The armor system just penalizes casters more than simply needing to strip and then perform two actions before being able to CC too. Damage wise it's just really weak because spells don't grossly inflate with weapons like physical damage does.
From essentially level 8 and beyond, physical classes can outright strip armor normally in two attacks (or less) by outpacing the physical armor gains with physical damage. Meanwhile, caster damage seems fairly linear, staying well below the inflated magic armor in Acts 3 and 4, requiring Savage Sortilege and a large crit chance just to maybe start being able to strip magic armor in a comparable way, and it usually requires two crits in a row. Then of course there's also the lovely issue of elemental resists to go on top of the armor...
The game isn't remotely balanced. So what if buffs and heals are "useful"? You can go through the entire game without using anything other than a few potions as a full physical team. Magic damage in general is just very weak (outside of a rank 10 elementally infused Incarnate of course...), and you can't add 2x - 3x runes to your weapons that will increase the damage of your spells either.
On top of that, you have to pretty much super specialize in one school while also maybe being able to max a second right before end game if you want to have any kind of real damage. Meanwhile, all physical needs to do is max Warfare and they have a huge base to branch off from. Meteor Shower isn't the solution either.
Last edited by Sanctuary; 05/10/17 12:13 AM.