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This means a wily player can target weak stats for saving throws, even for well armored and otherwise powerful opponents; I.E. low con use debilitating poisons, low charisma use certain enchantment spells, low wis you have a gamut of control spells to knock them from the fight for 2/10 turns, low str bully them in melee and knock them off ledges; you get the idea. The hardest part to saving throw DC is that not much equipment modifies it, so it is either great or terrible depending on the enemy and the targeted stat. Study your opponents, and try to target weak saves (and get a melee weapon for your cleric. Some opponents rock dexterity saves, giving shadowheart a terribly hit% with sacred flame).
Hope this helps
If it has high Wisdom you use Firebolt.
Bard's can use Cutting Words to subtract 1d6/1d8/1d10 to an enemies saving throw as a Reaction.
Bane reduces saving throws by 1d4
Sorcerer's can take Heightened Spell which gives you advantage on saving throw spells.
A few rare items that increase spell dc +1.
There's lot's of ways that your party comp can almost guarantee a success on save vs. suck spells.
The problem I have is not that I should choose an attack that the enemy is weak to. That is common sense. The issue is that even then you are at a 10% disadvantage compared to attack rolls.
An enemy with 11 AC is barely armoured. In any melee focused class that gives you a 70% hit chance (starting out). An enemy with 12 Dexterity has a +1 to DEX Spell save DC which I would consider "barely resistant". It's just a point above average. Yet a magic focused cleric would only get a 60% hit chance (starting out). It's just not equal. And Before you say that I should just attack that target in melee, what if that target is wearing light armour and has 13 AC?
Just because AC can get higher more easily is not a good excuse, at least not in the early game. The highest AC armour in BG3 is 21 (+11 from baseline). This can be increased further by spells and other gear, similar to Saving throws. The highest natural Saving throw modifier you can get is +9 from baseline (4 proficiency, 5 ability). At this level it makes it is even. However, I don't think a game should be balanced for the extremes like max level. It should be balanced for the majority of the way to get there.
Cantrips are weak and unremarkable. They are weaker on average than attacks in melee and ranged. They should at least get the same efficiency against targets. Melee & Ranged fighters can use special attacks and attack multiple times. Casters get higher level spells for AoE or control. Cantrips are still not balanced with a DC of 8.