Thoughts from another Cursed winner (who tried that class simply *because* of the other winners): Cursed are built for survival and straightforward fights, damage/utility not so much. So early on, when their health pools are lower, they don't do so well (especially with the negative to resist all that they get at low hate before maxing unnatural body). They lack any sort of on-demand status effect (knockback, stun, confuse, etc - only the chance of automatic status effects from gloom). Actually, with the new changes to Rush and the new fighter tree, I think other melee classes will be pretty far ahead of them in terms of mobility as well - possibly enough to even out these statistics quite a bit. Another early problem is simply hitting enemies at all! And if they can't kill things pretty fast, they don't get enough hate to power their attacks.
I think another reason for the high stats: They're much faster to play! Due to the way the hate mechanic works, they're actually built to avoid downtime between fights through health regeneration (no need to rest or use some complicated/long-cooldown ability to gain their resource back). The damage modifiers on their attacks are low enough that they can get by through most fights fine with regular attacks as long as they watch their health. So it's harder to lose attention and do something stupid (see below). Interestingly, while they're completely helpless against long fights with single enemies due to their resource (the earlier bosses come to mind, especially before the b20 rune nerf), they're actually happier against bosses and regular enemies alike if they bring along weak enemies that they can finish off for health hate and speed just when they need it. There were a few bosses that absolutely would have killed me if they didn't summon or spawn near other enemies. Overall though, the difficulty of playing a cursed has felt more *right* than the other classes. I'm not a good player, and if they're too easy for some, I'll say that's what I actually needed.
The sheer number of different buttons you have to press/rotate between has actually pushed me away from playing some of the other classes - if I don't have a zero cooldown attack I can set to the mouse button and spam (ie melee attack, shoot, channel staff) or have to do something besides fight/rest/fight to keep up a resource (wilder/divine/chronomancy classes), I get bored of fights with every minor little enemy that gets in my way and smash my head into a monster until one of us breaks. This is a long game, and that recent ~25% damage nerf only made it that much longer. I have problems with my hands and being able to do everything like that (especially with a mouse) makes it a lot easier on me.
Suggestions related to the above:
-I'm hoping for the ability to set the left mouse button or a hotkey to either rotate between attacks, or choose between them under a priority system: If flame is on cooldown, use lightning instead, etc.
-I really see no point to negative/positive energy draining between fights, since you can just press a low-cooldown button to get it back - it's not a tactical decision so much as a drain on your attention. You could still let them drain when enemies are in view though.
-Maybe the "rest" command should assume that you'll use abilities like twilight, meditation, and the chronomancy equivalent while you're resting and simply slowly restore all resources besides hate and energy, even if it takes much longer? Otherwise you're just passing time for your recovery abilities to come back, hitting another button, and possibly resting again after.