Awesome game, but...
Seriously, having a blast. Visuals are clear and looking great, damage feedback on enemies feels good, *gunplay* is punchy and responsive. Very cool characters to play with, nice looking biomes. Particularly one of the best progression systems I've ever seen for roguelikes, both as meta and in-level. All perks feel useful in one situation or another, and I could go on. But the game doesn't feel like playing a mage at ALL. Literally all wands, staves, spell and alchemy are variations of guns from Quake or Unreal. I mean, they feel nice, they have spread, some even recoil, but many weapons have pretty aggressive aim-assist, to emulate magic I suppose?
To be honest, if devs are so good at making arena shooter-style games, I would pick this setting instead of magic one. If you go for magic setting, making spell and staves not pew-pew only and actually resemble spell and magical artifacts would be cool, no? There already are elemental effects, but they are mostly just DoT or short effect. Expanding on those, mixing spells, maybe with cooldowns would be better maybe?