Mage Class Design
I have been browsing the wiki for as much information I can find on the Mage, as my goal is to try and be the best Archmage in the world. I have noticed something. At this time, it seems as if there isn't going to be much separating the different types of mages. You get all of the same abilites, but when you become an archmage, you change the damage of some of those abilities to a different element. This feels as though my choice of going Mage Mage isn't that important. While the choice may change how they play, frost being more controlling, fire being more damaging, if the spells are all the same with the same animations just different particle effects and different subeffects (Freezing, Burning), then I feel the Archmage might feel a bit lacking in design.
I really like using the idea of magic using a system much like DnD 5e, where there are levels of spells, and maybe to make the Archmage feel like the pinnacle of magic, allow them to gain a level above everyone else. Also with the DnD 5e system, you get to choose what your mage learns, instead of getting told what abilities your mage will have. This will also make almost every mage different, so when you add a mage to your squad, you could ask what they specialize in.
I am just concerned that the class feels kinda lame and every mage feels "samey" to play. If you want to make a pyromancer, they should feel and play differently than a frost mage. If you want to make a Spacial Wizard, they should feel different than a chronomancer.
I just hope the dev team reads this and takes this into account. They don't have to use the suggestion of a role player, but when I roleplay, I want to feel unique, not like every other mage in the world...
This obviously is using very very limited information, and might just be completely off point as to how the class is currently being designed, but I want to make sure I am speaking out in case it is being designed this way.