Given Blizzard's recent announcement of Warbands* I tried WoW again just for the giggles of what has changed. A while before that during a patch lul I tried GW2.
*Warbands: effectively 'job' system for WoW, with a few major QoL improvements over FFXIV in nearly account wide everything and improvements to make it even smoother to multi-character, however, it will as far as I know still have a fairly large con that you have to log out to switch jobs
Both of them have quite a few interesting things that I like and hope FFXIV could learn from, but I still left with the feeling that I'd prefer to play FFXIV. One thing in particular that wasn't a system specific idea but just a general concept that I wanted to draw more specific attention to, in context that I feel FFXIV has not done nearly as good of a job on, is
gameplay related roleplay, and other systems that encourage engaging the world itself.
I emphasize gameplay as if we were going to talk about story there might be minor things to say but in general I definitely give FFXIV the cake on story telling.
I'll give a few examples, but I wanted to preface that I would like to avoid racials or other lockouts that are so bound up that you have to basically restart the whole game if you wanted to enjoy it. Interestingly WoW is getting around that by Warbands (as you can basically consider race abilities bound to your 'job' as if every time you switch a job in FFXIV you just changed characters entirely).
I will be focusing on vaguely non-combat related examples, since current balance is adverse to creating too unique situations (which has pros and cons.. but not the entire main point of this thread though certainly a potential by product).
Race based examples:
Vulpera (little foxes):
Bag of Tricks - that allows you to pull a healing vial or corrosive vial at the start. BUT you can even unlock more options via certain bosses in the game.
Make a Camp - essentially allows you to place an aetheryte where you want in a cute camp design, changing talents, giving you rested xp, and provides a cooking fire.
Nightborne (extra 'night' night elf):
Cantrips - a magical book that allows you to mail (like our moogle mail boxes you normally cant do this anywhere)
Night Elf (OG Thirst Traps):
Shadowmeld - Cloak yourself becoming difficult to be found by enemies
Wisp Spirit - Move 75% faster (25% faster than normal players) when dead
Troll (Warcraft inspired Jamicans):
Regeneration - Health regeneration rate increased by 10%. (10% of that actually continues into combat)
You think I'm joking so here is one of their combat abilities:
Da Voodoo Shuffle - Reduces the duration of all movement impairing effects by 20%. Trolls be flippin' out mon!
Undead (Ugly Is Popular?):
Cannibalize - Regenerates 7% of your max health and mana every 2 seconds for 10 seconds. You cast this on humanoid corpses!
Touch of the Grave - You can breathe underwater. (Also gains chance to drain targets and deal shadow damage).
Dark Iron Dwarf (... soot covered dwarves):
Mole Machine - Allows you to fast travel to specific points unique to this ability, further locations can be unlocked (basically a custom aetheryte network)
Dungeon Delver - move 4% faster indoors
Mechagnome (robot gnomes):
Mastercraft - Your body acts as crafting tools (lol)
Skeleton Pinkie - Open locked chests
Worgen (Secret Furries) &
Dracthyr (Scalies):
Both of these have two forms, your animal and then human variant. A sample of their racial abilities:
Worgen:
Running Wild - A 'running' mount
Flayer - Skinning skill is increased by 15 and you skin faster
Dark Flight - Increase Movement Speed by 40% for 10 seconds (doesn't break stealth, can be used in combat..)
Dracthyr:
Glide - Reduces falling speed (it's a passive, so you just activate as easy as using space bar while falling, Demon Hunter has this too)
Discerning Eyes - Increases your perception and allows you to track gathering nodes at a greater distance. Increased rare material chance.
Familiar Skies - You fly faster on continents you've fully explored
Soar - Dragon riding like, kind of running wild.
Random Combat examples just so people know that exist (and I am incredibly parsing down the list):
Combat Analysis - gradually become stronger in combat (Mechagnome)
Fireblood - Removes poison, disease, curse, magic, and bleed, and increases your primary stats by each effect removed (Dark Iron Dwarf)
Most races have both combat and non-combat bonuses, so the above is narrow beam sample.
Great now lets talk about some Class (or 'Job' using our verbiage) examples (not exhaustive), again focusing on non-combat but may point out a few due to their thematic element (but will generally avoid pointing at combat).
Classes (Jobs):
Druid:
- Has the ability to shape shift instantly into travel variants (different than people who have to cast their mount), and includes water, sky, and ground. The water form can breathe water, the land and sky form can gather without dismounting.
- Teleport: Moonglade / Dreamwalk, Has a special zone they get to go to, teleports them there and then back to where they casted it from if used again. This is a fast port to your class hall as well, which is a sort of Island Sanctuary like content themed to druid (each class gets one, this class gets a portal to theirs).
- Can customize their shape shifts
- While cheating and verging into combat discussion these forms provide their own substantial changes (and is one of the most complicated classes from a design perspective, but allows them to also do things like stealth and visit all roles).
Hunter:
- Has probably what we will be getting as a limited job (beast master) as an entire side gig for their main component. While naturally balanced due to that (primarily three archetypes), you can tame and take care of a lot of different types of pets and challenges for collectors. A spec allows you to have two pets out at the same time even, and other customization allow you to go even further temporarily.
- Massive movement speed aura
- Cheating again, but a minor diverge, but the pet gets substantial presence in your combat (felt worth mentioning given we seem to have major issue with pets)
- Eyes of the beast, see through your pet's eyes and scout with them
- Eagle Eye, scout out a distant spot
- Feign Death, fake your death and drop aggro (combine with shadowmeld to get out of basically everything ever when in the open world)
Mage:
- Special teleports (custom aetheryte options)
- Blink (teleport, but better than Ninja's iirc)
- Slow Fall, ... causes you to fall slower (also as an aside fall damage kills you in WoW lol)
- Semi-combat but just examples of big things (Ice Block ignores damage for 10 seconds and unlike Blue Mage's Diamondback.. you can actually cancel this effect -_-, yes that was shade thrown lol)
- Polymorph turns enemies into sheep lol
- Conjure refreshments, summon some drinks for your team!
- Invisibility
Warlock:
- Unending Breath, underwater breathing
- Eye of Kilrogg, control a magical eye you can scout with
- Demonic Circle / Gateway, basically a leyline you can teleport to. However you can use Eye of Kilrogg to then teleport to where the eye drops the circle instead. Gateway allows other players to use it.
- Create Healthstone, creates a potion essentially
- Subjugate Demon, Force a demon target to do your bidding
- Create Soulwell, create a sort of health potion fountain for your party- essentially
- Substantial pet presence, including a zoo type build (lots of minions), and many of the minions have substantial abilities including to tank, CC, and deal damage
- Some summoning mechanics allows you to effectively have an army out, like 10 + imps and other demons
Demon Hunter:
- Double Jump, does what it says
- Glide, slow fall on demand
- Spectral Sight, you can see enemies, including the stealthed and invisible enemies, through walls
Rogue:
- Unlocks chests and doors
- Pickpocket
- Stealth ;3
Death Knight:
- Path of Frost, allows you and your allies to walk on water
- On a Pale Horse, increases mount speed
- Can have permanent mounted combat via spec hero tree (in open world, and a castable in non-open world)
- Death Gate, teleports you to Ebon Hold (and then back to where you used it from)
- Lichborne, temporary immunity to some status effects
- Wraith Walk, removes CCs and grants you 70% movement speed for a few seconds
- Death's Advance, 35% movement speed increase and cannot be slowed below 100% movement speed for 10 seconds, passively prevents you from being slowed below 70%
BUT WAIT- THERE'S MORE BILLY M-- They are adding
Hero Talents in the upcoming expansion, the purpose is to add additional roleplay flavor to your job without causing as large balance concerns. They will be adding about 39 'sub' specializations to match the 39 specializations available for the 13 'jobs' (we have 19-20 for context, soon 21-22). Here is a quick summary of the two hero talents exampled:
Keeper of the Grove (Druid):
- Gives you a buff per treant and grove guardian
- Has your treants cast moonfire / enhanced healing from treants
- Treants generate resources
(lore context, this one should be obvious but a keeper of the grove would naturally have a class fantasy around their tree buddies)
Elune's Chosen (Druid):
- Enhances multiple moon related spells (twice once the tree is completed)
- Chance to have moon damage trigger more .... moon damage! lol
- Stacking buffs for actions taken, related to.. moon damage ; )
- Debuffs applied to your .... you better have said moon damage
(lore context, elune is a moon goddess- so the druid chosen by elune would... be good at.. and I swear to Thal if you don't guess moon damage at this point I will toss a gysahl green)
Due to their design the balance impact will be smaller than normal while still allowing extra roleplayability, and particularly their roleplayability hits upon a lot of class fantasies in the game. Like warrior get mountain king or hunter will get dark ranger. Let's be sure to be fair though and note this is a /new/ feature to WoW so we will see it's impact the end of next year; however, I want to say from a distance, on paper, it reads awesomely.
And hopefully the point is given. Naturally they have many combat abilities that have theme but I wanted to avoid just stating every ability cause... that's what'd we have to do. FFXIV has theme'd combat abilities too, though reading the WoW abilities often read far more crazy. The benefit being is classes can feel really different, the negative naturally is some classes and specs specifically are going to be huge dumpster fires in certain types of content (luckily it's easy to re-spec, so long as you're okay dropping beastmaster to do end raiding or something).
Non-exhaustive list, I skipped classes because I didn't want to label every single one- not because I named them all already.
FFXIV does have Ninja with stealth and reduced fall damage but that is like 'the most creative' they get* (Edit: added a post on Ninja, they also have mug, and while I still think they can do better, I want to say Ninja is an example of things going in the right direction), meanwhile every class in WoW has multiple flavor elements in and out of combat. We are also currently in a 'hyper tuned' moment in FFXIV history where due to the excellent feasibility of any job for any content, we also have fewer differences.
I want to say though if they do improve those differences we will return to some classes being disregarded for certain content. I don't think FFXIV's earlier period where it was worse are great examples of 'returning to' though, because for example some of the classes back then were just all around worse. You had multiple jobs where another job did EVERY SINGLE element better lol. To use a WoW example beastmaster hunter is usually not that great at the high end content; however, it is absolutely amazing in open world and has it's own enjoyable systems associated to it and is extremely serviceable outside of high end-- I remember a few times in FFXIV where like one tank or healer was just all together worse in every single metric possible than another and while we were more unique in the past... the fact that you had 'worse at everything' is not good 'unique balance'. If you're going to balance for thematic uniqueness you shouldn't have a situation where two jobs of comparable roles and one of them is better at every single thing...

. So yes there are somethings in the past that are good, but ideally (and not really whole point of the thread) if combat is made unique again.. aim
better than the past not just 'the past'.
Going back on point.... We've talked Class and Race now, but we're not even vaguely done..
Then you've got
professions with benefits (with most being engineering...):
- Flexweave Underlay, permanent glide passive to a cloak
- Gnomish Gravity Well, high jump toy
- Jeeves, bank access and repair
- Loot-A-Rang, ranged looting
- MOLL-E, toy, mailbox
- Ultimate Gnomish Army Knife, allows resurrection and acts as all crafting tool
- Portals, you can make portals..
- Goblin Glider Kit, can glide
- Auto-Hammer / Field Repair Bots, can field repair with them some allow allies to do so too
- Transmute: Water to undeath essence (and other transmutes)
- Limited Invulnerability Potion, makes you immune to physical attacks for 6 seconds
- Pygmy Oil, shrinks you a little each time you drink it
- Etheral Oil, turns you transparent
- Deepstone Oil, gives you a gold / statue tint and freezes you in place
- Potion of Illusion, makes you look like your target player
- Potion of Treasure Finding, increases treasure drops in specific zones
- Potion of Gusts, sends you forward on a gust of wind
- Cauldron of the Pooka, restores mana and chance to transform you into a cute animal (an aside on drinks in WoW, and GW2, you can get drunk which will give you a dizzy visual effect temporarily)
- Delicate Suspension of Spores, while you're dead you can use this potion to spread healing spores to allies (can also be cast on other dead players by living ones)
- Potion of Chilled Clarity, reduces mana cost by 100% but increases casting time by 20%
- Craftable mounts
Etc
Though in my mind if we had crafting toys they wouldn't be generally focused to just one craft lol.
Since mentioning toys though, they have toys as a system concept... which are all neatly stored into one UI. Tangent point but their transmog is also similarly neatly stored into a UI (and stores essentially every single visual option in the game, thousands of 'slots'). Toys come from all sorts of things from quests, achievements, dungeons, and events. Some samples below. The effects range from mini-games, social goofs, to actual features.
Toys:
- Everlasting Horn of Lavaswimming, you can swim in lava
- Iskaara Tug Sled, You pull a sled that your friends can ride
- Dragon Tea Set, you serve tea lol (you can interact with it)
- Laser Pointer, Don't let the cats in the quicksand get it, please don't RP in /say, /shout . . .
- Gastroped Shell, Summon and control Jerry the snail
- MOLL-E, once you unlock it, it is technically a toy (listed under engineer)
- Chef's Hat, Allows you to cook faster lol
- Crystalline Campfire, Can set up a portable campfire (different than a minion, and a theme in general you'll find if you compare WoW / FFXIV as WoW made an attempt to role play the idea.. so this campfire actually functions as the in game campfire and allows you to cook with it)
- Unstable Portal Emitter, .. just teleport to the four corners of the game
- Rainbow Generator, Generates a rainbow to your target lol
- Panflute of Pandaria, makes critters follow you (critters are actually pretty cool and another tangent on this thread to FFXIV.. in WoW sheep, snakes, bugs, things that can fill the world but shouldn't be fighting the freaking Warrior of Light, God Slayer, are in the environment to fill out the environment-- in FFXIV they're either enemies, or they don't exist :/ )
Summoning critters, snowballs, social mini games, area effect pieces, on and on.. (the toy box has a lot of toys). Many times the effects are simply RP value, like you finish a quest line with a group of characters that has a special effect marking part of their lore. For DBZ watchers it'd be like if you did the Buu saga and then unlocked the M marking, could use it for fun.. doesn't do much, whatever- fun is fun.