There are not enough classes and, in any event, all of the classes roughly play the same. The differentiation is fairly bland and boring. However, I suspect that the real problem is this edition of D&D rules is pretty bland which leads to the boring implementation.
Most games split the sets, with some PVP damage/mitigation only stats on the PVP set at the cost of PVE damage/mit stats. There are various reasons it makes sense to do so.
I play a lot of PVP in all games like this and experience pings of 250ms to the USA in each of them. I think the latency issue is the most frustrating in Neverwinter than others (and not merely because it is what I am playing now). This suggests that the design of what is client/server/predicted etc is worse than others…
I agree also. It leads to individual cheesy attempts to score points than play as a team for the win. PVP needs a major evolution in this game. The maps/objectives are very weak. Even simple combinations of objectives like in Rift PVP work quite well.... this is very vanilla.