Sorry I didn't mean 1:1 - They serve a similar purpose—providing accessible, shorter, and often solo‐friendly dungeon experiences that are varied and multifaceted
PVP so good it's perpetually criminally neglected and dying in most expansions. Ask for Netcode? Maybe for Arenas but you know as well as I do in an open-world environment having people go off with all their spells causes the servers to have a stroke. (It's because of all the procs and passives and percent chances for x random effect to occur)
M+ is interesting but it also isn't very welcoming because of how it's designed the culture around it is toxic. So while the concept is interesting too much about it makes it unfun.
My point is; When you get to the end game it's the same crap different shade.
WoW's whole point is 'to play the game', Right? The end game since that's the only thing of value to do but playing the game is the same grind loop it's been for years.
It never changes like FF14.
But it also never ends.
Like how we have our road map of what to expect. Each new WoW expansion will have. It's Raid tier. M+/Arena seasons.
And while yes all progression is sorta set to be better than what you had before depending on where you enter in on that cycle you could be either in "A good time to play WoW" or "Too late" time to play WoW.
Whereas FF14's progression is set up where you can pick up where you left off get into it really easily with crafted gear and after a few weeks be done.
WoW's is more like you get power crept out of it unless you're always on. It's all high stakes and hyper-competitive. So if you're not invested or leave the game just for a bit you get left behind.
You grind so you can have a better head start for the next grind.