And other than the Druid, only the Ranger was healing 10d6 to each character with a 2nd-level slot. You can go on and on about all that other stuff, but only those two classes were healing to nearly that much effect with a 2nd-level slot. Even Prayer of Healing, explicitly designed to be the powerful mass-healing spell that level, didn't compare.
Okay, but that doesn't change the point. "All that other stuff" is what I was talking about. Ignoring it doesn't change what I was talking about.
Judging spells based on how many DMs in your own narrow experience ban them is ridiculous on its face. Also, you only need 1 good spell to make your slots of that level useful.
So first, that would mean your comment before about "having enough good spells to make a choice" wasn't true, correct? Because you only care about having 1 good spell, regardless of their being a choice or not.
Secondly, judging a spell that is very commonly talked about as needing a nerf, and very commonly nerfed, is not ridiculous. Conjure Animals is not only discussed at my tables, but on the forums quite often. Recognizing that is important to recognizing if a Ranger would ever take the spell.
No concentration. Lasts an hour. Prevents getting grappled, paralyzed or restrained. Ignores difficult terrain. That's not situational at all.
I've had entire sessions go by without grappling, paralyzing or restraining. And by the time Ranger's get Freedom of Movement, they are immune to difficult terrain from nonmagical sources.
So, yeah, situational. Do I think that I am going to get grappled, restrained or paralyzed in the next hour or face magical terrain? Is that worth my only 4th level slot when I've dealt with such things for the past 13 levels?
Straight-up advantage is good at any level.
True
The "controversy" is mainly for the Bard who takes it as a Magical Secret. Bards don't use it well since they don't have the Archery Fighting Style that helps them cut down on the Sharpshooter attack penalty. Rangers have that fighting style and have their subclass damage buff, making Swift Quiver better for them.
That is my thought, but I remember hearing otherwise as well.
Well, yes, the whole idea is to cast that spell when you have trees nearby. Which is ... quite a lot of places in a typical campaign. Those rocks, by the way, are good for knocking down flying enemies, and do so regardless of their size. And they're thrown as a bonus action.
Sure, in a typical campaign. But what about at level 17? At that point you are equally likely to be in the Underdark, Hell, or any number of other places. Not a lot of trees in the Elemental Plane of Fire after all.
And it is good for knocking down enemies within the 60ft cube, which is big, but if I'm an archer, I could be sniping them from much farther, so they might be trying to get further away than that. Plus, a strength save is fairly easy for a large creature to make, so not sure the size is to your advantage on this spell.
One thing that always has to be remembered with Rangers and Paladins is just how late they get their final spells. The campaigns usually look a lot different by the end than they do early on when the usual tactics of 3rd or 4th level spells are used.