You completely missed the point of my post. I can't much respond to someone that misses the point.
To be fair, when you use a word like "overpowered" to mean something precisely the opposite of what it actually means, you should expect some confusion. I'm far from the only person who thought you were complaining that 5e made everything "broken," even if you never used that actual word. Since you never clarified that you
like these things, approve of them, think it twas a step in the right direction etc., I'm fairly sure the problem lies in not clearly communicating your message. "Overpowered" has an inherently negative connotation; if you want to use it in a positive way, you have to be more clear.
To make it easier to comprehend, I'm saying what people considered overpowered is not overpowered because it is by design. As in the game was designed for the PCs to be quite powerful, in some ways more so than 3.5 or Pathfinder.
And this is what I mean: "When I said 'overpowered by design,' I meant 'design makes what would be overpowered
not overpowered.' " But you didn't actually
say the latter, you left it up to implication. When we add that to your specifically-stated original intention of bringing these options down to a lower power level, is it any wonder that I completely missed the point?
You must not be allowing feats. Resilient: Con or Warcaster is one of the first feats a wizard should buy. Greatly mitigates the concentration problem.
I don't
assume feats are available because certain 5e advocates (elsewhere) have
drilled it into my head that FEATS ARE OPTIONAL, and that expecting them would make me an "entitled" player. That said, even with Warcaster
and Resilient: Con, I've seen the numbers for what "half of damage taken" looks like, on average, as you gain levels. Without at least one of of those feats, you'll be facing probabilities of 35% or less by CR5, and even with both of them and a good Con score (+4) at (say) level 10 (so best of 2d20+8 vs. the DC), you'll be at 36% or less by CR8ish (definitely CR9). Even at the highest bonuses (max Con and Prof with Adv) a CR9 creature, in the generic, does enough average damage to give you a 43.75% chance to save. Monsters beyond (say) CR12 become borderline impossible to save against, and I'd expect the highest-CR enemies with even a modicum of intelligence to smack the lady/gent in the bathrobe if they foolishly get close enough to be hit (and, note, ranged attacks work just fine--they even make an example out of "an arrow and a dragon's breath"). Should you get critically hit, vs. CR5 or higher (very roughly) you can basically say goodbye to whatever you're Concentrating on.
(Note: These numbers are based on monsters available prior to the DMG coming out, so things may have changed somewhat. I'm relying on SurfArcher's
very thorough analyses for this stuff.)
It's 2 6th and 7th level spells. 1 8th and 9th.
Pardon. I keep forgetting that that changed either in the late playtest or final beta. I still think my point remains: slots of levels (roughly) 3-5 remain
extremely important for day-to-day functioning, even for players who use (or, IMO, abuse) their spells as calculatingly as possible.
Remember at high level, Planar Binding and Simulacrum are your friends.
Out of curiosity: does the slot remain spent while the Simulacrum is up? I would expect it to, as a balancing mechanic (what with it generating an entire additional party member, albeit at half HP) but it isn't mentioned. Planar Binding is something to watch out for, I agree. That said though, summoning additional allies has always been a way for spellcasters to break the game over their knees and cackle maniacally as they do so. It's not quite the Aggressively Hegemonizing Ursine Swarm of 3e, but sure, these sound big. Maybe even
actually overpowered--I'd need to test my intuitions before asserting so, however. It definitely seems like the kind of spell that leans (IMO excessively) on DMs being dicks to players who try for too much, which is a DMing tactic I despise, but again I'd need to investigate.
One of the worst things is if 5th Edition is spoiling players.
What does that even
mean? How does one "spoil" players, if they still face challenges appropriate to the tools they've been given and have meaningful chances of failure?