>>43373810You get War Magic, the archetype's most iconic ability that combines melee with arcane magic, at level 7.
Imagine if Monks got Flurry of Blows at level 7. Imagine if Druids got Wild Shape at level 7.
Imagine if a class had to wait until level 7 to use their signature ability.
Furthermore, once you get it, it's a horrible ability. You get to make 1 melee attack and a cantrip, for which you have to roll separately to hit. Oh? What's that? You wanted to do more on your turn? You wanted to be more effective, do do something that mattered? Well fuck you! You shouldn't have been an Eldritch Knight, fuckface!
They are literally outclassed by both regular, full-casting Wizards, and regular, no-magic Fighters. They are inferior to both, and offer nothing new to the table that puts them on par with either. They are able to attack with melee, and cast (low-level, only abjuration and evocation) spells. For the most part, on their turn, they have to pick one or the other. They don't get to do both at the same time, with the exception of War Magic, which is a waste of a turn for the above reasons.
Barring the 5 levels of Awakened Mystic and the new Runescribe prestige class in Unearthed Arcana, the current best Gish (spellsword) class in 5e is the Paladin. Paladins are fucking busted, let me tell you. But that's not what this rant is about.
The following is an excerpt for a fix suggested for Eldritch Knight, which I believe would solve its problems nicely, removing some extra features and changing/adding others, to be on par with pure melee fighters, and still balanced.