5 days to find a group for one dungeon, whose chest is locked, is not fun. Welcome to GWF lvl 60.
Either they were in the queue for so long that they forgot they were there or just decided they didn't fell like it anymore and sent the rest of us to the back to the waiting hell. Something is wrong when you are in the queue for 3 hours at a time, five days in a week, and end up only getting one run. To make matters worse there is scrolling text of LFG posts, all of which ask for a specific class or classes, only.
I realize the Great Weapon Fighter had a nerf, but in other games this would simply exclude them from a competitive raiding guild. In this game it's become a DEATH sentence. Which is truly odd when you consider that there are only 5 classes in the game, you need 5 players for a dungeon, and only one of the dungeons requires a true tank. I find the community a litte short sighted when it comes to this stuff. You see it more if you finally get into a dungeon and someone immediately quits declaring, "we can't do this without a Control Wizard." Also, when someone starts climbing/jumping walls and typing commands in order to use an exploit. The option to run the dungeon, as intended, is removed from you. You either use the EXPLOIT like they are, or be replaced. I'm very leery of a game community that can only accomplish things by including/exluding classes and using an exploit. This is not true MMO. It feels lazy and cheap and reminiscent of a world that many of us game-to-escape for a few hours. Great MMO is where you work together, with who you have, bring out the best in each other and in the classes you've choosen, to get the job done. One where the fun is in the commaradarie, and the win, not the skin, actually means something.
A newer issue I've encounterd in trying to party for a dungoen is that I'll be sent into the dungeon even when others have clicked "no." I get in to find myself being the only person in the party. Sometimes there is another player, or two or three, standing near me in the same prediciment. All of us scratching our heads and trying to invite each other. Usually we make two or 3 people and discover that we can't add anyone else to the group or even re-queue from there.
The same thing can happen if someone leaves or disconnects. You can have a great run going and be at the last boss and not be able to replace a person who disconnected or left. You can pass leader around, you can all run out, you can try every single method posted in guides and on the Neverwinter forums and not be able to get anyone in there to finish. This seems to have something to do wth all random parties being set as "private" by default.
Another dungeon bug, a real deal breaker for me, is the deathtrap bug. Where you are transported to a dungeon point nowhere near the start or exit, again not partied up. The only way out is past mobs designed for 5 players. You are a single player, trapped. You can die as many times as you'd like but you can't get out. Even if you stay alive long enough to get to the exit, it will not allow you out "whiile in combat." If you die there it will revive you futher back in the dungon. You can log out, wait, log back in. You are still there. There is no emergency exit door on your mini map. No "leave" or "exit" command or right click on your character portrait will help. You may run into others who are stuck there too and just as frustrated. You share information. YOu die some more. You are still stuck. Only one time I was able to get past mobs without getting into combat-- and got out-- only to find that the game was still convinced that I was in there. I was not allowed to queue for anything else once I got out. Logging out and in a few times did not fix it. After a few minutes of selling things on a trading post it finally let me queue again but I was put back into the middle of a dungeon by myself with no way out.
Also know that Neverwinter has a rotating schedule of rewards. You can run dungeons, skirmishes or PVP at anytime. However, the best rewards can only be obtained during certain periods of time. What an awful feeling it is to finally get to the end of dungeon only to have to leave that locked chest behind when you exit. The boss still drops tokens you can gather up to buy gear with but few want to live by a clock or walk by a locked chest if game time is limited. This might not matter to those who can dedicate more time to the game.
Other parts of the game that had me on the fence was the crafting and pvp. By the time the crafting was open to me and understood, it felt nearly impossible to level up a craft without having buy crazy amounts of resources. These are resources that you can't go out and pick up with a mining pick. They are ether RNG items or items you have to create via a resource "person" and a timer. The "people" you hire are incredibly rare to come by in the game-- unless you spend some real money on packs and kits. As you level up you will find you have to buy a few from the auction place. While I can't speak to end game PVP my early ventures into it were not very exciting or memorable. I found that at early levels it was basically a Control Wizard will incapacitate you while others kill you and then a Control Wizard on your team will do the same while you kill them. All the while both teams try to capture/hold the most points. Again, this is only at early levels, as I did not enjoy it enough to go further.
The thing that kept me in the game for as long as I was, was the quick leveling, ease in getting around, fun of combat, the little side contests and Midsummer festival and a few creative foundry quests made my players. I found the end game dailies to open the last dungeon and some buffs very tedious and monotonus and the dungeon runs and bugs just made me realize there wasn't a reason to stay.