Just read the whole discussion and have to say that I largely agree with KD; low level wizards are very difficult to play at present, and you really have to be on your game. And I say this from the perspective of someone who used to play the type of Wizard in 3.5E, who used Unseen Servant to control patches of metal marbles mixed with caltrops that I would roll under heavily armoured combatants to screw them(still a decent tactic by the way).
Others have said that damage is not a Wizard's role; but I would counter that by asking 'why not'? D&D is, by default, a very combat heavy game; particularly if you play modules from most publishers, and so every class should be able to contribute damage as a default. Yes, control is important and fun, but damage should be the default. Why have WoTC designed a game where a high Dex Wizard is better off shooting a crossbow than using magic for at-will damage? That is simply bad design. I am not advocating that we go back to the bad old days of 3.5E; just would have liked Fire Bolt to have done 1d10+Int mod damage. Obviously adding Int Mod to AoE spells would be overpowered, but not to a single target cantrip.
There are obvious builds for most of the other classes (two-weapon fighting, human builds using the variant feat rules for humans and the dual wielder feat) that completely outclass the wizard in terms of damage. My Cleric 1/Fighter 1 is dual wielding two Rapiers for 2d8+6 damage at will! My friend Connor's character is dual wielding two longswords as a Fighter 2 for the same. The fighter could do it at first level; show me how a Wizard can match that! Extra actions and attacks magnify the damage disparity.
We both also usually have better chance to hit than a Wizard, as he has to worry about cover and such like for Firebolt much of the time.
It no use arguing that 'this is a return to the way it used to be' or 'wizards needed a nerf' because this is a new edition and should seek to make the game as enjoyable for every player as possible. The whole philosophy of the 5E wizard design reeks of niche protection for the other classes; and as usual, they overdone it! The Wizard now lacks an obvious, default niche, just in case he/she steps on someone else's toes. But lets be clear; I LOVE all the mechanical changes to Save or Die, Buffs via concentration etc; it just that all of them collectively, bash the Wizard into just being a bit part player at the very levels (1-6) where most games seem to happen (though maybe 5E will change that?).
I also note that the whole concentration mechanic came in very late in the process of building the game; it was not the game as late as the last play-test packet (or did not apply to most of the spells it now applies to) according to one blog I read yesterday. Now I love the way the mechanic solves the buff problem, but I feel that its hasty introduction has meant that the extent to which it nerfs the Wizard has not been fully appreciated or compensated for.
The removal of Touch AC has also changed the probability of a spell-caster hitting in a way that has not been discussed here, because although 5E monsters generally have lower ACs, and spell-casters now use their attribute to attack, they are now attacking full AC with their non-AoE will spells and boss monsters seem to often have the higher end ACs with a big miss chance. So the Wizard is basically a 'mook killer' now? How 'fun'!
I love Wizards, but won't play one until more spells appear; they are simply outclassed for modules like HotDG or Phandelver, where combat predominates and the out of combat stuff is fairly fluffly and irrelevant (at least with how our DM is handling it).
However, out of combat, Wizards they look awesome from the ritual perspective; just as long as the DM is giving out spells as treasure often enough to offset the costs.
Having said all of this though, I wonder if, with the Wizard as is, we aren't looking at 'half a class'? By that, I mean that we don't yet know how scribing scrolls works and there are hints from the magic-item rules from the modules, that many wands are effectively eternal wands from 3.5E (i.e. they are 3/day spell forever type things). So maybe Wizards won't come into their own until the DMG is out (or maybe I'm dreaming; the list of fixes I need from the DMG is already huge, though I do love 5E generally) because they are supposed to have a wand and be blasting that way at low levels and using their 1st level slots creatively, as many here have suggested?
I've played both
Mines of Phandelver and
Hoard of the Dragon Queen. I've been one of the strongest classes in the group.
Minor Illusion combined with Stealth makes you a great scout.
Sleep and
Tasha's have turned a few battles our way.
Sleep shortens battles and mitigates damage in tight fights when your martials are getting low on hps and your healer is exhausted on healing. A well-placed
Tasha's using a ready action has allowed my party members to unleash on enemy bosses giving them advantage on attacks against a prone foe that can't take actions. I've always used well-timed spells with every wizard I've played. Most brute bosses don't have Wisdom saving throw proficiency or a bonus on the save, I've been able to give quite an advantage to our group.
Fire Bolt is great for finishing off targets the martials are fighting or putting them in damage range for an extra attack from your Great Weapon fighter or being finished themselves. Just take cover out of the way, fire away. A 120 foot range is great range.
Shocking Grasp has been great for allowing me (and my party members) to move without provoking AoOs from opponents. As Karin's Dad mentioned, most monsters don't have much to do with their reaction but an AoO. Preventing them from using an AoO is a big deal. A lot of humanoid monsters have metal armor for advantage on the hit roll.
Shocking Grasp is also great for use on casters preventing them from throwing up a
shield if you hit them.
The
Shield spell has saved me from hits many times.
The lack of talk about
Find Familiar on this thread shows some folks haven't read the spell. I used my rat for advanced scouting. I brought along extra material component uses changing him into a bird for overhead scouting. I use the rat in combat. He uses the Help action to give me or another member of the party advantage on attacks. So a wizard using his familiar can give advantage on attacks if he so chooses to two different characters. Wizard players not using the
find familiar spell are seriously gimping themselves. As far as I know the familiar can't attack, but can use the Help action to set up other attacks.
Find Familiar is a ritual spell that does not require a spell slot.
As far as to hit rolls, what are you talking about? They do not need to make hit rolls for many of their spells. When they do they get to use their spell casting stat, their best stat. Same as every other class. No one else gets extra bonuses to hit. Proficiency bonus is the same for everyone. Only thing that might separate the two is if magic weapons are introduced. If they don't introduce a means for a wizard to get a bonus on attacks and damage rolls from magic items, then it might be imbalanced.
It seriously sounds like you have yet to play a wizard in 5E. My hit chance against bosses or any target in the game is the same as the fighter, bard, rogue, barbarian, etc., etc. The only fighting style that gives a hit bonus is Archery style. That's it. If you are a Fighter/Wizard, the archery style works with ranged spells. Imagine that.
Play the game first before you comment. You're missing out on a lot of what a wizard can do and don't seem to be accounting for simple differences like the fact that touch AC is no longer necessary because proficiency bonus and attack rolls are normalized for all classes. I'm not sure what Karin's Dad is doing with his wizard, but it seems I'm doing a whole lot more with mine. Even my fellow players are saying "Damn. The wizard is a badass." I've just reached level five. Tiny Jeb has been doing bad ass stuff since level 1. I only expect he'll get more bad ass as he gains more levels.