*laughs in Level 2 Magic Missile with 100% hit rate at all times*
I feel like there needs to be some rebalancing, because 3 guaranteed hits at 1st level on this spell is broken, and 4 hits at the second level is absurd.
Is there a specific reason why they have a 100% hit rate regardless of height or lighting conditions that I'm missing? It almost feels like there's no need to really cast anything else outside of area-of-effect spells.
It's especially problematic as you can just rest to get those spell slots back. At level 4, Gale can clear half of a large fight on his own just using that spell alone.
When all said and done, as people mentioned - Magic Missiles has pretty low damage potential compared to spells that compete for the slot that can nuke an area worth of enemies. The 100% hit rate is their thing to compensate for weakness of being a pretty tame 1 target nuke.
I mean, even as for level 1 spells - you have Clerics with Guiding Bolt nuking for 4d6 level 1. Magic Missile is weaksauce in comparison, but at least it always hits.