Well don't worry, I reset flesh sacrifice to vanilla and not touching it anymore. You're right that the vitality change already nerfs it a little bit.

Rogues do a ton of damage. I don't really want to just nerf them across the board, but not really trying to get too nitty gritty with nerfing individual skills. Though to be honest if I just reduced throwing knife's damage that would probably be enough.

I play rogues and like them, but often it feels like they outshine the rest of my party (except my bard of course :P). Being able to burst down characters in one turn is gnarly. Obviously that's part of the point of the rogue, but it just seems too good. Not sure what you mean by saying nerfing rogues would make the game easier. Increasing rogue's riskiness is also complicated (they're already pretty risky).

But you are right that potentially the extra talent grants more power than a 10% or so reduction in damage subtracts. Still, I think this makes rogues more fun and versatile. The Pawn and Executioner, the two best talents probably are exclusive, so that's not an issue. Guerilla should be good now, but not gamebreaking. Maybe its damage bonus should be 40% instead of 50%. One Man Army (assuming an actual 1 man party) is a whole different play style.

Buffing every other class is a lot more work than making a little global tweak to rogues. Maybe on release I'll try and go for that route.

PMed you.