Evaluating the PvP aspect of Neverwinter I give it a 3/10. No penalty for people dropping, and the weaksauce is always going to drop usually in the first minute of a match when the first engagement doesn't go well. The way to avoid this coaster of horrible matches which end up 3 on 5 or 2 on 5 you need to queue as a full group which leads to the second issue - no balancing. A full epic'd out guild group is going to pull mostly people that drop and give up, making it not even fun to play in that form either.
A certain percentage of players are going to check a game out for the PvP experience alone. That market is not going to stay with Neverwinter in the current state of the game.
Aside from the obvious issues above there are obvious balance issues which are to be expected this early in the game, but it doesn't appear they are testing balance or even that concerned about it. PvP is an afterthought and for that reason this game should be an afterthought for any PvP focused player.
Seriously... I thought this was going to be a thread about the combat Aspects of the game. Completely misleading title. You should have just said " Why the Queue System for Pvp Is Ineffective. "
I have never seen anyone say something related to that.
In my experience of pvp the reason I see people quit is after they wipe on point 2 with all enemies still remaining.
Or
Against a guild premade, which in my opinion needs to be looked at and sorted out.
MFW rogues try take me on 1 vs 1
level 60 13k+ Guardian fighter.
I see it a bunch when 3 of the 5 team members go back to cap the close base causing the 2 forward ones in the right position to get slaughtered. Then the 3 point hawks roll mid, get slaughtered and quit.
Point taken on the queue being the focus of my gripe. I consider it an elementary pvp concept - punish people for dropping and at least give them a "sit out" period.
As for balance issues both CW and TR appear to have insta-kill chains with the daily on almost any class if they have solid gear. I am not saying nerf these classes, just stating that an insta-kill chain is typically not something that is fun to play against.
Comments
''OMG OUR DC HAS 7k GS GG" *loudly stomp out*
Fixed for you
I have never seen anyone say something related to that.
In my experience of pvp the reason I see people quit is after they wipe on point 2 with all enemies still remaining.
Or
Against a guild premade, which in my opinion needs to be looked at and sorted out.
MFW rogues try take me on 1 vs 1
level 60 13k+ Guardian fighter.
Point taken on the queue being the focus of my gripe. I consider it an elementary pvp concept - punish people for dropping and at least give them a "sit out" period.
As for balance issues both CW and TR appear to have insta-kill chains with the daily on almost any class if they have solid gear. I am not saying nerf these classes, just stating that an insta-kill chain is typically not something that is fun to play against.