In my opinion the margin for error is just too strict.
I have a medical condition that causes a slight tremble in my hands, so I’m already at a disadvantage, since straight lines can be difficult for me.
But even that aside - how much practice is expected of a player before they abandon the game all together? To me, the mage is the most interesting class, I found the others to be repetitive and dull.
I’ve put in hours just logging on, sitting alone in my player house, just drawing a small number of symbols over and over again. While offline I’ve been watching videos and reading about the spell casting system to figure out what I’m doing wrong.
I have no issue putting in a lot of time and effort to be a top tier player, but the normal way games handle this is that the practice is gained over time while you are playing the actual game. Not sitting around doing something repetitive for hours. I have my actual day job for that.
In the end, games are meant to be fun. I’m not finding this fun anymore.
It would be significantly better if the margin of error (to a reasonable degree) determined the amount of damage the spell did, but still cast the spell and allow players to have done some damage.
I mean, even if a warrior misses their combo, they still have the base swing damage. Considering on top of the challenge to play, and the mage class is pretty fragile anyway, this seems appropriate.
So, if the player matches 80% of the rune, then the spell does 80% of the damage - as an example. Insert calculated balanced numbers.
Combine that with some instant feedback that lets the player learn their mistakes, and you’ve got a great class that’s still rewarding to practice and perfect and stick with.