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2)criterion dungeons are the closest, 4 man savage
3) game is very casual friendly, some people play the game only to fish, or play mahjong, or whatever casual activity they wanna do.
4) housing items can be obtained as drops, chests, crafts, and also market board.
5) yes. The hardest fights of the game, ultimates, are essentially glam weapons, people still do those for the glam.
6) depends what you want to do. There is end game fighting, end game crafting/gathering. There is tons of casual stuff like island sanctuary, gold saucer attractions such as chocobo racing, treasure dungeons... And more
7) the game is fully cross platform across PS4 ps5 PC steam Xbox series and mac. Steam numbers are just a fraction of the players. There is a lot of console players.
8) mods are against TOS but the UI can pretty much be freely changed, the UI modification tool in the game is really good.
2) Closest you're going to get is Savage or Ultimates (quick difficulty tier list: Normal-Hard-Extreme=Unreal-Savage-Ultimate). -- if you complete this current savage tier you can get into the upcoming ultimate in a few postpatches
3) There's a little bit of timegating for now but near the end of the patch it dissolves entirely and it refreshes every week. At most you'd need to get your drops for a couple of hours a week until you're full BiS (I dunno who told you there's NO bis lol it's just a bit more forgiving if you're not there I think, you can still clear your funny number will just not be as big)
4) If you start on one of the newer DCs you might still have luck getting a house but the resell mechs were basically quashed sometime last expac and relocation being done away with. It's way less hectic, but it may take a few tries to land one.
5) It's up to you but the glamour system is effectively worse transmog, it's a finite thing (800 slots) for all items and classes. You can get some stuff back pretty effectively if you don't want to hold onto it indefinitely too.
7) I def see more people using the SE launcher.
8) SE has a pretty decent HUD customization feature and you can simplify the unwieldy gauges for a cleaner overall UI. However, while what you said there is technically true it's not enforced all that heavily. ElvUI from WoW actually made some stuff for XIV as well. The biggest examples I can think of anything bad actually happening are some world first guys for the second tier of Endwalker Savage having their run DQ'd because they were using automatic waymarks midfight to show where people should position for a complicated mech in p8s. (or something like this -- all I know for sure is that a bit after that the ability to move waymarks during an encounter was disabled entirely). As an inverse to this there waves of bots manipulating their position under the map constantly* and SE barely does a damn thing about it. I think as long as you're reasonable about not using information to harass other people (ie Parse shaming) or using mods in a very visible setting (VODs for a world first clear) you can use mods more or less like you would in WoW.
*note: I am not recommending you do this because they can eventually get caught and warned, I am just observing it is a thing that happens.
2: Not really no, dungeons already follow somewhat of a fixed, linear format but the dungeons don't quite get any hard versions along with it (there are 'hard' vartiants but these are usually just a 'different dungeon' in the same area).
However! The previous expansion (and hopefully the current) did get side dungeons though that now only have branching paths (albeit mostly for different bosses/log entries) that each also feature hard versions that, while linear, are very difficult (and unlike other high-end content, only requires 4 players).
3: The game primarily has both daily and weekly stuff. to sum it up the more important ones i can remember right now:
Daily:
Random content 'roulettes' that once a day grant a large amount of EXP/tomes (used to get good endgame gear).
Daily cap for beast tribe/allied society quests you can do for rep(so eventually rewards/story)/EXP. These are cleared pretty quickly and the rewards themselves aren't vital to raiding.
There is a 18-hour (so almost daily!) limit on gathering treasure maps, which are mostly done to get money and/or exclusive cosmetic stuff.
There's a daily refresh to deliver items you can get through crafting or gathering, which grants exp for that specific crafter or gatherer (but there's plenty other exp sources!).
Weekly:
The newest tomestones (as mentioned, for endgame gear) are on a weekly cap and does not require a huge amount of grinding to complete, especially with the daily roulettes.
Raids have weekly limits on loot, with separate limits for normal and high end difficulty raids.
There's a weekly cap on one type of gathering/crafting 'content' where you have to deliver a specific item to a NPC, these are very worth doing mostly because they're quick and easy for good exp and a craft/gather related currency.
A weekly 'challenge log' where doing some things X number of times gets you related rewards (which usually is just exp and a bit of money).
TL;DR most things are very helpful for leveling, but few are actually important to endgame raiding and the ones that do don't require you to be up 24/7.
4: Gear is generally split between roles (tanks, healers, dex classes etc), there's a system to save the gear sets you have equipped so you don't need to constantly swap around equipment to change jobs.
Space of housing is limited especially on the more crowded servers and has been a controversial topic of the game for years. There are apartment rooms that are generally more available.
Furniture is primarily bought or crafted, but pieces show up as rewards here and there. (Or for example, some bosses can drop pieces that can be crafted into a trophy item of that boss).
5: The 'glamor' system is a bit different than in WoW I believe (gear items can be stored in a special chest from where you can apply them onto your other gear easily, or prepare sets to apply to all your gear at once). There's defenitely plenty gear that just exist for cosmetic purposes, though usually not really as dungeon/raid rewards (unless you like the gear that dungeon/raid drops!). There are treasure map dungeons though that drop materials used to make cosmetic gear.
6: To name a few: Crafting/gathering, high end content, grinding relics (fancy glowing weapons that take a while to get), housing stuff, a card game to play, grinding for whatever items you may want and of course all the social stuff that is natural in a MMO.
7: Steam is mostly an option if you prefer to pay through steam, otherwise generally speaking the standalone client is recommended.
Worth noting that the game is on consoles as well.
8: Put simply; mods are not allowed.
There is not really an anticheat in place though, and the devs don't actively hunt down people over it either unless they make it very obvious that they make use of them.
Automation/bots are certainly not okay though.
I've never been a fan of M+, so I wont even make a statement on that since it would be a negatively biased comment.
I dunno what to even call WoW's dungeons. Running heroics is just a mass pull of trash mobs and half the time I don't even realize we are fighting a boss. The bosses die so fast I forget they have mechanics.
While I am having some fun with WoW's new expansion, currently imo FFXIV has the better combat/content. The only thing that would change that statement is if you reeaaallllly like M+ since FFXIV doesn't have an equivalent type content, so in that regard, ya, FFXIV is way more casual since missing a week of raids isn't the end of the world.
Personally, for me, I'm loving Ret Paladin, but overall, the content isn't anywhere near as enjoyable as FFXIV's, but again, raids are not out yet, so all I can base things on is dungeons/M+, which so far, I feel are worse content than FFXIV's dungeons/raids. I will say though that they have a new solo dungeon content called Delves. Those are pretty cool, though I've only done up to tier 3 difficulty since tier 4+ is locked behind completing the campaign which was time gated until yesterday.
With that said, it honestly comes down to how much do you care about story content. If you're not big on story and rather have something like M+ to spam all day, every day, then play WoW. If you're big into stories and a relatively casual but also challenging savage raiding, then pick up FFXIV.
As far as SWTOR goes... I hate saying this because its been my favorite game for years, but I wouldn't pick up that game for long term intentions. Its well worth it to play through the 8 class stories, but anything post level 50 is meh. Makeb and the SoR "expansions" are ok, but everything after that is trash, and the game barely gets any content. At one point we went nearly 3 years without a new raid.
Everyone recommend to play the game on the Square Enix Client, why ? It seems to be convinient to play on Steam, since you can Shift + Tab and talk to friend or Screenshot (also pay with Steam money ?)
Any similar Class to Hpal in FF XIV ? My favorite gameplay is healer.
I also read online that early dungeon (Lvl 50/55) or something need to be done for the main quest but nobody does them anymore ? Imma need to find a gentle soul to carry me for them then ?
Do you obtain specific recipe for crafting throught everything ? Like Sidequest/Dungeons/Reputation etc or you are teached everything by your job master ?
I don't know what holy paladin is like these days (last I played was Legion, where I think they got up close and used cones that could mobs and heal the tank simultaneously?) but you've got four healer options. Scholar and Sage both like getting right into mob packs for AoE spam and using shields & damage mitigation on the party.
Every dungeon that is mandatory for the MSQ (main scenario quests, you'll see that acronym a lot) can be done with Duty Support (read: NPCs) if you absolutely can't get a queue to pop. But duty roulettes, the mentor system and bonus rewards for helping a first timer all make clearing older stuff pretty easy. (It's old optional dungeons / trials / raids that are going to be a long wait, but even then we're typically talking 30 minutes, not hours. Unless you try to queue for savage / extreme content, those are best done with party finder, which lets you form PUGs easier).
Also, standard suggestion: Always, always, always start with the free trial if you can. No time limit, base game and multiple expansions of content, only significant restriction is being limited to /say (which can still be fairly active in a main city's aetheryte plaza) and party chat, and the inability to form your own parties or send friend invites. Makes PUGing the Binding Coil of Bahamut (base game raids, which are the only ones to lack a story mode difficulty) harder, but otherwise isn't as restrictive as it initially sounds.
Note that the crafting system in XIV is fairly involved. Each crafter is a class that you level, with crafting being a minigame unto itself. It's not WoW's wait for a bar to fill style. (Which is good if you want crafting to feel like an accomplishment, bad if you don't like the minigame.)
Good news: Even if you don't want to bother with crafting end game items or playing the market board (and there are some people that are crafter mains; I was one for most of Stormblood) it's very easy to level crafters these days. Which gets you a couple of perks, namely being able to repair your own gear wherever you are and being able to meld materia (stat gems) for free (used to require a reagent along with the materia, doesn't anymore).
2. ESO has about 2k+ hours of content if you've not played it at all. Combat is similar to GW2, but the storyline is far more developed. Monetization is a lot worse, as well. I'd recommend it if you've not tried.
3. I'd recommend FFXIV over ESO if you're willing to make the commitment to a virtual novel with many, many cutscenes. Otherwise, ESO.
4. SWTOR isn't much of a commitment. It's the MMO you visit when others have content droughts. It's also near the end of its lifespan. Its community is arguably the worst of all MMOs. Least recommended.
To answer your question as to using Steam or the Windows client. The game doesn't like overlays, at all. So use of the Steam overlay, or any overlay in general is strongly discouraged to avoid some of the crashes that occur because of it. Screenshots can be easily taken in game just hitting the Print Screen button and they go to a dedicated folder you set up in game. Also, by using the windows client you avoid steam outages or steam being a potential cause of connection issues when patches come out or just playing in general.
As for a Holy Paladin type class, you'll need to understand how FFXIV handles healers.
Healers are (in their current form) classed into two groups. You have pure healers and shield healers.
Pure healers have strong healing spells that will quickly restore people back to full health and use heals over time (HoTs) heavily in their kit to keep people healed while doing damage themselves through casted spells. The healers for this are White Mage (Really powerful heals and some crowd control for dungeons through side effects of it's trademark AoE Holy) & Astrologian (has strong heals that are behind additional proc effects or delayed activated spells. Also can buff party members through use of cards).
Shield healers focus on damage mitigation. Their direct heals are a little weaker in power but they offset this by creating a shield that reduces incoming damage. So when you know a big attack is coming, you shield your tank or party to reduce a large portion of that incoming damage and then work to heal them back up to full. The healers for this are Scholar (uses a fairy that provides light additional healing and support, controlled mostly by the AI) and Sage (a healer that heals primarily by damaging a target while also using an array of shields depending on the situation)
Additionally, healing, unlike in WoW, there is no concern for overhealling. MP is very easy to manage as long as your not just spamming spells to purely waste them, and no one ever will judge you for healing someone to full health who is a little injured. In fact, you'll probably encourage DPS to become more reckless because they can keep a higher uptime on the target.