Rogues do a ton of damage.
They do a tonne of
single target damage and they can't keep that up all the time.
I do the same aoe damage on a massive scale when playing as a wizard except it's aoe damage. Include my habitual use of teleport to create what my friend calls a 'meat menagerie' and people would cry 'look how op this is, nerf plz'
Or perhaps I should include my cleric build that can kill absolutely anything with 3 skills. 'Nerf plz'
Or maybe my zombie fighter that uses shackles and healing elixers to effectively suicide bomb anything that moves
bah, worry less about nerfing and more about making 'less effective' classes more effective.
One thing I've been thinking about is creating an unofficial 'tactical mode'
Another thing I've been wondering is how to improve AI but this I feel is way beyond my time and skills to even attempt
One thing you could do with flesh sacrifice (if it's possible) is make it more like executioner. Instead of granting AP straight away, make it conditional. So for example:
Flesh Sacrifice: Buff damage for 10%. If you kill an enemy the buff will expire and reward 1 AP next turn. If you fail to kill an enemy before the buff expires 1 AP will be deducted from your next turn.
These conditions add dynamic / texture and risk+reward factors.
Reducing dagger throw damage (slightly) is also a good idea I think. But only slightly
You could also reduce or actually flat out remove the total critical damage modifier given by the scoundrel traitline.
So for example, Instead of:
Each point in scoundrel gives +5% movement speed +5% Critical damage modifier
It give:
Each point in scoundrel gives +10% movement speed
or
Each point in scoundrel gives +5% MS & +3% accuracy
or something like that.
The thing that makes rogues so strong is the backstab mechanic. The simplest way to deal with that is to hit the crit modifiers directly imo
another thing you could do is increase the damage penalty for dual wielding but reduce that penalty for each point in dual wielding. I actually think this is a far nicer way to balance the rogue but again, that's just my opinion