You mean like the Rogue being able to do this in a single round nearly once per encounter? If you are not going to take the discussion seriously, ...
Never once used Witch Bolt. Wanted to, but misread it. Wanted to use it with True Strike, but again, not possible. Wanted to prep it. Didn't do that after the first gaming day, even after the DM houseruled the spell.
But, just goes to prove my point that Wizard spells are pretty darn lame. Is that the point you were trying to make?
some of them are of highly limited usefulness. Witch bolt is high damage, but high cost. there may be situations where it is useful. I don't think it's worth spending a low level slot on. Maybe at higher level. I personally think it's a horrible spell, and not the wizard's job.
We had two short and easy fights yesterday, and two harder ones. One fight outnumbered 9 to 7 (with one large foe, one NPC ally) and one fight outnumbered 12 to 7 (with three large foes). None of these guys were one hit wonders and the large foes typically took 4 hits. These fights are really closer to 9 to 6.5 and 12 to 6.5 if the Wizard rarely contributes. If you don't think that numbers matter in 5E, ...
Absolutely. This is a big deal in 5e. Numbers matter much more because they are likely to hit you, and damage as a percent of HP is higher. That is also why sleep is super-powerful at low levels. You are the only person who can do that at low levels. Even at high levels, if you are fighting 10 guys, the fighter or the rogue or anyone else is going to have a hard time taking that on. But the wizard? Bam, force cage, motherf*%*@#@! your are out!
My problem in both of those fights was trying to get close enough to target multiple bad guys with first level area spells without targeting allies.
getting close as a wizard is not good. Never do it unless you are darn sure you are getting out just fine. Another reason why I don't like burning hands, and why I tolerate thunderwave. Thunderwave has a push, and you can move away after protentially.
I could have used up multiple Scorching Rays, but when the other PCs are often doing 8 to 15 points of damage, yes, I do like to save my few second level 6D6 maximum spells for when they really matter (like when an ally is surrounded or something). If the PCs are doing fine and nobody is in trouble, I typically do not blow through my highest level spells. Not that they do that much anyway.
In 4e, the wizard's job was not to do damage. Everyone (except some wizard players) liked that. And, in truth, it made all the non-wizards a lot better. it really stamps down that whole wizard vs fighter thing. Wizard sets them up, fighter knocks them down. The damage them mentality needs to be broken.
And Flaming Sphere is a spell that really isn't going to change the course of battle too often. It might maximize the Wizard's damage, but still nowhere near the Rogue or Fighter. Or the Ranger archer that is doing 1D6 extra damage each round with the first level Hunter's Mark spell encounter after encounter. It's pretty sad that a second level wizard spell cannot catch up to the daily damage that a first level semi-spell caster spell can often manage.
poppycock. it's not a single damage monster, but it's no slouch. 2d6/1d6 vs a dex save. Spell DC around 14 means that you are going to be pulling 2d6 more often than not, and your fighter probably does 0 damage on a miss. You don't. Roll it into a group. Your fighter cannot do 2d6 to 3-4 guys. And you are moving it as a bonus action, with free action concentrate! Your fighter is very likely NOT doing 2d6+1d10 every single round to one guy, then hit the guys within 5' for 2d6/1d6. On top of that, it lights things on fire, so you can toss oil (or heck, have the owl drop it) to turn the battlefield into fire.
It's really important, and I'm going to repeat it - not to be a condescending ass, but because it is just that important. The wizard's job is not to do huge drop-them damage. It hasn't been since 4e. This is because there was no point to playing fighters and other classes at a certain point - somewhere around level 5-9. They fixed this by trimming wizard and buffing fighters. The wizard's job is to soften, make the enemy suck, control, deny damage, and otherwise provide miscellaneous support that can't be acquired from other sources.
IMO, it makes it a much better game, and makes wizard players a special breed. It caters to a type that would normally play wizard anyways, but lets them really put their mind-muscles to work.