Your whole argument vaporizes when you look at whats actually going on at higher levels.
Lets look at 10th level, the point at which Attack Cantrips start doing a devastating 3d8 damage. Thats an average of 14 damage if you hit.
At level 10 battles and monsters have evolved to the point where 14 is pretty irrelevant, not much better than a crossbow bolt.
Now figure that a 10th level Wizard has daily spells of 4/3/3/3/2, plus 5 more levels due to Arcane Recovery. That's a daily spell every round for 20 freaking rounds (five 4-round battles).
Is doing 14 points of damage, after blowing through TWENTY encounter-busting bombs really going to ruin your game?
You could make an argument at that stage of the game, Minor Illusion and Read Magic may just be more useful than the laughable effect a 3d8 cantrip has.
But by that point, 1st-level spells aren't "encounter-busting bombs" any more (a 2d4+2
magic missile is worse than a 3d8
ray of frost, even taking into account the chance to miss).
Anyway, that's just theorycraft. In my game, the Mage (7th level with a few extra spell slots from magic items) uses
ray of frost multiple times in every combat. He also has the
read magic cantrip, which he has used twice in the entire campaign (and that's only because of generous DM interpretation, like letting him read writing on magic items to get clues as to their function).
Apples and oranges. Magic is a competitive game where the purpose is to defeat the other player. D&D is a cooperative storytelling game where the purpose is to have fun pretending to be someone else.
Usefulness depends on the campaign and the group's style. Are Ray of Frost, Chill Youch and Shocking Grasp good damaging cantrips? Yes, no doubt about it. If DPR is your thing, they're awesome. But if you prefer versatility or exploration to pure damage, there are other, perfectly fine choices.
But saying "there's a powerful pew-pew cantrip, therefore I *have* to take it" seems to be putting DPR ahead of character concept.
I don't understand what you're saying here (and I disagree that D&D is a "storytelling game," but that's for another thread). Maybe I'm not making my point clearly enough.
Yes, there are circumstances where a player will not take the superior option. But that does not
excuse the fact that there
is a superior option. If you're a game designer, expecting players not to take the superior option is insane. This is called "dominant strategy," and it's a well-known principle of game design, and the foundation of game balance. What I am trying to say is that I don't think the cantrips are balanced (and I think it's weird that no one seems to agree with me, because it looks so obviously broken to me).
Sure, there's a good reason why you might take
minor illusion over
ray of frost. But why would you take
shocking grasp over
ray of frost? Why would you take
dancing lights over
light? Why would you take
read magic at all?
And this guy needs to get over himself. If he has desires for a certain character design but his ego can't handle "playing poorly"... that's on him.
So you agree that not a mage who doesn't take
ray of frost is playing poorly? If so, why do you acknowledge that the balance is poor, but not agree that it should be fixed?