Almost 200 hours in the game, and I only just found out the "Far Out Man" talent works with Ranger skills, for some reason I thought it would be limited to spells, but the description clearly says "skills"
My ranger just got about 200% more broken starting fights with Blood Arrows + Ballistic Shot from high ground (I've already been able to kill multiple enemies on turn one, this is just absurd)
I think Mages' biggest weakness right now is that their weapons don't buff their skills like the physical classes do, so finding a unique wand with 3 slots and +2 INT is pretty much the weapon you're going to end the game with, especially if it has bonuses to a skill you're trying to buff (My lvl 13 summoner is still using a Lvl 9 unique wand because it has +2 summoning and +2 int)
It'd also give you a reason to dual wield wands or use staffs, because of the higher base damage, as opposed to Wand+Shield, which there's really no point to not give your casters a shield at this point, with how armor works
It's a bit frustrating to see my Pyromancer with 13 in Pyro, 35INT do about ~200 damage with fireball, while my Ranger does ~1k with Ballistic shot from elevation.. sure that's specific positioning and a buff to her physical damage from a skill, but Mages don't even have something like that, the best we have is Peace Of Mind, which scales decently (I think it was giving +5 INT at one point in the game) but you could also use that buff on a ranger, and make them
even more powerful while there's nothing to directly buff Mages' damage to such levels
I think they need to buff the scaling rate for spells to +10% per point investment (which if I could figure out how to mod the game I'd do myself and test it out) or make it so weapons buff your skill damage, instead of the opposite happening (Pyro buffs fire wands, for example, except there's little to no reason to ever use your basic attack and you don't have weapon skills)
Actually, hilariously, if you found a weapon you were going to keep until the end of the game, with an elemental modifier, you could use runes to make that weapon
even stronger by putting points in the corresponding elemental skill once you had maxed out Warfare, as it'd buff your magic damage on the weapon, making Rangers/Physical classes even more powerful, while mages are left lagging behind
Couple this with the fact that Summons (as hilariously broken as they are) are completely separated from INT scaling and rely solely on the Summoning skill, and the armor system in place as-is, it's really making me question why I'd even play a mage to begin with, when most of my utility is creating fields and CC, fields which hamper my melee teammates and damage them, removing their magic armor, while CC is effectively useless while the enemy has magic armor.. (and armor is so BS, I had
hit me with shackles of pain while I had 70 physical armor, and yet she resisted when she had 3 physical armor, are you kidding me?)
Still loving the game, but I hope the patch in the near future adjusts or fixes the magic scaling, or if not I need to get into the files and tweak it and figure out how to do it myself, because this is getting silly, most fights are over in 1-2 turns due to my ranger alone, while I've put a few points into Necromancer on my Pyro just so she can also throw out a Summon along with our healer so she doesn't feel like a wasted character slot