I will admit that the new system doesn't synergize as much with each other as much as it could.

I mean what synergy there is is... LEAGUES better than the first game and the cross classing ability is amazing!

A Necromancer who isn't also a physical attacker relies on other physical attackers to get their way... AND they still lose out on many of the skills (Chains is better for a front liner, and Touch of Decay is up close)

This is caused by the Armor/Magic Armor split. Currently Earth is the only skill type that truly goes between both (Rupture is magic armor damage, but physical armor status effect).

But yes, individual skills currently (whether by design or because it is barely into the game) do not hold up a character on their own. You NEED to field multiple skills and you are rewarded for building your base wide instead of tall... You are far better putting one point in five skills then you are maxing out three.

While Witchcraft in DOS1 really didn't hold itself on its own in the first game... at the start... But around the time you get the first summon it starts to become amazing.
-I actually miss Witchcraft...

I don't know if design wise Larian wants to make the individual skills hold up on their own... All the preset characters delve into magic and multiple skills.

Then again some of the "classes" for lack of a better term definitely have single skill types (though, likely because you only start with 2 points)... So the game is telling you that single skills are viable.

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Ultimately... I think it is perfectly fine that you don't have to be single skill.

But if you want to make it easier on the player... How about general descriptions of the skill types, their strengths, and weaknesses?

That way someone who takes Necromancy as a mage won't suddenly be floored by the fact that it is largely a physical magic system.