If you just read the above comments, you'll see that what I'm saying is true - players are actively being pushed, hard, away from using save spells because of how ineffective they are in the game right now, compared to other choices. This isn't hyperbole or assumption - it's actual player testimony.
Testimony is not data.
Players tend to only remember when RNG is bad.
Players are even less reliable when they imagine that a system is biased against them.
Fortunately Larian has actual data on what spells are saved against and how often.
In 5E spells that target DEX or CON are
usually to be avoided as most creatures have inherent bonuses to those stats. (Even a spell as powerful as 6th level Disintegrate will most often do nothing)
Spells that target WIS or INT are
usually the best to prepare, however there are many creatures with large bonuses to those saves as well.(Mind Flayers get Int +7, Wis +6, Cha +6)
There is a built in bonus to attack rolls as well as tie goes to the attacker but in saves tie goes to the defender (If you have an AC of 16 and I roll an adjusted 16 the spell hits if I have a DC of 16 and you roll an adjusted 16 to save the spell misses)
In 5E, in general, spells that have a to hit component will land more often than spells with a save component especially when Legendary saves come in to play.
Spells that have no saves are
usually the most effective of all.