Basicly its become painfully obvious that as you level up magic does not scale up to be nearly as effective in the same way melee and archery do. I think many people have pointed this out but its the truth. When it takes my entire 300 magicka bar and them some to kill a medium difficulty mob with 8+ dual casts yet it only takes half of my 100 stam bar to kill that same mob with half as many swings from a 1h there is something seriously wrong here especially considering I dont have any of the melee perks but I do have the destruction ones. Its gotten to the point now where I rarely bother with dual cast as it seems to me to just double the mana cost for a little less than double the dmg and instead run around with a sword in one hand and a fireball in the other. This is really started to irk me as I always play wizards in elder scrolls games and I feel like I cant effectively do that without being some sort of hybrid character that melees and casts.
These problems are exacerbated by a few things, among them is in the perks themselves where the only +dmg for destruction is 6 differant perks that only increase each of the 3 elements by +50%. In contrast there is a +100% base dmg for melee and archery on top of all the +crit perks. Also there is a +dual wield dmg perk for melee but none for dual cast magic. *Sigh* to top it all off there to my knowledge there isn't a way to create your own spells like in pervious games to keep them up to snuff as you level up and then as a slap in the face there are +dmg enchants for melee and archery but there are none for the magic schools just mana cost reduction enchants!
A few solutions to these issues I've come up with would be to either change it so the effects of spells increase as your level in that magic school increases the same way melee and archery do but up to a cap at the next rank. What I mean by that is, say fireball is an apprientnce spell that starts with 25 dmg it would increase in dmg as your destruction goes from 25-50 to say 40 or 50 dmg then once you hit the adept rank at 50 destruction it would stop increasing in dmg and you have to then buy the adept spell to keep scaleing up. Another fix would be to add onto the mana cost reduction perks a +25% dmg increase for spells of that same rank, which IMO should rightly be there either way just to keep its output in line with the perks from melee and archery. Also the impact perk for dual cast should have at least a +25% dmg increase for dual cast spells. And finally add in +dmg enchants for magic!
While some of you might say these things could be done with mods I feel that the system is so borked that bethesda should address this directly and balance things out in a patch.
