DND_Reborn
The High Aldwin
FWIW I appreciate your response but having never played MMOs or anything like this, you've lost me a bit.In a word "cantrips", but it's the thought process & priorities that created them as is. I think it will take an MMO analogy to distill that huge collection of mechanics that down though.
Take your average MMO, you've got tanks, strikers/glass cannons/dps, healers, controllers, & various hybrids of those. Somewhere in there is a mix of things like buffing &/debuffing (usually split between healers & controllers). Those groups break down further though you've got tanks & you've got tanks that are good enough to remember by name & check with when you need a tank... You've got controllers & controllers you remember by name to check with when you need one.... It goes like that so on & so forth down the line until you get to group two... Group two are people you remember by name & consider leaving groups that contain them... That's where you hit the DPS who can't manage their aggo the healers who don't know how to juggle cooldowns, the controllers who don't know how & when to use their skills vrs pointless "nukes", so on down the line. 5e has too many elements that play out like someone did a focus group among group 2 & decided their needs were what the other group was really desperate for too. Unfortunately wizards as a class were decimated by the results & they were given pointless nukes they never wanted to make up for the hash made of their party role when someone tried to make them into pointless dps. For the last 8 years there's been a lot of catering towards trying to make wizards appeal to group2 but I'm not sure anyone at wotc cares what people who enjoyed playing wizards(group1 analog) need or want because group2 is huge.
In short, it sounds like group 1 are players who know how to use and manage their features and group 2 doesn't--or am I missing something?
So, this falls under the spells too powerful issue in the OP then. While not 5E, thanks for a concrete example.In 4E my invoker had a spell called Walls of Hestavar that gave you ten spaces worth of wall that you could place, and which was roughly equivalent to Wall of Stone. It trivialized encounters fairly often because it locked creatures in place, blocked their line of sight, prevented them from entering or leaving, etc. AND it provided travel utility.

Yeah, we nerfed it. I have no clue why WotC made it so powerful in 5E other than the "let's make 5E easy mode" design choice.As to why Leomund's Super Dimensional Fortress is so good now; I got nothing. I used to love the spell, now I hate it, because I've had to deal with so many abuses concerning it's use in 5e, and the truly inane "rulings" made regarding it.