Cursed’s current state is that of an “unhinged strictly melee fighter” that has a lot of passives. They use both strength and willpower and by extension, both physical power and mindpower are important stats.
First a little bit of analysis:
Gloom-sustain with 3 passive abilities. Zero cost sustain, applies statuses and in doing so gives defense. Last talent is fully defensive. Bonus mindpower effect for investing in tree. Pretty good. Should definitely stay.
Slaughter-Melee strike tree, talents damage scales with amount of current hate (which is hard to control on cursed). No stun present, has cleave at the end of the tree.
Endless Hunt-”CC” tree with beckon and harass prey being a way to reduce a target's damage output while endless hunt is good for helping you kill strong targets. Beckon effective against mages.
Strife-Strife is an odd category, blindside and preternatural senses have obvious synergy and flavor, dominate is an overall useful defense inhibitor. Doesn't really seem to have a theme in the tree?
Rampage-Most well known category of cursed. Should most likely stay mostly the same(?) but slam should be changed. Only source of stun on cursed (lol), besides gloom.
Predator-an interesting category, but fails both from a thematic perspective and a gameplay perspective. The most useful target to make is arguably a Shalore Elf so that the final boss is easier and then farm patrols. Has many bonuses, most of them very useful (including stun on hit) but difficult to utilize. Personally want to change this to a blood/bleeding based tree.
Fears-a tree described by some as “getting worse the more points you invest into it.” This idea is mostly due to the fact that the first 3 skills each give 2 new fears each when learned, meaning that rather than having a say… 50% to apply the -all resist fear, you now have a 16.66% to apply it with full investment. Overall, the tree’s niche is “CC for bosses.” Should most likely be changed to work like rogue's current (1.5b3) traps.
Cursed Form-A meh tree that could best be described as a generic sink. All 4 talents are passives and the first talent is seen by some as a disadvantage rather than an advantage. Any changes to this tree will affect Doomed as well (unless Doomed is given its own tree, but it's not like this a bad thing). More suited towards Cursed’s playstyle than Doomed’s.
Cursed Aura-One of the more unique parts of cursed/doomed, allows you to curse items, thus making equipment choices have a little bit of extra “choice” behind them. Unfortunately, the power of shrouds and nightmares far overshadows the rest of the curses. Cursed sentry and cursed ground are good and should stay as is.
Cursed Aura Effects-as said previously, shrouds and nightmares are the two strongest, the other couple are a little more underwhelming. Shrouds AND nightmares being the defense that cursed needs. Misfortune has little effect on bosses/rares, madness is just bad, and corpses isn't terrible but could use some extra oomph, not sure if ghouls actually do anything.
So, now to lay out the problems in a notes format:
Lack of actives, 3 mutually exclusives at talent tree ends (where strong talents should be), generics = trash, less rng on gifts, curses stronger- to nightmares and shrouds level, no level 10 trees (shares this with doomed, but at least Doomed has actives to use), fears needs less rng, predator is just meh, very little defensive talents, needs more. No status cleanse, weak healing that triggers on kill(useless for most bosses), some damage reduction/mitigation (rampage, beckon, harass prey, gloom, cursed earth, sentry) but could use a little more, especially for a melee class. Additionally, does very little damage and relies mostly on hit and run tactics. Hate is a horrible, terrible resource and adds very little to cursed.
So now a few thoughts:
Keep possibility of “any weapon” cursed by allowing Cursed to use two normal weapon in hands (two long swords essentially) and having all skills remain ambiguous? Reinforce switching of weapons by having skills do certain effects depending on weapon wielded(might cause issues with ogre)? Make rampage a level 10 tree (in the words of Ster, "- Cornacs")? Change predator to a blood/bleeding tree? Completely remove from Cursed or rework hate so that it actually isn't just a heal mod malus? More offenseive, costly effects at high hate, more defensive, cheap effects at lower hate? Encourage use of one specific weapon type or keep the ambiguity that Cursed has always had?
My idea would be to theme the class more strongly around Rampage, which is probably their most defining feature.
Focusing cursed around their thematically best talent and actual best talent is a good idea, only issue is some people don't like being shoehorned (I.E. some prefer "different ways to play").
Overwhelming majority in this thread agree that hate is, more or less, a bad resource and could use some changes. HousePet offers an interesting idea for it through his Cursed rework mod:
You no longer have innate hate gain on kills.
Hate no longer decays to 50% of the value it was when you last killed something.
Hate now relaxes towards 50.
Reaching 100 Hate will trigger a Rampage effect.
Reaching 0 Hate will trigger a reversed Rampage effect
Which personally sounds wonderful.
[Cursed Body] saveable health and not have it use it up when your at full health
Would give cursed some better burst protection and make cursed body NOT useless. I'm all for it.
I like the idea of a class that just grows strong the more it hates
So something like more talents used = less hate = stronger defense and less talents used = more hate = stronger offense?
<50% hate it does decent damage and grants a bit of hate. At >50%, it also inflicts a random torment effect, which scaling duration based on hate, but costs more.
This type of stuff sounds like it would work wonderfully with HousePet's rework. As a result, I'd like to ask everyone to give HousePet's Cursed rework a try. viewtopic.php?f=36&t=46231#p213379
Will be updating this post as I think of more or as people discuss.