I mean, you talk about witch bolt and complain it doesn't have any kind of control. But, it actually does. The monster can choose to stay in the fight, taking damage each round. Or it can leave. Which removes it from the fight for at least one round, probably two. Which is a huge tactical advantage in 5e combats where combats usually only last a few rounds anyway. How is the spell not doing exactly what it's supposed to do? What makes the spell so "seriously crappy"?
Certainly not every experience, but my point remains that DMs have a lot of ability to control the balance of the game. If I'm playing a badass melee fighter....and my DM throws nothing but long ranged combat into the mix....I'll bet that player starts thinking melee fighters are weak. Vice Versa, if all combats start with an ambush right in melee, melee fighters look dominantly powerful.
The wizard is no difference. If I'm playing a fireball slinging evoker (or for low levels shatter), and the enemies never clump up for me....than yeah I'm not going to feel very strong. But good DMs will know to throw the evoker a bone every once in a while, and give them that sweet group of mooks they get to blow up....and suddenly everyone goes "holy crap that wizard is powerful!".
That's why white room analysis on Class abilities here is not going to solve anything. Now if the real issue is certain spells are weak....than lets have that debate. But if the focus is "wizards just plain suck", I'm sorry....but as a DM I have plenty of opportunity to showcase my wizard player's power, and its not even difficult.
I would suggest actually tracking the damage done and not going with your "gut" feelings. Actually take the time to write down the total damage done by each character in each round of combat. I would wager that you would be very, very surprised.
You don't have to run Suggestion for eight hours. Once you have convinced the guards that these aren't the druids they are looking for and they move along it's done it's job and you can do something else.
It sounds to me that you wanted a character who blows stuff up with magic. That's not the wizard (or at least they are not the best at it). If you choose the wrong class it doesn't mean there is something wrong with the class...
Of course not. It's just that the one time we wanted to use, it, yes we did want Suggestion to work for a really long time.
Yeah, that would be an incorrect assumption on your part. I actually wanted to do something cool with Suggestion that didn't involve blowing up anything.
But you didn't, did you? The only thing stopping you was the fear that you might want to cast another concentration spell. You where playing the wrong class. Either play like a wizard, do the subtle thing and cast non-concentration spells for the duration, or play like a sorcerer and blow stuff up.
Actually, it you go back and reread the very first post in this thread, you'll see an example of me tracking damage. Of course, it is anecdotal since it is based on one adventuring day, but it was a typical example of a better adventuring day experience for my PC, 35 points of damage in 4 encounters (as compared to http://www.enworld.org/forum/showth...ards-Really-Do-Suck-in-5E/page111#post7359269 where a same level wizard PC did 182 points of damage in 3 encounters).