Dismissing other people's input with a "if you like it so much better, then just go play XY" is a bit childish. People don't compare and critize because they don't like FFXIV but because they care about the game and want to see it continue to grow and evolve in a good way. And sometimes that includes taking pointers from other games.
No MMO on the market is perfect but even those that failed spectaculary brought something good to the table.
While Rift failed in many other areas, the talent system was one of the most fun I have ever seen in an MMO. Though there were some cookie cutter builds for endgame content, it was overall not an illusion of choice but actual choice with several viable builds, all having different nuances. And outside endgame you could play around endlessly and design fun and niche builds with very specific uses.
The zone events were also pretty cool and fun for low and high level alike and while FATE trains aren't bad, they are definitely not that elaborate.
WoW has a very broad spectrum of max level content with fluent difficulty. Mythic+ dungeons offer challenging content where you can step up the difficulty at your own pace and get lots of variation through the affix/ suffix combinations, the different difficulties for raids offer everything from a more laid-back "story" version to high difficulty with only the highest requiring a fixed raid size. And there are almost no awkward jumps in difficulty; the endboss on normal is often comparable to the first bosses on heroic with the endboss on heroic often being comparable to the first bosses on mythic, so raids can gradually work their way up.
On the other hand, FFXIV is definitely way ahead when it comes to crafting and gathering.
One of the issues FFXIV has is that it offers little for midcore players and casual players who enjoy combat-related activities compared to non-combat activities like Gold Saucer, housing, glamour etc.
And other games have shown that it is possible to make content with fluent difficulty that is still interesting even after running it several times. There is no need to copy-paste the approach but taking a few pointers when another MMO did something right isn't a bad idea. Otherwise the game grows stale over the years.
It's not about the amount of dungeons, it's about how they are designed and utilized. Right now they are some cool designs but they aren't utilized beyond "run it daily for tomes".



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