If anything, WoW's big problem is that an average new player starting out is faced with 12 years worth of content they have to rush through to get to max level endgame, where the vast majority of in-game social life occurs. The innate incentives of experiencing the storyline and zones doesn't compete favorably with the huge social incentive of wanting to join your friends at endgame as quickly as possible.
In WoW, just any zone-leveled game, old content quickly becomes obsolete once it's superseded with newer content, and only delivers a fraction of its original value.
Pokemon GO doesn't have this problem (for the simple reason of tying their in-game geography to real-world geography), but also has a very shallow gameplay where the novelty will wear off quickly. If they can expand gameplay mechanics quickly before players abandon it, they may have a sustained hit.
urm, tanks can solo the 5 man dungeons, so it doesnt really matter what the rest of the group does anymore...
Maybe you meant MMORPGs and JRPGs? Because MMORPGs tend to fit to that template.
That basically describes every roguelike and JRPG ever. At best they provide a tediously complicated skill tree or bizarre counter structure that gives you some trivia to explore and memorize to provide an illusion of skill, but fundamentally a massive chunk of modern gaming is "kill stuff, increment power"