I never said that is a fact. If I had evidence that showed it was, I would provide it. No such evidence exists to my knowledge.
Oh?
You claim it is, but there is no evidence at all that this is true. NONE!
Right here. You are stating that it has no value. That's the only possible meaning this can have.
So Crawford explicitly said Warlock was falling behind .... so he explicitly said 5E is not balanced .... which is what I said!
And he said that that IS A BAD THING WHICH MUST BE FIXED.
That it was a MISTAKE. An ERROR. Something that
should never have been allowed to happen. That's why they need to, y'know, write NEW rules for Warlocks that will work better. That's literally one of the justifications they gave for the horrifically-named "One D&D" playtest.
And 5E did greatly exceeded expectations.
It sold well. It did not meet the mechanical goals for which it was designed. Those two things are
completely different. The former is not, and cannot be, a design goal, any more than a car can have such a design, or a building, or any other designed thing. A design goal is something a product
does. Sales are not something a product
does. They represent something customers have done. Obviously, when you make a product you want it to sell, and you select design goals with the hope that fulfilling those goals will result in sales. That is not, AT ALL, the same thing as saying, "And this is where we create a mechanic which causes high sales." The very idea is ludicrous. You cannot
design sales. Sales are a hoped-for result
once design is done.
I also think this was specifically pact magic he was talking about and they tried to make Warlock a half caster to "fix" this and then undid those fixes in playtest 7.
Nope! They've given the Warlock several power-ups, including a once-a-day refresh of their abilities. The 5.5e Warlock is significantly juiced up compared to its current equivalent. The two are "backwards-compatible" in name only. No one should play the original version when they can play the new one--and that's a good thing, because the original one was flawed and needed replacement.
And yet they changed it back to the old unbalanced pact magic design in playtest 7!
Nnnnope! See above.
I would argue that, but regardles but popularity and growing the player base is certainly a design goal and 5E exceeded those goals by a lot.
What do you think the design goals of 5E are if not popularity?
Design goals are things like bounded accuracy, or reducing the caster/martial imbalance through mechanics like Concentration and reducing the power of spells (e.g., compared to 3e, because non-cantrip spells do not have inherent power growth from "caster level" anymore, you must actually spend higher spell slots.) "Modularity" was a touted design goal that was slowly abandoned over time. The "Tactical Combat Module" was
supposed to fulfill numerous design goals, including appealing to 4e fans (e.g. Mearls' inane excitement about "facing rules," when those weren't even a thing in 4e so it's not clear why he loved announcing them so much.) "Feel" is often so poorly defined that it barely qualifies as a design goal, but technically it is one. Etc.
Design goals are goals for what the game can contain. You cannot have a game contain high sales. Sales are fundamentally distinct from that. They may be influenced by design goals, and most folks certainly hope that their design goals will influence sales in a positive way. But design goals logically cannot ever include sales.
You mean the "problem" that they purposely decided not to fix after saying it was a problem?
No. The problem they're still working on fixing. Because they are. You just keep ignoring the changes. One of the other changes, for example, was making Pacts into special invocations--which means you can have multiple. Magical Cunning also gives you back half your spell slots now. (It
should be all your spell slots...but that's a separate matter.) These are concrete steps taken specifically to address the problem of Warlocks being completely dependent on short rests. You're right that their first effort was to destroy what made Warlocks unique--an example of the trivial and often crappy form of balance,
uniformity--but their second attempt is clearly to actually fix the problem, not just wish the problem away.
I don't think these have been proven unpopular and to the contrary some of the changes in the early ONE playtest regarding smites and sneak attacks indicate that players like fistfuls of dice (or at least they tell WOTC they do).
All I can tell you is what happened with the (also stupidly-named) "D&D Next" playtest. Players adamantly did not like the "proficiency dice" system, and almost everyone preferred the system we have now, it just took them like three or four packets before they finally admitted defeat and made proficiency just a flat bonus. (This, incidentally, is
part of why Proficiency starts at +2. It was originally +1d4, then +1d6, etc. There are also other reasons, but this is not the place to go into the weeds on this subject.) IIRC, the dice version still exists as an optional rule in the DMG, but nobody talks about it because it was
that unpopular.
Or, if you prefer a more pithy statement: People like
electing to roll fistfuls of dice. They do not like being
forced to do so every time they want to participate. Sneak Attack and Smite, both by design and by presentation, feel like opt-in bonuses. Proficiency dice feel like being punished by randomness. Whether this is logical is not particularly relevant; the fact is that proficiency dice were consistently unpopular but remained in the playtest for multiple packets.
Are we saying the Sorcerer is weak and underpowered now? Sorcerer is widely regarded as the second most powerful class after Wizard.
Uh...no, it's not. Sorcerer is widely regarded as the second-weakest "full spellcaster." Warlock, of course, being the weakest. (This, of course, is speaking only of mono-class power. Multiclass dips that blend Cha-based classes--such as Sorcerer/Warlock aka "coffeelock," or Warlock/Paladin--are quite a bit stronger.) Sorcerers are burdened with a tiny list of known spells that they must heavily optimize in order to actually get good results from.
Have you frequented optimization discussions of spellcasters in 5e? Wizard is of course the strongest, but Druid is a close second, and now with the stuff from Tasha's, Cleric is a close third. Metamagic isn't enough to save the Sorcerer; it merely gives some gimmicks.
Yet neither 3E or 5E are close to being balanced. So again, they can say this but they either don't know how to balance the game or they are being untruthful.
The former is what I have claimed all along. Mostly because this sort of thing is in fact difficult to predict, and many designers are absolutely
laden with preconceived notions, emotional attachment to specific solutions even if they are flawed or outright unworkable (see: Mearls' love of rolling moar dice whenever possible, even when the playtesters consistently opposed it), and incorrect thinking born out of the fact that statistics are
hard and most humans are really quite bad at stats
even when specifically trained to be good.
It is extremely easy to create perverse incentives. It's sometimes called the "cobra effect." There's an entire subfield of economics about studying this sort of thing, about how policy and (a certain narrow definition of) "rational agents" making "rational choices" can interact to produce effects that are exactly the opposite of what the policy-makers intended. E.g., you would think making a policy that rewards killing cobras would reduce the number of cobras, and thus the number of bites; but the actual effect of the specific
details of the policy was that people started preserving or even
fostering cobra nests so they would have more bodies to turn in and thus more to collect bounties from--and of course many of these cobras actually escaped into dense, urban population centers, causing cobra bites to increase significantly.
It is very easy to make mistakes that cannot be seen without testing. The designers themselves demonstrated this quite handily with the "ghoul surprise," where they decided to run a game meant to demonstrate 5e gameplay, and went up against a group of ghouls. The ghouls absolutely
shredded them because saving throws were badly designed for the intended goals, and no one had caught it because they hadn't done meaningful testing of it. Such surprises are quite typical when designs go untested. This is why testing is so important--and why it was so frustrating that the designers of 5e had such a blithe attitude about doing it.
For my part I think I could balance fighters with Wizards in an afternoon with no playtesting. It isn't rocket science.
Perhaps. I think you will find that actually good, well-made game design is quite a bit harder than you think. Hence why it requires so much
testing.
Sorcerers having too few spells is not a balance issue at all
Yes, it is. There is nothing to be gained from discussing it any further if you think that this is not true. This is a well-understood fact in most circles. Even the folks who were ardent haters of Spell Versatility (an optional feature in UA specifically designed to improve the Sorcerer's balance by letting them change one spell known, once per day) recognized that Sorcerers have too limited access to known spells (not slots, just known spells) and that their metamagic points, the only other real feature of the class, do not compensate for this.
But they can be team players without being balanced. Heck they are team players without being balanced.
No, they are not. They
deign to allow the caddies to do some stuff, in ways that actually hurt the party's success chances. That's the whole point. The non-casters are simply irrelevant at high levels, and at low levels, the 5MWD problem--
which the designers explicitly recognize is a problem that they want to fix--
Monks contribute heavily in the games I play, often more heavily than Wizards even though as a class they are not as powerful.
Irrelevant. Like...seriously. It is irrelevant that one person can get the necessary favoritism or exhibit extraordinary effort in order to contribute far above and beyond what their class features provide.
If the same player were playing a Wizard rather than a Monk, they would be able to do far more. Period. That is why it is imbalanced. The same player, working just as hard, with an equally supportive DM,
will achieve significantly more--will have a far greater positive impact--than if they had played a Monk. That is directly counter to the cooperative teamwork design D&D has explicitly said that it offers since at least 2nd edition. And that, too, is a design goal--that no class can do everything alone, that you actually
need others, not simply because they're pieces on the gameboard, but because
they genuinely can do some stuff you can't, and you genuinely can do some stuff they can't.