The problem with Mir is that the spells are no way counter balanced, When most game makers enter the world of balancing they generally think about the whole range of spells and not what's next on this list.
What do I mean by this?
Well, let's use some examples from WoW (I love quoting this game).
DOTS (Damage Over Time) is counter balanced by HOTS (Heal Over Time)
KidneyShot (Stuns your target) is counter balanced by Trinkets (Bring in these, they are a must)
Okay, not amazing examples and I don't actually have a broad base of knowledge to work on, but my point is there! The way these games develop their spells is clever and effective!
They have items with Chance on hits, they have Trinkets to dispell or remove immobilization, they have countless shields (various for different classes, be it armour increase for a few seconds or a shield for a few minutes), they use HOTS, they use DOTS.
This game actually takes skill and team play to become the best, non of this ... This class sucks , wahh wahh! Granted it took WoW YEARSS to do this but now its at a stage where people are in love with the way it works!
This SHOULD be the same for this game, 3 weeks in and your all like "Im leaving its ****", stop moaning like little ****s and be patient, the team are not going to listen to you rant and rave about whats wrong if you don't have any proof or legitimate calculations.