There's been a lot of dubious decisions made over the years. My personal list:
The bad:
- Stat balancing (although good in theory)
GCD
Parry
AOE Cap
WB Lead Crowns
Not balancing solo classes
Very slow class balancing
MDPS patch
Zone lock out mechanisms
The "good"
- Healer patch
Tank patch
Scenario queue (in theory)
Opening up of new content / areas
The "meh, don't care"
Not all of the above contributed to the blob fest that we currently see, but many have. We are now at a state where numbers are the core deciding factor, rather than skill. Sure, an organised WB can smash bigger groups, but it's much easier than on live for an unorganised blob to kill an organised team. That's one of the prime reasons why many organised guilds left, as they prefer to fight when they're outnumbered, but if numbers count for all, there's just no longer a point.
My suggestions would be:
- Push down AOE cap to 9
- Remove mechanics that encouraging blobbing, like WB lead crowns
- Balance 1v1 classes, so more people are encouraged to roam outside blobs without getting farmed by stealth classes and DPS healers.
It won't fix everything, but at least they should be fairly easy fixes to do. Then review from there, and focus on making the campaign meaningful as that's what makes RoR unique.