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The real reason for it is because if you have a hero with the curse you basically can't use them at all on anything other than boss missions. Unless you absurdly overprepare to fight the Fanatic, bringing a cursed hero into a normal dungeon is pretty much suicide because of how often he appears.
So basically it's there as an option for people who want to get all the trinkets from the Guardian but don't want to deal with the Fanatic.
And they make stress and heal management that much more annoying with their random behavior.
But the Fanatic doesn't appear after you kill the Countess.
This is a minus on Farmstead missions, at least if you plan on going deep. It's also very annoying to have your team shuffled by Cursed heroes when you're depending on a very specific positioning. You don't want unpredictable stuff in Farmstead missions.
I like the zones, but the curse itself is only a detriment to the game. Much better without it.
Usually you'd have to use both trinket slots to get +25% DMG and +4 SPD, and with Bloodlust you get that plus you still have two trinket slots. Plus a couple resistances and a massive free self stress heal.
The only minuses are some affliction-style behavior that isn't even as bad as any actual affliction and goes away along with the Bloodlust.
If you bring 4 Bloodlust heroes on most boss quests you can nuke them in a couple rounds.
I agree. My one-shot crusader actually relies on the curse to work.
Unholy Slayer Ring, Unholy Hater, Smite lvl5, Dismas's Head for almost 100% extra damage versus bones.
This is in general a good meta. I prefer buffing strengths a character already has, and stacking buffs of the same kind, to get a super buffed attack, combining quirks, trinkets, camping buffs, and Bloodlust is just another brick in the pile.
(That's yet another reason I don't like Leper, because you're spending slots on fixing deficiencies instead of buffing strengths.)