafting set from a [=DLC=] you do not have. Fortunately you can decline the writ and choose to sell them it to those others that have access to the required crafting sets; set, though this wasn't a clear enough option when introduced, it was not obvious one could decline first added, which led to a lot of wasted writs with players accepting the writ.and abandoning quests they could not do.



** The design choice where city guards are made ''invincible'' wasn't very well-met. While it's ostensibly meant to deter wanton crime, since players can't just kill their way out of a bounty like in other titles, it also made it extremely annoying to maneuver around if someone caught you in the act, as any and all guard who see you will attempt to arrest you. Paying your fine gets rid of them, sure, but most of the time, you'll be carrying too many contraband on you to afford letting them take all of those away, which leaves fleeing the only other option, and you can't always get away easily, either, since guards have root abilities that immobilize you and cause you to waste a lot of stamina just to break free. Also, trying to evade a guard indoors is a nightmare, since there usually isn't enough distance between you and them for them to break pursuit, and the Eight Divines help you if you run into more than one at once inside a small building. To further rub salt into the wound, trying to flee guards also increases your bounty, making it very expensive to pay off at fences. There really is no way out of a fight if you don't have the Clemency skill from the Thieves Guild line, which takes some thieving around to unlock and will only work once a day, and only for one minute.

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** The design choice where city guards are made ''invincible'' wasn't very well-met. While it's ostensibly meant to deter wanton crime, since players can't just kill their way out of a bounty like in other titles, it also made it extremely annoying to maneuver around if someone caught you in the act, as any and all guard who see you will attempt to arrest you. Paying your fine gets rid of them, sure, but most of the time, you'll be carrying too many contraband on you to afford letting them take all of those away, which leaves fleeing the only other option, and you can't always get away easily, either, since guards have root abilities that immobilize you and cause you to waste a lot of stamina just to break free. Also, trying to evade a guard indoors is a nightmare, since there usually isn't enough distance between you and them for them to break pursuit, pursuit (meaning you cannot open the door to escape), and the Eight Divines help you if you run into more than one at once inside a small building. To further rub salt into the wound, trying to flee guards also increases your bounty, making it very expensive to pay off at fences. There really is no way out of a fight if you don't have the Clemency skill from the Thieves Guild line, which takes some thieving around to unlock and will only work once a day, and only for one minute.



** All the fishing achievements require you to sit still and hopefully catch all the various rare fishes in a zone. And you must repeat this over fifteen times to get an achievement furnishing.

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** All the fishing achievements require you to sit still and hopefully catch all the various rare fishes in a zone. And you must repeat this over fifteen times - all of the base-game zones - to get an achievement furnishing.furnishing. While not particularly ''difficult'', it's very time-consuming and not overly engaging (not to mention you need to gather enough bait to do all that fishing), so many players don't bother with it.
** The Emperor-related achievements are ones that most players will likely not complete unless dedicated to [=PvP=]. In order to be crowned Emperor, your alliance must hold all six keeps surrounding the Imperial City to begin with - which are constantly changing hands - and then you must have the most Alliance points in your campaign. Gaining this achievement typically takes teamwork, skill in [=PvP=] combat, and a large time investment. There are also two achievements awarded for killing an Emperor, which not only requires there to ''be'' an Emperor (they only hold their crown while their Alliance holds all six of the keeps), but for you to be in [=PvP=] at the same time and place as them and kill them (and for one of the achievements, they have to specifically be the Emperor of your home campaign.)
** The Trophy achievements. These require you to collect Trophies from various creatures across Tamriel - items that have a very low (e.g. less than 1%) drop rate, meaning that it can take ''years'' to complete without (or even with) grinding for them. Oddly, for being some of the most difficult achievements, they only give 10 Achievement points each (the hardest ones are typically worth 50), and the dyes they unlock (which can ''only'' be unlocked with these achievements) are classified as Common dyes.
** The veteran-level content achievements require skilled, coordinated teams with a good knowledge of the game mechanics, ''especially'' for the DLC content (which are generally at a significantly higher difficulty level and more mechanics-driven than the base-game dungeons/trials). As such, many of these are only attainable by teams of more hardcore players. The no-death achievements in particular can be a challenge, since a no-death run can be ruined by a single instance of bad luck with a one-hit kill.



** "Plucking the Crow", a new daily added in the Witches Festival from 2021 on. First, you're tasked with collecting feathers from Plunder Skulls, each skull dropping 5-8 feathers each. Tedious, but doable. Then, you're tasked with fighting the Crowborne Horror, which is basically a Harrowstorm Shrike (see DemonicSpiders above) with beefed up health, invincibility phases, and add spawns that can quickly become an unbearable flood, so the game itself recommends bringing a group. After that experience, what do you get? 3 ordinary Plunder Skulls. '''That's it.''' No outfit style, no hat, not even a title, '''[[DudeWheresMyReward nothing]]''', but 3 Plunder Skulls you could've just gotten from public dungeons.

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** "Plucking the Crow", a new daily added in the Witches Festival from 2021 on. First, you're tasked with collecting feathers from Plunder Skulls, each skull dropping 5-8 feathers each. Tedious, but doable. Then, you're tasked with fighting the Crowborne Horror, which is basically a Harrowstorm Shrike (see DemonicSpiders above) with beefed up health, invincibility phases, and add spawns that can quickly become an unbearable flood, so the game itself recommends bringing a group. After To make things worse, the only reward you got after that experience, what do you get? experience during the first year was 3 ordinary Plunder Skulls. '''That's it.''' No outfit style, no hat, not even a title, '''[[DudeWheresMyReward nothing]]''', but 3 Plunder Skulls you could've just gotten from public dungeons. Later years gave it its own unique type of plunder skull.
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Removing a bit I originally added, since it was short-lived overall and the image I linked to has since been broken and removed


** On the official forum, patch notes are often called "Natch Potes", even by the developerss, due to a typo a user made (sometimes [[{{Flanderization}} flanderized]] as "netch poots").

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** On the official forum, patch notes are often called "Natch Potes", even by the developerss, developers, due to a typo a user made (sometimes [[{{Flanderization}} flanderized]] as "netch poots"). made.
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Removing Flame Bait


* UnfortunateImplications: On a meta level. On the [[https://www.twitch.tv/zenimaxonlinestudios/v/3896614 ESO Live Podcast]] (skip to 00:35:20), it was admitted by Zenimax that lately, they have been using only one model for new armors instead of two. Previously, they would make two models - one male, one female - for every single piece, to keep the armor consistent with anatomy. Instead, they have been using only male models, and then morphing it to look "feminine" afterward, as a way of cutting corners. Cue a thread [[http://forums.elderscrollsonline.com/en/discussion/257543/important-update-zos-please-reconsider-your-decision-to-no-longer-make-female-light-armor/p1 hundreds of replies long]] blasting Zenimax for cutting corners like this at female characters' (and players') expense, for the sake of MoneyDearBoy. Much like the debacle over ''VideoGame/AssassinsCreedUnity'', female players feel cheated, and are actually offended that they did this to them but left male characters alone. Zenimax has already responded to the backlash by [[AuthorsSavingThrow promising to fix them]].
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Idiot Plot is now Flame Bait


* IdiotPlot: Comes up in several quests and questlines.
** [[spoiler: Aelif behaves shadily throughout the Fighters Guild questline. It's mostly innocuous to start with, but by the end of it she's swearing by Molag Bal's mace and torturing ghosts left and right. Nobody, including the player character, questions her on this.]]
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This is just a generic description of Tainted By The Preview that could apply to anything. Give specific examples of things from the previews that disappointed people.


* TaintedByThePreview: Some fans got increasingly excited for new info and news about the game, whereas other fans got increasingly more disappointed.
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These are now under Trivia requiring Word of God to show that they were intended.


* AuthorsSavingThrow:
** The [[MemeticMutation "transcription error"]] explanation for why Cyrodiil has a temperate environment (like in ''VideoGame/TheElderScrollsIVOblivion'') rather than a jungle, as it should be during the pre-Talos time period in which the game takes place according to canon, was widely mocked as a poorly thought out and canon-breaking explanation for the change. Zenimax later added a book to the game called ''[[http://elderscrolls.wikia.com/wiki/Subtropical_Cyrodiil:_A_Speculation Subtropical Cyrodiil]]'', which both mocked said explanation and provided a much more reasonable one.
** Fans of ''VideoGame/TheElderScrollsIIIMorrowind'' were disappointed that Sotha Sil, the third member of the Tribunal that includes Vivec and Almalexia, was [[spoiler:already dead]] and thus the least known of the three. As a prequel, the ''Clockwork City'' expansion finally features the character in the flesh.
** After ''VideoGame/TheElderScrollsVSkyrim'' pretty much made the government of the Altmer full of [[{{Jerkass}} snobs]] [[FantasticRacism who look down upon other races]] [[CategoryTraitor and even non-Thalmor Altmer]], the devs made sure to show that the Aldmeri Dominion of the Second Era is not the same:
*** For starters, the Aldmeri Dominion has had several incarnations throughout Tamriel's history, much like the [[UsefulNotes/FrenchPoliticalSystem French Republic]] and German Empire from RealLife. In Online it's the ''First'' Aldmeri Dominion while the one from the Fourth Era is the ''[[DoesThisRemindYouOfAnything Third]]'' Aldmeri Dominion; the Second Era Dominion is basically UsefulNotes/ImperialGermany to the Fourth Era Dominion's [[PuttingOnTheReich Third Reich]]. Just because they [[NamesTheSame share a name]] doesn't mean they're identical.
*** The Altmer are still arrogant snobs because that's their racial [[PlanetOfHats hat]], but they ''do'' have sympathetic qualities, want to rule and guide Tamriel because they think they're most qualified to do the job, and make genuine effort to keep the bigots amongst their people in check because they actually ''value'' other races. Case in point: The Dominion's leader [[TheHighQueen Ayrenn Arana Aldmeri]] openly declared that "The Altmer, the Bosmer and the Khajiit share the common traits of intelligence, patience and reason", willingly consider allowing Covenant defectors and an Argonian tribe to join the Dominion as long as they follow Dominion law, and the faction's capital is a ''Bosmer'' city in the Wood Elves' homeland of Valenwood.
*** This continued with the second chapter ''Summerset'', which takes place in the High Elves' homeland. It allows players to experience the elves in their own elements, both their virtues and flaws within themselves.
** 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.
** There was some dissatisfaction when ''Morrowind'' came out and the Warden class had no role within the lore mentioned, as it felt like the class - like the base game classes - are not connected to the world. When ''Elsweyr'' came out, the Necromancer class is more involved with the story and lore, having been an element in stories for years, one of the main villains is a necromancer, and dialogue options may change or be added if you are a necromancer.
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Up To Eleven is a defunct trope


** 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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** 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 up to eleven 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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** A lot of players fell in love with Eveli Sharp-Arrow, a young bosmer fresh from the Valenwood with cute looks, a cheerful, if slightly naive personality adding some much-welcomed levity to the Orisinium questline, and badassery that the game loves to show off. She was so popular, in fact, that she returned for the Deadlands chapter, slightly more mature but still cute and badass as ever.

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** Regardless of your level, dolmens or Dark Anchors remain a reliable source of experience, Fighters Guild reputation, and minor loot. In fact, they're so efficient as an experience grind for starting characters that dolmen camping is the most commonly-recommended way to power level a freshly-made Vestige. One of the most popular grinding zones is the Alik'r Desert, even for players who aren't aligned with the Daggerfall Covenant, since all three of its dolmens are within spitting distance to wayshrines, letting people zip back and forth around the map in rotations and sweep up Dark Anchors as they respawn, netting huge amounts of experience and stuff to sell later on. Many long-time players will remain in this rotation for ''hours'' on end before leaving to do something else.

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** Regardless of your level, dolmens or Dark Anchors remain a reliable source of experience, Fighters Guild reputation, and minor loot. In fact, they're so efficient as an experience grind for starting characters that dolmen camping is the most commonly-recommended way to power level a freshly-made Vestige. One of the most popular grinding zones is the Alik'r Desert, even for players who aren't aligned with the Daggerfall Covenant, since all three of its dolmens are within spitting distance to wayshrines, letting people zip back and forth around the map in rotations and sweep up Dark Anchors as they respawn, netting huge amounts of experience and , stuff to sell and, for players with Summerset, jewelry to deconstruct later on. Many long-time players will remain in this rotation for ''hours'' on end before leaving to do something else.


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** Oblivion Portal events have a final boss in the form of the Havocrel Duke of Storms. First, to even ''fight'' him, players have to fight through three waves of increasingly stronger enemies. Then, he has no less than 3 invincibility phases to go through, where he hides behind a shield and throws [[ActionBomb suicide bombing Scamps]] with unblockable knockback and souped-up Fire Behemoths at the group. While he has an attack with a lengthy animation that prevents him from hiding, his invincibility phases happen at a set threshold, meaning, with enough damage done during this attack, he can have ''back-to-back invincibility phases''. On top of this, he has a charge attack with an unblockable ''and'' unbreakable stun effect, and a "Burning Field" effect with no clear area of effect that sometimes doesn't get disabled properly, leading to cheap deaths.
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** On the official forum, patch notes are often called "Natch Potes", even by the developerss, due to a typo a user made (sometimes [[{{Flanderization}} flanderized]] as "[[http://s4.imgload.info/cydnz175yjjf254.jpg netch poots]]").

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** On the official forum, patch notes are often called "Natch Potes", even by the developerss, due to a typo a user made (sometimes [[{{Flanderization}} flanderized]] as "[[http://s4.imgload.info/cydnz175yjjf254.jpg netch poots]]")."netch poots").



** The January 4 2018 episode of "ESO Live" that was meant to be the first preview of the ''Dragon Bones'' contentended up having some technical difficulties that prevented them from using their normal streaming software/equipment, and ultimately they just decided to grab a webcam to stream and a monitor to show the gameplay on. Early on, Gina Bruno and Mike Finnegan gestured to the monitor, which spawned a series of photoshops of different things being displayed on it (one of them was even [[https://puu.sh/yWVAx/afac74ba51.png used]] for the next patch notes header).

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** The January 4 2018 episode of "ESO Live" that was meant to be the first preview of the ''Dragon Bones'' contentended up having contended with some technical difficulties that prevented them from using their normal streaming software/equipment, and ultimately they just decided to grab a webcam to stream and a monitor to show the gameplay on. Early on, Gina Bruno and Mike Finnegan gestured to the monitor, which spawned a series of photoshops of different things being displayed on it (one of them was even [[https://puu.sh/yWVAx/afac74ba51.png used]] for the next patch notes header).

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** If you're already in the late game, where your main concern is consistently clearing Trials and Dungeons on a regular basis, you're pretty much stuck with farming Cloudrest, Sunspire, and Hel Ra Citadel for their sets. As the current meta goes, damage dealers are basically required to have either Arms of Relequen (Stamina, Cloudrest) and Berserking Warrior (Hel Ra Citadel), or Mantle of Siroria (Magicka, Cloudrest) and False God Devotion (Sunspire), Claw of Yolnahkriin (Sunspire) is mandatory for tanks, and healers can't perform well without Vestment of Olorime (Cloudrest). Of course, there are many other sets that confer greater bonuses in certain aspects, but they tend to be more situational, while the aforementioned gear works well pretty much everywhere. While it remains to be seen if the meta will ever shift again in the future, the current base as it is has been pretty much maced into stone for ''years'' now, and any changes to it will likely cause a lot of uproar.


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** While the game at large is accommodating regardless of your build, Magicka DPS players tend to have a much better time (and grouping priority) than their Stamina counterparts in the long run, especially harder content like veteran trials, due to a number of reasons. For one, being Magicka-based gives one the benefit of range, as except for Dragonknights and Templars, every other class can stand safely at a distance and throw spells at the enemy, making mechanics and boss telegraphs much easier to spot, and also by not being forced into melee, it's much less of a hassle to form coordinated player stacks for optimal group buff distribution. For two, a vast majority of support sets in the game ''heavily'' favor Magicka builds, and it's much easier to put together a self-sufficient Magicka DPS than a Stamina one due to the consideration of critical and offensive penetration, which puts less stress on the tanks and healers who may not need to run niche setups to make sure the group hits optimal damage. That is not to say that Stamina DPS is inherently inferior, as with the proper group composition and buffs they too can punch well above their weight, but Magicka groups are significantly easier to build for and tend to yield much better results due to them synergizing better with support sets, therefore raid leaders tend to look only for the latter category when challenging hard modes or pushing scores on the leaderboard.

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** Aurig Mireh at Shivering Shrine. Definitely one of the more damage intensive and difficult world bosses in the game, mainly because of the small area you fight her in, plus the endless amounts of scamps and clannfear that all spawn near the boss to gang up on you. As if that was not enough, she can dish out an insanely high amount of fire-based damage.

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** Aurig Mireh at Shivering Shrine. Definitely one of the more damage intensive and difficult world bosses in the game, mainly because of the small area you fight her in, plus the endless amounts of scamps and clannfear that all spawn near the boss to gang up on you. As if that was not enough, she can dish out an insanely high amount of fire-based damage.damage with her special attacks, most of which were repurposed from the Dragonknight kit. Getting hit and stunned by a combination of Dark Talons and Lava Whip can mean a quick death, as the latter hits ''three times'' in rapid succession, unlike the player equivalent, and while it can be blocked, most of the time one won't be able to react to it in time due to the combined chaos of everything going on during said fight.



** City of Ash II on veteran. Oh, where to even begin... in order to get the OneHundredPercentCompletion achievement for this dungeon, you will need to run it ''at least thirteen'' times to get all of the Flame Colossi, and that is not even counting the "Nobody Dies" achievement, which you basically be a team of ThatOnePlayer's to get. God help you if [[KryptoniteFactor you are a vampire]].



** Wayrest Sewers II, ''especially'' on Veteran. Nearly every single boss has a mechanic that instantly kills you unless you perform a specific action, and these actions are not always clear or are dependent on the rest of your group knowing what they're doing. Fail to disable Malubeth's altars in less than a minute? You die. Let Garron spawn too many Wraiths? You die. Don't interrupt the Forgotten One's casting animation? You die. Spend too long attacking one of the reanimated Pellingere siblings over the other? ''You die''.

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** Wayrest Sewers II, ''especially'' Then there's Vateshran Hollows, Maelstrom Arena's counterpart introduced in the ''Markarth'' DLC.
*** While it's not nearly as time-consuming as Maelstrom if you're skilled due to each section being an uninterrupted sequence that doesn't force you to wait for the next waves to continue, it is much more mechanic-intensive and making mistakes will more often than not result in you dying,
on Veteran. Nearly every single ''normal''. As a result, it is much more dependent on experience and your own finesse as a player to go through it without dying, whereas Maelstrom mostly just requires personal shielding and some self heal.
*** The learning curve of Vateshran's many bosses is steep due to there being little room for error, and the window for interrupts and exploits is brief, on top of everything hitting like a truck right from the get-go, which only become amped up as you clear the side wings of the arena. By the time you've reached the FinalBoss, the standard mob alone can do you in if you don't pay attention.
*** Speaking of the final boss, Maebroogha the Void Lich, just beating her alone probably requires its own combination of luck and skill due to the sheer amount of adds present at any time. While the
boss herself is relatively harmless if you can stay out of her area-of-effect attacks, all of her minions hit hard enough that being wailed on by more than two at once will most likely kill you. Worse still is that Maebroogha effectively has four health bars, and the first three times you deplete her HP meter, you will have to contend with a miniboss with its own mechanic that instantly kills you unless you perform will then become a specific action, and these actions are not always clear or are dependent on permanent fixture in the rest of your group knowing what they're doing. Fail to disable Malubeth's altars in less than a minute? You die. Let Garron spawn too many Wraiths? You die. Don't interrupt the Forgotten One's casting animation? You die. Spend too long attacking one later stages. This is on top of the reanimated Pellingere siblings over new adds that show up with each miniboss, and the other? ''You die''.longer the fight goes on, the more of them spawn in, so being chased around by three to four incredibly strong void colossi while being pelted with arrows and fire balls at the same time is a common occurrence during the final leg of the battle. As such, Spirit Slayer is a much more coveted title than Flawless Conqueror, and having it ''and'' a high enough score to make the leaderboards is the mark of ThatOnePlayer.
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** Wayrest Sewers II, ''especially'' on Veteran. Nearly every single boss has a mechanic that instantly kills you unless you perform a specific action, and these actions are not always clear or are dependent on the rest of your group knowing what they're doing. Fail to disable Malubeth's altars in less than a minute? You die. Let Garron spawn too many Wraiths? You die. Don't interrupt the Forgotten One's casting animation? You die. Spend too long attacking one of the reanimated Pellingere siblings over the other? ''You die''.
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** The Daggerfall Covenant has Count Verandis Ravenwatch who only appeared in one story arc in the base game but is loved for being a ReasonableAuthorityFigure FriendlyNeighborhoodVampire Altmer noble who does a great job leading his vampire clan to live alongside mortals and is a big help to the player character. Fans were happy that he made his return in the Dark Heart of Skyrim arc.
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** Doshia in one of the Fighter's Guild quests before she was nerfed. Doshia could be immensely difficult at low levels despite the quest being aimed for them. Part of the reason was because many players did not realize that they needed to kill her [[HealingFactor healing bubbles]] in addition to Doshia herself, but she still was not an ''easy'' boss to any extent.
** Gutsripper from the Mage's Guild also stood out as a giant pain before it got nerfed as well.
** [[spoiler: Mane Akkhuz-ri]] and his two Dro-m'Athra minions in the "Stonefire Machinations" quest. This fight is notoriously difficult mainly due to being in such a small and enclosed area with very limited space. This is a very damage intensive gank fight since there are two minions and all three of them gang up on you. This was also nerfed and much more difficult in 2014, but can still prove a decent challenge to this day.
** Lyris' Doppelganger pre-nerf was also right up there with Doshia and Gutsripper. She can still prove a mild challenge to this day, but nothing compared to back in the old days.



** Praxin in Spindleclutch II, particular on veteran. If you did not think SpidersAreScary before, ''you will''. The ZergRush of little spiders at the beginning is bad enough without the three more waves that follow. Sometimes, it will even bug out, causing all of the waves to come at once, essentially making this boss a LuckBasedMission.



** The Corruption of the Tree in the quest "Purifying the Wyrd Tree." God help you if you aren't anywhere near one of the Guardians when it hits you with the infamous Strike of Corruption attack, a devastating OneHitKill for most players. This quest also starts early in Glenumbra, so it's easy to stumble into this one at a very low level.


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** One of the ''Blackwood'' group bosses, Warchief Zathmoz, is definitely this. Not only does he start the fight with a band of minions and two EliteMook durzogs that can qualify as minibosses on their own, most of his attacks hit very hard and those that do ''don't even have a proper telegraph'' for you to react to, namely his lightning strikes that can OneHitKill most non-tank players if they aren't blocking which, due to the aforementioned lack of telegraph, will happen very often. While his trash minions can be killed relatively easily and the durzogs can be distracted by popping open one of the meat barrels around the arena, Zathmoz himself doesn't have any real "mechanics" beyond spamming negate spheres, and the fight boils down to players just throwing themselves at him until he dies or they give up from the unreasonably hard-hitting lightning strikes doing {{Total Party Kill}}s in an instant. That is not to say he ''can't'' be soloed, but you are ThatOnePlayer if you've managed to do that without fuss.
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** "Plucking the Crow", a new daily added in the Witches Festival from 2021 on. First, you're tasked with collecting feathers from Plunder Skulls, each skull dropping 5-8 feathers each. Tedious, but doable. Then, you're tasked with fighting the Crowborne Horror, which is basically a Harrowstorm Shrike (see DemonicSpiders above) with beefed up health, invincibility phases, and add spawns that can quickly become an unbearable flood, so the game itself recommends bringing a group. After that experience, what do you get? 3 ordinary Plunder Skulls. '''That's it.''' No outfit style, no hat, not even a title, '''[[DudeWheresMyReward nothing]]''', but 3 Plunder Skulls you could've just gotten from public dungeons.
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** One that also overlaps with CasualCompetitiveConflict is the issue of players faking roles to circumvent the dungeon queue system. By its design, the queue will attempt to put together a group of four players consisting of one Tank, one Healer, and two DPS, but considering the massive outnumbering of the third category compared to the former two, uncomfortably long queue times are to be expected if you're not a support player. This gives rise to the practice known as "fake tanking" or "fake healing", where DPS players will deliberately queue as tanks and healers to get an instant match, regardless of whether or not they're actually equipped to do the job, and this is where the main point of contention sits.

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** One that also overlaps with CasualCompetitiveConflict is the issue of players faking roles to circumvent the dungeon queue system. By its design, the queue will attempt to put together a group of four players consisting of one Tank, one Healer, and two DPS, but considering the massive outnumbering of the third category compared to the former two, uncomfortably long queue times are to be expected if you're not a support player. This gives rise to the practice known as "fake tanking" or "fake healing", massively more so the former than the latter due to the lack of necessity for proper healing in normal dungeons, where DPS players will deliberately queue as tanks and healers to get an instant match, regardless of whether or not they're actually equipped to do the job, and this is where the main point of contention sits.
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*** On the one hand, many DPS players simply want to be done with a random dungeon run as quickly as possible for the daily rewards of experience and transmute crystals, and sitting around for upwards of half an hour just to find a proper party is not very reasonable. This is also taking into consideration that even if a given player doesn't fake their role, there's no guaranteeing the queue won't just match them with one who did. Also considering the fact that many of the base-game dungeons aren't necessarily hard enough to warrant an actual tank, anybody with a slotted taunt will do. The general consensus among the reasonable majority of the community is that, while fake tanking is not very practical and certainly not considerate of your groupmates, it's not the worst thing in the world as long as you get the bare minimum right.

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*** On the one hand, many DPS players simply want to be done with a random dungeon run as quickly as possible for the daily rewards of experience and transmute crystals, and sitting around for upwards of half an hour just to find a proper party is not very reasonable. This is also taking into consideration that even if a given player doesn't didn't fake their role, there's no guaranteeing the queue won't just match them with one who did. Also considering the fact that many of the base-game dungeons aren't necessarily hard enough to warrant an actual tank, anybody with a slotted taunt will do. The general consensus among the reasonable majority of the community is that, while fake tanking is not very practical and certainly not considerate of your groupmates, it's not the worst thing in the world as long as you get the bare minimum right.
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*** On the one hand, many DPS players simply want to be done with a random dungeon run as quickly as possible for the daily rewards of experience and transmute crystals, and sitting around for upwards of half an hour just to find a proper party is not very reasonable. This is also taking into consideration that even if a given player doesn't fake their role, there's no guaranteeing the queue won't just match them with one. Also considering the fact that many of the base-game dungeons aren't necessarily hard enough to warrant an actual tank, anybody with a slotted taunt will do. The general consensus among the reasonable majority of the community is that, while fake tanking is not very practical and certainly not considerate of your groupmates, it's not the worst thing in the world as long as you get the bare minimum right.

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*** On the one hand, many DPS players simply want to be done with a random dungeon run as quickly as possible for the daily rewards of experience and transmute crystals, and sitting around for upwards of half an hour just to find a proper party is not very reasonable. This is also taking into consideration that even if a given player doesn't fake their role, there's no guaranteeing the queue won't just match them with one.one who did. Also considering the fact that many of the base-game dungeons aren't necessarily hard enough to warrant an actual tank, anybody with a slotted taunt will do. The general consensus among the reasonable majority of the community is that, while fake tanking is not very practical and certainly not considerate of your groupmates, it's not the worst thing in the world as long as you get the bare minimum right.
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** One that also overlaps with CasualCompetitiveConflict is the issue of players faking roles to circumvent the dungeon queue system. By its design, the queue will attempt to put together a group of four players consisting of one Tank, one Healer, and two DPS, but considering the massive outnumbering of the third category compared to the former two, uncomfortably long queue times are to be expected if you're not a support player. This gives rise to the practice known as "fake tanking" or "fake healing", where DPS players will deliberately queue as tanks and healers to get an instant match, regardless of whether or not they're actually equipped to do the job, and this is where the main point of contention sits.
*** On the one hand, many DPS players simply want to be done with a random dungeon run as quickly as possible for the daily rewards of experience and transmute crystals, and sitting around for upwards of half an hour just to find a proper party is not very reasonable. This is also taking into consideration that even if a given player doesn't fake their role, there's no guaranteeing the queue won't just match them with one. Also considering the fact that many of the base-game dungeons aren't necessarily hard enough to warrant an actual tank, anybody with a slotted taunt will do. The general consensus among the reasonable majority of the community is that, while fake tanking is not very practical and certainly not considerate of your groupmates, it's not the worst thing in the world as long as you get the bare minimum right.
*** On the other, there is also the issue of ''DLC'' dungeons that you might get from the random queue instead, which were implicitly designed to be done with an actual tank in the group to DrawAggro, so that bosses don't just OneHitKill your squishier teammates, and having a fake tank in this case is disastrous, especially so if they don't even have any way of taunting the enemy (which they don't most of the time), leading to group wipes and a generally miserable time for everyone involved. This is made worse by the fact that these fake tanks can sometime just quit as soon as they loaded in if it's not the content they were expecting, leaving the rest of the group high and dry as they try to find a replacement, which might ''also'' be a fake tank.

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