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And about a balance, nothing in attributes is changed from original mod.
As a solution, I can suggest using mods that give a little more attribute points per level up so you can put extra in Perception to keep up in mid or late game.
I'm not going to balance this mod further as I find it working very well for me (but once again, I run like 70 mods, and trust me, not all of them are balanced xd)
I see this so often on mod pages, people requesting changes to things that they are manually inducing into a game. For your rogue to cast flesh sacrifice and adrenaline multiple times in same turn they'd need to have quite a few points in magic (and I'm talking about actual points investment, not random +2 magic from equipment). Why does your rogue has a lot of magic? You build him to be able to proc adrenaline multiple times and then you ask for modder to nerf it. Just don't build your rogue with intention to cast adrenaline 10 times per turn? Another bright example is with mods that add items or skills, where 90% of mod is balanced but 10% is broken af and people keep asking modder to remove it or nerf it. Just *don't* use that specific item or skill, that's it.