I want to echo ErDrick's commentary, which perhaps deserves a separate thread, despite being the stated reason for the Archery rebalance in this patch. Characters who are not tightly focused on maximized dps are at an extreme disadvantage at the moment: both tanks and "support" builds (which typically means healers, but here also means rage management and theoretically crowd control-focused builds).
Broadly speaking, there are two sets of problems. One is numeric, related to character skills and mob values. The other is institutional, and will be more challenging to fix. Note that these are NOT exclusive problems at the endgame, or in Gaz Keep. Small groups of characters can get a preview of these problems in the first floor of Kur Tower, the elemental wing of Goblin Annex, and to a lesser extent in Borghild. They are under-reported as problematic experiences because, I believe, relatively few players are: 1) grouping for content, 2) grouping exclusively with appropriately-leveled players rather than overleveled and/or overgeared characters, and 3) experiencing content with builds not intended to maximize dps.
Numeric problems
The numeric problems are the easiest to understand, and the most likely to be corrected through simple balance passes. Tank builds, up to and including staff/shield, do not generate competitive aggro in AE situations (single target threat is pretty good). Healing skills, across the board, do not heal enough to support sustained combat; they are either trickle heals an order of magnitude too small or appropriate heals with far too long of cooldowns to sustain the role. Rage management is perhaps too good in 1v1, but is absolutely incapable of combating more than 2 characters' rage generation, rendering it largely valueless in group play.
At the same time, most mobs in group content environments are highly front loaded. Low HP, very high damage. That starts as obviously as Zombie packs in Kur Tower.
Note that in content intended for solo play, these are less substantive problems. Tank builds at level do just fine in overworld zones, in pre-Annex Goblin Dungeon, and even ironically in Kur Graveyard. The same is true of many support builds. They kill more slowly, which has troubling secondary effects, but they play according to their function. As you advance to harder dungeons, and attempt group play (again, at-level) the numeric challenges become increasingly profound. Characters cannot tank for appreciable amounts of time, both because they cannot hold AE threat and because they cannot be healed against inbound damage.
Institutional Problems
These might matter more. Foremost here is the repop-by-pack mechanism. This mandates constant group movement. In part as a consequence of the numeric problems, being at ground zero for the respawn of 3, 4, or 6 simultaneous enemies is almost invariably fatal. Also, repop rates are often fast even without burying, and appear stridently unpredictable.
This prevents "camping" in the traditional MMO sense. It also severely affects bard support features, which require motionlessness. It also has knock on effects for tanks; it is literally easier for damage focused players to burn down groups than for tanks to acquire snap aggro in your 4 new friends.
At its core, Staff is an interesting and enjoyable build. Shield has well designed elements. Bard is a philosophically interesting support character. But in reality, the durability of Staff is perhaps best employed to "buy time" against attackers in order to apply damage, rather than to tank. Shield is a deeply disappointing support tree (perhaps except for the stun, but again, 1v1 is not the concern here). And bard has crippling movement limitations coupled with a trickle heal that simply does not scale (and so I suspect the class is largely used for its large damage AE, which has other, chain aggro flavored, concerns).
It is telling that the most-discussed Psychology ability is You Were Adopted. That bards are cited for their large radius AE damage source. And that druids are lauded for the AE damage enabler that is modded Rotskin (and for flight, an unrelated concern). There is, to my knowledge, essentially no content with enough HP, at any level, to require a concerted effort at sustain to defeat in a full group at appropriate gear. And, indeed, such content would be impossible at current enemy output levels.
While that holds true, adjusting Archery will not solve the player obsession with damage uber alles. If Archery is nerfed sufficiently, something else will take its place. Making tanks and support characters appealing as group members requires first making it more possible to perform those roles, and then making a place where doing so is beneficial.