I'm generally open to new pacts, but feel there aren't enough elementals in the game to make the Elemental pact challenging. Ariel, Loge, Quaker are all pushovers, as are elemental hounds once you get their resists. Sure, Caaws and Shamblers are strong, but I've often gone entire games without seeing either (other than the Shamber in the Arena).
Re: Dragon pact lvl 40 ability. I actually like Prismatic Blast here. Balance would feel a bit redundant with Confusing and Stunning Blast, and personally I've always hated the polymorphing/teleporting effects of Chaos.
[2] Warlocks sense pact monsters.
That sounds like a fine lvl 25 ability, which we're currently missing for all pacts.
[3] Pact monsters are friendly occasionally.
A while back, I suggested giving a Charm Pact Monsters ability that would turn the pact monsters friendly, with the rule that if you attack a pact monster, all friendly pact monsters turn hostile. It should also work for monsters that start friendly. A Nazgul probably won't sit idly by if you start blasting his buddy!
I'm generally feeling like I screwed up with the Aberration abilities. The attack mutations are useless due to the Aberration pact's lack of combat bonuses, and Aberration's actually a rather tough pact, as you've seen. So I will propose to revamp the early abilities of the Aberration pact:
Skill bonus: Bows (instead of Perception, Search, and Disarm)
Extra bonus: +0.02*clvl shots per round.
Lv 1: Consume Rock
Lv 15: Free Action
Cheers,
Dave
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David Yu Zhang, Ph.D.
Howard Hughes Medical Institute Fellow of the Life Sciences Research Foundation
Wyss Institute, Harvard University