Greetings Arcadians!
Today we will (hopefully) drop another magical class balance patch. But before going into details, I'd like to share some of my/our general thoughts about class balance with you guys.
As you might have noticed already, we started another round of balancing alongside with the current Prestige season start. The idea was to not change a lot of stuff in shorter intervals of time again, but to bring major changes around major milestones, such as Prestige Season start/end and to adjust peaks accordingly afterwards. This way, we have more time to collect viable and consistent data and let the "meta" (if we can even call it like that) evolve. Hopefully our balancing iteration will come to an end soon, so we can give the meta another break to evolve again.
Right now, our balancing team is in different project stages, as magical classes got major updates already, it's all about fine tuning now. Other designers are at the end of concept phases, others collecting more viable data while the other project is being implemented and tested. All I can say is, when the current (magical) fine tuning is done, you might soon expect another major update to other classes/roles that haven't been touched in a while. But for that please stay patient, it might take a while as designers / devs also have other projects to take care of at the same time and I think you guys can't wait for Origin Awakened to be finally released. 
For today's magical classes update, there are only a few things to say. First of all, there will be a major change to Mage/Druid that is intended to improve the accessibility of the class and generally simplify the more or less clunky gameplay. Green Guardian shall only become a resource like Nature's Power of Druids and skills require this resource to be used, so you no longer have to keep stacks up for max damage. The coming changes are very basic ones and you might have more stacks left than you actually need. This is because we had already planned some further changes but wanted to make sure, the mechanics were as fluent as intended for now.
There will also be a major change about Mage/Rogue and its cooldown reduction around Distract or Mage/Warrior about its cast speed and magical attack bonuses. Those classes will of course require some additional fine tuning soon, so don't be worried if those classes perform too well or too bad for now. As you know, it's impossible to predict how classes perform under certain conditions / circumstances, so please be lenient towards our changes.
Of course there will be one or another soft-rework (such as the Mage/Druid one that hopefully releases today) coming in the future as well, but we try not to mess the entire meta all over again in too short intervals of time, but to listen to your feedback more actively than we did in the past. Also, as I received some feedback about why we don't release everything at once, releasing everything after the other has some major advantages, as you can always focus on one project at a time and (usually) test stuff properly. One huge patch would require much more testing, more things may go wrong and since our team members are working on several projects at the same time, it's not possible anyway. If we had more game testers, we could be able to release faster. 
I hope you now have a better idea of how our balancing workflows work and the thinking behind our releases.
Best regards
Wesker 