It's a huge concept flaw this game has right now, casters got all the good stuff, utility spells, heavy damage and guaranteed hit and even can crit for very low mana crystal costs, plus they got meditation to raise their output even further.
Melee and ranged weapons are dependent on accuracy, they got a counter skill named Acrobatics, they have no skill to raise their modifiers further unlike casters, if you are a melee you have to close the gaps, and the weapons does not scale as nicely as spells and if you want to do criticals ytou have to invest into Critical Striking, unlike casters.
I hope you folks got plans on the roadmap to re-balance this up, i'm trying to make a thief build in this game it's just plain too hard compared to playing a caster. Right now it feels casters are the true way to go, even the NPCs can drop instant kill casts on the players because it's so ridiculously badly scaled.
The kinda the idea of melee/warrior classes, they require more on items and such… it's like that in every game… warriors always have less utility.
Why in the world would i choose to play a warrior if i have to deal with so many more things for less efficient results? Hope you see my meaning there. It would not be hard to rebalance things, seriously.
The counter of melee & ranged is Acrobatics, the counter of spell casting is Resistance/Concentration/Willpower.
The critical rating for melee & ranged is Critical Striking, you can just apply it to both melee/ranged & casting or just adding a separate skill for spells, it should not be inherent in spellcasting if melee and ranged cannot have it inherently.
Melee & ranged demand good weapons to scale in damage well while spell casting is exclusively dependent on Intelligence, spellcasting should be dependent on what weapon is being used as well.
If melee & ranged have a chance to miss, spellcasting should have a chance to fizzle or be deflected, no 100% accuracy bullcrap.
Spell casters got all sorts of utility spells PLUS spells that can incur special effects, and at very early game too, melee & ranged does not have those luxury and they should, like bleed and poison and life leech effects and extra damage vs Evil/Undeads. At certain weapon proficiency levels weapons could have inherent abilities too to help non casters.
It also rubs me wrong that you have Meditation to raise spellcasting potency even further but melee & ranged does not have such a skill.
While spellcasting cost mana crystals, they ain't expensive and they have the benefit of ranged, utility and aoe, melee & ranged are incapable of aoe and utility and they still have to get a good weapon and the risk to enchant them.
… So yeah, glaring balance issues.