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I am not trying to be Pan Darius here, but why not just keep the spells true to the D&D rules and leave them alone? If it sucks or is good in the table top game then just leave it be.
For these reasons I strongly disagree that Larian should "leave alone" the D&D rules. I'm not advocating for completely flipping the gameplay systems on itself. You are right that BG3 should be recognizable as a D&D game (it is licensed after all). However, I do believe minor changes are in order that would benefit D&D as a video game and particular as a Larian game.
It's a spell for low-level spellcasters to use against the players where there's a clear, ongoing, interactive threat. The players have several options to respond: interrupt enemy concentration, break line of sight, or move out of range of the spell. In the super early stages of DnD 5e, there are very few ways to actually demonstrate tactics beyond simply using your abilities and hoping they hit, so as a DM I like to throw Witch Bolt at my players in level 1-3 play to force them to actually assess the situation and figure out the best move forward. It's strong enough to down a player if they don't shut it down, but weak enough that I'm not going to get any accidental unfair surprise kills with it.
Yes, it's a godawful spell, and I see no good reason for a PC to ever prep it.
This is what I deserve for trying to impersonate Pan, lol.
This is the correct answer ^
I'd even argue lightning damage cantrips are more useful than Witchbolt.
The Emperor Palpatine meme is strong in this game it is
It would still be held back by needing concentration, but would apply reasonable relatively low cost damage over time to a single target.
I mean we have Spiritual Weapon which fills a similar (albeit more flexible) niche, so it would be a sensible change, even if it had to lose some damage to compensate for the change (going from d12 to d10/8 for example).
The reason you use your action is because it takes the place of your attack for the turn.
Witch Bolt is supposed to be for sustained DPR against high hp enemies and bosses. On a per-spell-slot basis, it does more damage than other spells of it's level, assuming that it actually deals all of it's damage.
It's duration is 10 rounds, so presumably you could get 10d12, or an average of 65 damage, from a 1st level spell, and this goes up by 1d12 for every spell slot level above 1st. And it's automatic damage (after the initial attack roll).
That's a lot of damage, particularly for a spell that can't miss (successively). Magic Missile only deals on average 7.5 damage at level 1.
The issues with it begin with concentration. It's very easy to lose concentration, especially at lower levels, and I think BG3's AI even targets casters concentrating on spells, or maybe it's just their low AC, but regardless, you're not likely to get the entirety of it's damage anyway. And then there's the fact that it's mostly a waste against weaker enemies and combat rarely lasts ten turns, so it's not as effective as it appears on paper or in theorycrafting. Also, you have to activate it every turn or it's wasted, and you can't switch targets.
If I were going to change anything, it would be that last bit. Let the caster choose any new target for reactivation, but switching targets requires a new attack roll (automatic damage only occurs if you activate it on it's current target). This way, you could use it to clear out horde monsters, like goblins, without wasting it's full potential, as long as you can maintain concentration and succeed at each attack roll.
But if you could get it's full potential - 10d12 - it would still outclass many higher level spells in damage.
The problem is actually getting it's full potential, which is why I made the suggestion that you should be able to switch targets with a new attack roll. This would increase the possibility of getting more damage from the spell and make it useful against horde monsters.