balancing:

we played today for few more hours and maybe have some words to the balancing of mages:

The mages are kinda ambivalent:
On the one hand they have powerful AOE spells, which make them OP somehow.
On the other side, these spells are often of no use.

The reason is simply: Having a melee combat fighter in front of the range combat fighters, makes it difficult to cast. Spells like Fireball, Storm, Tornado, Winterbreath and even Ice Wall or Ice summon (which create Ice on the floor and prevents our close combat fighter to engage enemy, as well as it prevents the enemy from coming near) are AOE effects, that makes the gameplay somehow odd.

Because there are 2 options: Keeping enemy on distance, which is kinda easy with those mighty spells or letting enemy engage and you cant cast anymore, except the very weak flares, blitz bolt, etc. (but often only because they can fly through friendly members, which makes no sense). This takes somehow the fun. If it runs perfect, neither their close combat fighters, nor ours have to fight.

I know this is a matter in many games, that AOE is doing dmg to friendly daudes. But it never felt so extreme like in this game. I donwdt know what spells were coming in this game, I can only speak of what we know now (being lvl 7 and only spells from the town). In Neverwinter Nights II for example you had a lot of other possibilities (like paralizing enemies, or cast a shield on your comrades, to protect em from your AOE dmg [my water shield does +5% protection from water.. thats little bit low], buff close combat fighters, summon, etc. etc. you know what I mean - more balance between aoe damage dealer and support class - should be more possible with the principle of elements, cuz you dont have to choose between mage and priest)