Shatter: frozen/crippling blow or frozen/sawtooth knife or frozen/mortal blow or frozen/fossil strike
That would be pretty nice, if you could break the Frozen (or even Petrified) for extra damage using an ability that can cause shatter.
Feedback: Steam Lance sends epic magic damage back to the originator of Shackles of Pain and breaks it.
If there was a way to remove Shackles of Pain, that'd be nice, but I'm not sure if Steam Lance would be the good spell for that, or at least not the only spell capable of it.
Nightmare: Shackles of Pain on a sleeping character deals immediate magic damage, does not break sleeping.
Necrotic Bond: Shackles of Pain and pain reflection or Shackles of Pain/Cursed increase Shackles of Pain damage.
You really like shackles of pain do you?
Cursed Blood: Cursed and Fireblood makes target break out in necrofire and make necrofire surfaces when hit.
That would make sense.
Revelation: Decaying Touch/Steam Lance combo for epic damage, not remove decaying touch and heal.
Well, if Steam Lance could affect enemy targets in the first place, it would be nice for Decaying Touch.
Exploding Corpse: casting Infect on a fleshy corpse makes it explode for poison damage/diseased in an area of effect.
I think it would be better if it was made into its own spell instead.
Berserker: Rage/Burn My Eyes combo for a super pumped clear-minded brawler.
Both together would be too strong. The point of Burn my Eyes is to clear the mind. Rage is a mind effect and it makes more sense for the spell to clear someone from their Rage status.
Archangel: Rage/Blessed give physical damage bonus to undead/demons/foul creatures etc.
Meh
Infected Blood: mosquito swarm on a poisoned/diseased target makes you poisoned/diseased.
That'd be pretty hilarious.
Fireblood removes frozen.
That would be pretty nice. I'd love if it just gave the Warm status effect instead, this way it would remove both Frozen and Wet while also making more succeptible to Burning.
Fortify breaks/prevents stunned.
That's what Armor of Frost is there for. Fortify already prevents forced teleportation on the character. I think it would make more sense if a Fortified character couldn't be poisoned instead.
Mosquito swarm should bypass physical armor and have no effect on enemies with no blood.
Bleh, I find Mosquito Swarm to be more useful when it drain Physical Armor and it might be too complicated to have the ability not work on enemies "with no blood".
***Attack of Opportunity should not happen to my character on first contact as my character walks up to engage the enemy. This is a major problem for my Warfare characters and makes no sense.
That's a bug.
I don't think Battering Ram should take damage from surfaces as though you just walked through them.
You did walk through them though.

You can always use Levitate effect to dash through fire.

Or use one of the many other gap closer at your disposition.
Vault doesn't land in backstabbing zone too often, even when it is unobstructed.
That could use some fixing yeah.
Bombs should not explode when encountering clouds.
o_O Didn't know they did that.
Hail strike/rain should not be able to be used indoors or go through and under roofs.
Well, it makes sense for them to be used indoor since they are conjured from thin air after all. Maybe blocked by cover that is not too high but other than that, I don't see why it shouldn't be usable indoor.
Exploding barrels should cause physical damage as well from wood shrapnel.
The physical damage from exploding barrel would be minimal at best.
I have ten fingers, why can I only wear two rings?
Like the other poster explained. Too much magic concentrated into your fingers could have... desastrous effects.
Crocodiles can't wear gloves, but supposing they can it should transport it's friends into your face and not itself, like the actual skill.
He isn't "wearing" them. Unless you consider gloves inside a stomach to be "wearing". It's why he can't use it on his friends. Because he has no control over it.
I should be able to damage NPC's while in dialog, breaking the dialog and starting a fight. It doesn't make sense for them to take no damage from attack just because they're talking.
Agreed, just like if you enter a fight with the NPC's friends, he should stop talking to your own buddy and actually join the fight.
Source points are too few and far between after the change to "Source Disruption" over "Source Vampirism" and no source pools. I'm not sold on the source point system in general.
I'm sure they have plans for that in the near future.
There's a problem with joining a fight after it's started, my characters often get skipped for what should be their first turn in the next round. Is this some sort of punishment for not engagingly properly? I want to engage and sneak attack and not be punished for it.
Agreed with this. Not sure if it's intended or not but it is annoying that my character skip an entire turn and sometimes even 2 turns because he was sneaked but ready to fight.
***Enemies in battle have this strange extra walk feature sometimes where they make their alotted AP movement, then keep moving during my turn in chunks often closing the gap entirely and making things especially difficult during viscous voidling encounters. Seems like a bug. Frustrating and feels like cheating on the AI's part.
Sound like a bug. I didn't have that problem in any of my playthrough so far.