With the power at a price theme becoming the main focus of PF2's oracle, I figured it would be a good idea to rank all the curses, see what worked.
I'll keep it simple, I'm rating them on a scale of 1 to 7. 1 is for extreme cases of too much buck for too little bang, 7 is for extreme cases of too much bang for too little buck, and 4 has an ideal balance. 3 and 5 are off balence in one way or another but not horribly, it's 2 and 6 where problems start.
Note that my rankings assume a start of level 1 or 3 and an end a little bit above 15, so the later a boon from a curse comes the less it factors into the rating. I'm also assuming a home game where the GM can change what they're bringing to an encounter, not PFS. I'm also not considering dual-curse combos or potential with the Oracle's Burden spell.
Blackened 2, but increase to 3 if the GM doesn't apply the penalty of the curse to scorching ray
Clouded Vision 2
Cold Blooded 4, but decrease to 3 in cold campaigns
Deep One 3, but increase to 4 in aquatic campaigns
Demonic 3, but increase to 4 in evil campaigns
God-Meddled Uh.....I'll get back to you on this one.
Haunted 6, but reduce to 5 in intrigue campaigns if your GM gets a little too trigger happy with the mischief.
Hellbound 4, but increase to 5 in evil campaigns
Hive 4, but reduce to 3 in intrigue campaigns
Infested 5, I'd say reduce to 3 in intrigue campaigns but goblin exclusive, also who wrote the progression on this? That's not how curse levels up!
Lame 5, but increase to 6 on oracles that can start with a mount
Lich 2, but increase to 3 in evil campaigns
Lycanthropy 4, but reduce to 2 if the GM rules that you can't understand anyone without speak with animals and not just that you can't speak.
Powerless Prophesy 4
Pranked 4, but reduce to 3 in intrigue campaigns if your GM gets a little too trigger happy with the mischief
Promethian 4, but reduce to 2 if the GM is slow at getting you to level 4 and is stingy on the npc clerics
Putrid 3, but reduce to 1 if an alchemist/investigator is in the party
Sitebound 1, yes I know this is meant for NPCs but a 1 is still a 1
Tongues 4, but reduce to 2 if your table likes to hide what you're doing from everyone else
Vampirism 2, but increase to 4 in evil campaigns
Wasting 6, but reduce to 4 in intrigue campaigns
Wolf-Scarred Face 3
Wrecker 1, but increase to 2 if you don't have a gentleman's oath to not sunder
Wrecking Mysticism 5
Elemental Imbalance 4, but reduce to 3 for water
Song-Bound 5, but reduce to 4 in an intrigue campaign
Toxic Blood 3
A save or die spell like possession is a fast track to getting a 5 or more even at 10th level, and it would take something as debilitating as Clouded Vision to get it down to a 4. In PF2 where incapacitation abilities are nerfed on creatures stronger than you Ghoul, Possessed, and Wracking Mysticism would all be ranked 1 lower.
Flying oracles do not increase Lame's rating through 6 levels of reduced speed that stacks with medium armor before they get to fly, and there's nothing stopping the other oracles from just getting some winged boots. Mounted oracles get to cheat from day 1 and enjoy the later benefits all they want.
Elemental Imbalance for cold is ranked lower because 1, fire damage is everywhere and 2, that curse cuts you off of Flame Strike
Deaf is a 4 simply because of how wide open of a door it leaves for stealth builds.
Now bare in mind that these are just the conclusions of an oracle main, one with an extreme hatred of save or die effects regardless of who's using them. This list also doesn't factor differences between PF1 and PF2. For instance blacked is way less hurtful when the cantrip damage is as inflated as it is here.
Why did I post this here? Mostly in hope that seeing what worked, what didn't, and what was a spectacular flop would help balance the new curses better.