Just read a post on DND 5th edition not being balanced again. https://www.blogger.com/comment.g?blogID=5584578&postID=8827016620296672810&page=1&token=1420947353185 Something about caster's being OP again at all stages of the game and DND 5th edition being the most imbalanced system to date.
Since the owner's blog was filtered only approved comments allowed, in the heat of my frustration I decided to voice my own input.
Spellcasters are no better or worse than any other martial character. My reasons are the following:
#1) SPELL SELECTION - Check the big 3, Warlocks, Sorcerers, and Wizards. They do not have any healing spells nor do they have any form of resurrection next to miracle/wish. This means if you don't have a friend, you heal the old fashion way. (And bear in mind most DM's don't allow an infinite number of short rest to heal your character.) Bards, Clerics, and Druids are the only classes with AOE healing and Resurrection. Rangers and Paladins have single-target healing and Paladin's have resurrection - very late in the game. The limited spell list though make it impractical for Paladin's and Ranger's to abuse their healing and their other spells thus ruling them out altogether as an overpowered caster.
#3) COUNTERSPELLS- counterspelling has become infinitely easier. You think spell caster's are a problem; then voila, take one lowly 3rd level spell called Counterspell. Before you had to hold action for a spell and get lucky targeting with a spell of the same school-if not the same exact spell. Now all I have to do is use my "REACTION" (the old version equivalent of an attack of oppornity) and bam, your spell is countered as long as my Counterspell's casted level is higher- I don't even have to know what's being casted. And if its higher, there's a DC to flat out counter it. A 5th level caster could counter a 9th level spell nearly Need I say, that I can still cast my normal spell in my turn and use "Counterspell" with my reaction.
#3) COMBINING OF SPELLS - In prior systems, I can recount many ridiculous stories of people combining spells with their duration to unleash onslaughts of uncounterable damage. The new system where concentration can only be maintained on one spell at a time pretty much neutralizes the go in and get out unscathed caster.
#4) INITIAL CHARACTER AC- Armor and gear is normalized. If you play buy the point buy system out of the book then really no class/race combination gets a super edge on the race/class AC combo your preparing to make. The sorcerers, wizards, and locks still don't get any and are seriously lacking at a 11-13 AC. Presuming I'm a fighter I can easily start out with a 14 hit point fighter with an 18 AC.
#5) CANTRIPS VS. WEAPONS - You can't tell me that your weak 1d6 cantrip that may have a 60ft range is going to scare my archer that can snipe you 36% of the time from 155-600 feet out and 60% of the time from less than that for 4-11 damage. Did I mention that almost every martial class gets short bows which are 80-300ish. Pick an elf and we all get longbows WHAT WHAAAATT! Fighters get more than 1 attack like this.... --- NO WAY! With the new way saving throws work in each stat column: there is no min/maxing of saves which balances caster's versus anyone else, and there is no armor for most serious caster's unless you use the "ALTERNATE" rule of the feat system which balances martial versus casters. Ideally any attack roll with a cantrip has the same exact chance to hit as any melee roll against a caster without armor. On top of that most cantrips allow the person a save rather than having to hit a static AC which is technically harder. Most cantrips have similar damage output to that weapons and if you think there's a cantrip you can abuse to do serious damage- THINK AGAIN. Most cantrips with a higher damage have an extremely low range. Bring your 1d6 wizard within 30ft of my barbarian and cast a cantrip at me. I'm going to charge/dash at you and laugh while you try to do that again before I use my Specialty Skill(Craft Puddle). As for you making fun of current rogues - that is the biggest load of @#$@ I've heard. With one attack from stealth a higher level rogue with a bit of luck could from 150ft away hit you for 10d6, a crit makes that 2x10d6. If you fail the Dex save because he snuck up on your and critted you that's 4x10d6. All of that before I figure Dex mod and weapon damage and he doesn't even have to show his face. 40d6 ie 40-240 damage. Painful death for a wizard when with his max range offensive spell barely tips that. Even if he could cast that long, he'd still need line of site and some inclination the rogue's actually there. Heck the rogue has practically a 75% chance to at least get 20d6 if he surprises you without a crit. Need I say this works because in the new system all dice are doubled on a crit. Combine that with the alternate rules of feats and he doesn't even suffer disadvantage on the attack.
#6) ABUSING CASTER MULTICLASSING - Previously with certain classes I could abuse my classes to gain access to almost any spell I wanted and not lose out any spells that I could cast. Now, multiclassing is normalized. You trade off knowing your high level slots for lower spell level diversity. Need I say more. Go to far and no more 9th level spells for you.