My alchemist did fine at level 3. He could burn a 1st level spell slot to cast a limited version of fly that did not require concentration. It's good for obstacle challenges and a defensive move in some combat encounters, and something other casters need to give up concentrating on another spell to accomplish.
My alchemist could use flying elixirs with faerie fire and a crossbow at that level. Granting advantage early from a safe distance (when the conditions were applicable) wasn't exactly a weak choice to support the party. That spell was just effective for my character as it would have been for the typical bard or druid.
The only issue with alchemists is the extra versatility the elixirs offer burns resources faster than other subclass options.
A person doesn't make a strong argument by pointing at what another class has while ignoring what that class also lacks in comparison. Paladins and rangers might have a combat style but artificers have cantrips, ritual casting, and infusions that paladins and rangers do not. It's not like paladins and rangers can hand out mind sharpener or spell-refueling ring infusions.
Most classes use d8 as the standard, and the difference the die makes is small until the higher levels you are choosing to dismiss. ;-)
Artificers are strong in skill checks because of tool expertise, flash of genius, and various infusions that can help with checks. Infusions can be changed daily like prepped spells. Replicating useful infusions like cap of water breathing or goggles of night vision at 2nd level is granting permanent abilities that it would take a full caster until 3rd level for darkvision or 5th level for waterbreathing let alone the ranger comparison who needs to be 5th level for darkvision and 9th level for waterbreathing.
Magic items can replicate spell effects without costing spell slots. Infusions can grant these spell effects earlier than the spell casters can even cast the spells. There's a lot of utility there, and it starts as early as 2nd level.
Other classes also have utility. Artificer meet twilight cleric. Or clerics in general.
There's better support classes and better combat classes than the artificer that's their main problem.
An artificer giving away their infusions just makes themselves even weaker. There's a couple of narrow cases I would consider it eg level 9 armorer, a magic hand crossbow or other ranged weapon.
The strength of the artificer is in having the flexibility to do both. Having a homunculus which can make use of items you create (at the cost of using a minor action to give them orders) can give the party extra options without needing to take any of the action economy from party members. Being able to have a link to them while anywhere on the same plane is also useful.
There are very few artificer infusions that rise to the level you are making them out to be, it's not all that hard to beat a +1 weapon and you could refresh your own memory of the thread. "In my games PCs get whatever magic items are in the adventure (which is usually not many) or random items. Usually in a balanced party these are relevant but rarely ideal." is literally something said earlier & deserves to be laughed at rather than have class design catering to it, especially a class like artificer given the game wotc has made.Let us refresh your understanding of that conversation:
So: We are talking about the situation where the rest of the party have all acquired better weapons than the infusions that you have available.
This does not just mean that the other players have exactly the right weapons for their builds, due to either DM favour or being in the lucky few tenths of a percent of parties. By the time a party has hit level 10, it will have probably found only two or three magic weapons. That might be one for each weapon-user, with no guarantees that it will be as good as an infusion weapon.
No, I'm not seeing that. Cost and availability are two different factors. Just because the DM is given the option of allowing magic items for trade, it doesn't mean that they are expected to, whereas the mundane items listed in the player's handbook have a higher expectation of being available.
DMs are expected to lace their adventures with magic items, or at least roll for them when the players find a hoard of loot. However, that is not the same as DM's allowing completely free choice of items available to buy. Even if you assume that the party can only afford to buy the same number of items that they would otherwise have found randomly, the sheer fact that they get to choose exactly what they want makes them much better.
A party that has distributed randomly-found items on the basis of "fair share" or "best fit" is generally going to be nowhere near as powerful as one which got to pick the exact thing that they want.
Even at max tier when legendary items may become a factor, bags of holding, goggles of night etc are still useful. The Artificer has those and the legendary item, can use anything they want, and has more that need attunement than the rest of the group.
Do you believe that
"runs a module as written, awards loot as written, does not allow players to purchase magic items, & chooses not to follow the XgE advice to be "generous"
has the same meaning as
"does not allow players to purchase magic items"?
No the AL stuff only on that dmg page for inclusiveness, the dmg & xge costs/sidebar against PHB armor prices are more than enough to make "but players need to find stuff" arguments ring hollow. For all of the talk wotc makes about magic items being optional & not needed they go to great lengths making sure there is a very low burden to obtaining them & GMs are strongly encouraged to be "generous" with them. It's also a bit disingenuous for people to compare the infusions artificers actually have listed to gear towards the legendary end of the spectrum
Like going from talking about people playing up being able to choose a particular weapon rather than whatever the module happens to have to some absurd monty haul extreme even though some have tried to make it out as such.
No the AL stuff only on that dmg page for inclusiveness, the dmg & xge costs/sidebar against PHB armor prices are more than enough to make "but players need to find stuff" arguments ring hollow. For all of the talk wotc makes about magic items being optional & not needed they go to great lengths making sure there is a very low burden to obtaining them & GMs are strongly encouraged to be "generous" with them. It's also a bit disingenuous for people to compare the infusions artificers actually have listed to gear towards the legendary end of the spectrum
If a player wants to play an artificer in a campaign where the GM runs a module as written, awards loot as written, does not allow players to purchase magic items, & chooses not to follow the XgE advice to be "generous" that gm should say "no artificer". The solution is not to design the artificer for a spherical cow that does not match the game design & advice wotc has published involving magic items.
XGtE Pg 136 said:Are Magic Items Necessary in a Campaign?
The D&D game is built on the assumption that magic items appear sporadically and that they are always a boon, unless an item bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item always makes a character more powerful or versatile than a generic character of the same level. As DM, you never have to worry about awarding magic items just so the characters can keep up with the campaign's threats. Magic items are truly prizes. Are they useful? Absolutely. Are they necessary? No.
Magic items can go from nice to necessary in the rare group that has no spellcasters, no monk, and no NPCs capable of casting magic weapon. Having no magic makes it extremely difficult for a party to overcome monsters that have resistance or immunity to nonmagical damage. In such a game, you'll want to be generous with magic weapons or else avoid using such monsters.
XGtE Pg 135 said:Behind the Design: Magic Item Distribution
The Dungeon Master's Guide assumes a certain amount of treasure will be found over the course of a campaign. Over Twenty levels of typical play, the game expects forty-five rolls on the Treasure Hoard tables, distributed as follows:
Because many of the table results call for more than one magic item, those forty-five roll will result in the characters obtaining roughly one hundred items. The optional system described here yields the same number of items, distributed properly throughout the spectrum of rarity, while enabling you to control exactly which items the characters have a chance of acquiring.
- Seven rolls on the Challenge 0-4 table
- Eighteen rolls on the Challenge 5-10 table
- Twelve rolls on the Challenge 11-16 table
- Eight rolls on the Challenge 17+ table
DMG Pg 128 said:Crafting a Magic Item
Magic items are the DM's purview, so you decide how they fall into the party's possession. As an option, you can allow player characters to craft magic items.
XGtE Pg 128 said:Crafting Magic Items
Creating a magic item requires more than just time, effort, and materials. It is a long-term process that involves one or more adventures to track down rare materials and the lore needed to create the item.
...
To start with, a character needs a formula for a magic item in order to create it. The formula is like a recipe. it lists the materials needed and steps required to make the item.
An item invariably requires an exotic material to complete it. This material can range from the skin of a yeti to a vial of water take from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure...
DMG Pg 135 said:Buying and Selling
Unless you decide your campaign works otherwise, most magic items are so rare that they aren't available for purchase. Common items, such as a potion of healing, can be procured from an alchemist, herbalist, or spellcaster. Doing so is rarely as simple as walking into a shop and selecting an item from a shelf. The seller might ask for a service, rather than coin.
In a large city with an academy of magic, or a major temple, buying and selling magic items might be possible, at your discretion. If your world includes a large number of adventurers engaged in retrieving ancient magic items, trade in these items might be more common. Even so, it's likely to remain similar to the market for fine art in the real world, with invitation-only auctions and a tendency to attract thieves.
Selling magic items is difficult in most D&D worlds primarily because of the challenge in finding a buyer. Plenty of people might like to have a magic sword, but few of them can afford it. Those who can afford such an item usually have more practical things to spend on. See chapter 6, "Between Adventures," for one way to handle selling magic items.
In your campaign, magic items might be prevalent enough that adventurers can buy and sell them with some efforts. magi items might be for sale in bazaars or auction houses in fantastical locations, such as the City of Brass, the planar metropolis of Sigil, or even in more ordinary cities. Sale of magic items might be highly regulated, accompanied by a thriving black market. Artificers might craft items for use by military forces or adventurers, as they do in the world of Eberron. you might also allow characters to craft their own magic items, as discussed in chapter 6.
Other classes also have utility. Artificer meet twilight cleric. Or clerics in general.
There's better support classes and better combat classes than the artificer that's their main problem.
An artificer giving away their infusions just makes themselves even weaker. There's a couple of narrow cases I would consider it eg level 9 armorer, a magic hand crossbow or other ranged weapon.
There are very few artificer infusions that rise to the level you are making them out to be, it's not all that hard to beat a +1 weapon
So, that depicts what seems to be a more standard and common way of playing D&D.and you could refresh your own memory of the thread. "In my games PCs get whatever magic items are in the adventure (which is usually not many) or random items. Usually in a balanced party these are relevant but rarely ideal." is literally something said earlier & deserves to be laughed at rather than have class design catering to it, especially a class like artificer given the game wotc has made.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.