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It suggests the role of a melee debuffer/hexer that is also weakening the enemy for their allies, not just for its own damage or survival, which I think would be a great niche between Warrior and Defender once it gets more to call its own.
I would suggest adding a bonus to melee mage that gives your magic attacks a bonus against adjacent enemies.
I would instead expand the undead branch much more, adding node to buff undead in his army (AND himself if undead). To go along with the Grim Reaper-esque vibe he could get abilities that trigger when he kills something (i.e Dark Rites from Reaper, Grim Executioner, etc) but that affect all undead in its army instead. I would also making them give static buff to magic origini undead units, especially mythic ones, so there is an actual incentive in not going "fully-enanched but different-flavored" Pyre Templar or Warbreeds every single time, and instead let necromancy use its actual tools.
They just changed Death Knight's curse today: Now it's a point blank, free action ability. If you go frost Hex it's basically free 30 points of damage every three turns.
Combined with the sweep, you could argue it's less about landing debuffs (at least late game) and more an extra side helping of them while otherwise smashing in faces thanks to their warrior skills. That said, wouldn't be a bad idea to give them a couple ways to inflict status vulnerability with their base attacks.
In my current play-through I'm seeing this, the curse skills just don't work after early game and I feel like I wasted precious skill points.
Exactly. And this is an issue with all heroes that try to do two things decently, it works early on (what doesn't?), but going into the second half of the game you end up with a really inferior hero that doesn't at all keep up with your specialists. It's just more of a problem with death knights.