Misses, resists and other combat RNG
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I personally like rng in both of those. But rng based on the stat difference between the attacker and defender. And people would be able to make builds that address those differences. A mage has high WIS stat that lets them resist majority of poisons? Boost your INT in response and get a buff that boosts poison effect chance.
Stuff like that. And the same applies to physical interactions as well. Perfect blocks and dodges should still be in the game, but they gotta be real tight, so that they're a real skill check (well, of course as long as the ping is accounted for).
Hate it, but I think Ashes is pretty dead set on it.
I can manage when it's not binary, i.e. Random chance for shorter duration CC instead of CC misses, or random chance to deal lower damage (I'm more ok with it for crits and damage in longer TTK games).
But that's just a matter of 'coinflips and dicerolls' vs 'statistics'. The sweet spot in an MMO is probably the point where the 'streak of bad' is enough of an outlier that it won't usually ruin a gameplan, but I find this to be harder to reach in PvP situations.
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