Hi, longtime XIV player here (since 1.x, some 11+ years total sub-time). Still playing, though more off than on of late.
Whether more convenient isolated boss fights are superior to a more cohesive/immersive raid experience or not is subjective. Likewise, whether XIV offers more than can be found here depends on the extent of content one actually wants to experience.
For instance…
I’m not a huge fan of raiding in either MMO these days. I usually find 10-15 man Heroic PuGs to be a slightly more experience here than Savage PuGs there, but that comes down mostly to just preferring occasional nuance (even Fury and BM have more on offer than all but perhaps Optimal Drift MNK, pre-EW SAM, or BLM) over rigid macrorotations, the generally greater smoothness of combat, and the greater variety in encounter designs here.
Yet, I do very much enjoy dungeons. Yet in XIV dungeons are less ‘combat content’ than simply is a ‘scenic tour’; the time put into them is scarcely leveraged, with only undermanned minimum item-level runs feeling like an interesting challenge pretty much since pre-nerf Pharos Sirius.
So when a dungeon is added to XIV in each major patch, I in effect get a one-time experience and then a facelift on an otherwise unchanged way to cap my tomestone grind each week if I loathe myself enough to do so. Yet, when a dungeon in WoW is, say, reworked for inclusion in M+, I actually get dozens of times more enjoyable value out of that despite it not being new content.
Similarly, I like Allied Raids well enough in XIV for the first few runs. After that, though, they’re at best a way to save gil or deal with XIV’s “All jobs on one character! Except not really; we’re actually less alt-job-friendly than any game with separate characters because putting all on one character effectively account-locks your raid loot and weekly purchasing power across all possible classes.” And for every time XIV puts out 4 bosses worth of cohesive minimum-difficulty raids-as-cohesive-settings in XIV, WoW puts out 7-10 within LFR. The difference, of course, is that I can also do those at 3 higher difficulties in WoW, whereas in XIV such can only be had in isolated perfectly circular or rectangular arenas and as almost solely single-target fights.
Granted, I also just don’t really care about Triple Triad, Mahjong, Lord of Vermillion, Chocobo Racing, Island Sanctuaries, or what have you, just as I don’t care about collectibles or pet battles in WoW.
As such, for what I do… I’m getting considerably more content in WoW, especially as the core content in XIV slows to less and less frequent patch cycles and the jobs becomes more and more shallow and homogeneous.
- (Give someone a fun enough job and even shallow content can be fun. Give someone a shallow job and it can take an Ultimate to finally offer them decent complexity—and it will be rather disjointed and less capable of variance via class-perspective even then.)
Now, to refer back to your question: How can WoW compete with XIV? By offering more of relevance to its particular players than XIV does as applicable to sub time. At that point, compared to WoW, XIV will be worth checking in on with each patch drop, but not a game worth keeping a sub consistently for.
...
Granted, I’d actually really dig something like DF-matchable Extremes being included in WoW, so long as they could scale to the extent of other contents. Of course, minus that matchmaking convenience, WoW also appears to have had pretty close to that in the past with isolated raids like Eye of Eternity, Baradin Hold, etc. I’d love a version of Exploratory Missions that isn’t simply and obviously intended to minimize development hours per player hour spent in long relic grinds.
I likewise wouldn’t say no to WoW no longer wasting its one-expansion features like Garrisons, Order Halls, Island Expeditions, etc. as badly as we’ve been wasting past combat content over in XIV. (Though at least in WoW’s case, given Chromie Time, dropping the particular iterations of those systems makes sense, they could still reiterate upon and polish the ideas themselves where fitting.)
And I’d probably play a whole lot more XIV if they’d…
- actually allow for the game to be as alt-friendly as it pretends to be,
- stop being so happy to use content only as one-time things or incentivized only by the grinds behind them instead of through an enjoyable combat experience itself, and actually build design pipelines in that’d allow for greater content longevity via intrinsic benefits from its combat experience,
- straighten out their “grey area” / DADT policies regarding addons so that the using less ugly hotbars isn’t considered equally illegal to the likes of DBM or camera-hacks,
- increase the rate at which they steal addons’ implementations of basic QoL ideas that have been repeatedly requested for the past 5 expansions,
- stop adding uptime costs equal to at least roundtrip ping by resetting players’ global ‘animation’ internal cooldowns upon server confirmation of player actions,
- let all actions be properly queued,
- stopped shallowing the heck out of all their jobs in ways that’d primarily benefit only the trylittle crowd (those with hyper-rigid expectations for others, sometimes excessive even for Ultimate, to compensate for their own lack of skill/awareness or want to squish the skill ceiling down towards their area of comfort),
- etc.
But alas, that is neither here nor there.