Magic Missile...again
I played the old editions when MM auto hit and it was OK, b/c it was a very limited resource. In our 4E game, it NEVER went back to auto-hit. We always rolled.
As stated, I was okay to leave it, but the players wanted to change to rolling, so I let them choose. But, as the game progressed and it was used over and over in situations where it should be very difficult to hit things, we just didn't like it at all.
I could deal with auto-hit if it was a limited resource or only auto-hits under favourable circumstances, but combined with other spells or in situations like our final fight it just seemed so, unheroic. The boss could do nothing (and I certainly didn't want him to hide away out of sight).
I also agree its damage could go up if to hit rolls are required. I would much rather do away with the d4+1 tradition than stick to the auto-hit one.
But, again, we played it as written to start, and in our 5 sessions there were so many times when we said things like, "Oh, I don't think you would get a clear shot; at best it would be disadvantage with a chance of hitting allies...oh, yeah, MM. You hit". I have no particular like for the spell in general anyway, but my comments were based purely on the playtest, and yes, it was the one thing that 'spoiled our play experience'. I won't say ruined, b/c when 1 spell was our bone of contention...well that is a good thing I guess.
I can only comment on what happened...and we did not like it. (Players included - and there were 3 of them that could use it. Our halfling wizard preferred other options simlpy b/c he thought MM lame).
If this brought up so many "I don't like it" moments in 5 sessions, I would hate to see what it could do over a whole campaign (especially where exploration is important). Better hunting than a ranger, best fisherman too (if it goes into water), snapping the rope of hanging PC or a chandelier, does it shoot through things like curtains/glass, knock/smash things being held, used by prone, drunk
greased caster vs hidden target fighting on other side of allies, etc. All pretty cool for one-off heroic actions, but to be able to do them all the time, with NO chance of failure - sorry, but that is not our play style.
Oh, and [MENTION=6689976]KesselZero[/MENTION], a handout on how to play should NOT have to have a "long discussion" on how to account for one spell in play. That to me already says the spell is the problem.