Mage:
Too weak and slow, i played Mage in earlier releases, and it worked great, i felt strong and powerful.
My friend and i started a new game with this release, and all he did was dying, i played archer and i did like 300 crit damage on mobs, and he did like 50 with wand, and he didn't like the slow staff, charge time was too long.
So he swapped it out to archer aswell.
After reading all these comments, i think its sad that this was done, i think you should have kept it as it was and buffed the other classes.
When we take a bigger step back, and look at the shallow gear and itemization you have to choose from, its clear there could be done MANY things to fix this. Today its hard to make a change without the change feels like a BIG nerf, because you either have 15% crit on your helmet or you don't.
Lets say you had up to 4 affixes on gear, affixes could be DEX, INT, STR, Crit, Attackspeed, Cooldown, Damage, area damage and so on, like other ARPG games.
Then you could say, i don't like that it takes 3 seconds to cast a spell, i will roll attack speed on 2 items, and then it was down to 1sec or find gear with attack speed on it and you could then roll something els.
Other games when you play as mage, you have Mana, but you can cast more than 3 spells, and you can also use your main weapon with basic attacks, not just a spell.
Eternal spells needs to be there, they should be level 1 and you should be able to upgrade your spells lets say spell gems that can be farmed from enemies, and bosses drop them more often.
You could choose to upgrade your fireball to level 10, 10 is max, and at 3-6-9 the spell evolves. fx. Firewall Bounce, Firewall burst and burns the ground for 5seconds and so on.
These upgrades can roll a random upgrade, and you can there for reset them, and try again to get the specific evolvement you wanted on all 3.
This could be added to all classes in many ways. Maybe im just overthinking things.