Nobody is talking about slow gameplay, it's about impact and feedback on your attacks. Best example would be Bloodspiller, it's a 500 potency hit but feels incredibly floaty and gives little visual or sound feedback on how much damage it's actually doing.
Granted DrK doesn't actually have a lot of big hitters, just a lot of smaller ones but the same applies to a lot of it's abilities which are just a bunch of quick particle slices that do not make the job feel like you're swinging around a giant sword.
The opposite is true for Fellcleave which has great visual and sound feedback despite being pretty mediocre nowadays.
Or basically anything in Gunbreaker's kit.
If they ever actually wanted to add interesting and varied ways in how tanks mitigate damage I would want warrior to have a damage stagger mechanic instead of selfheal (since not noticing the damage you're taking fits a berserker quite well imo). Give it above average HP (like it did before ShB) and then allow it to convert damage taken into damage over time instead, with other cooldowns reducing said DoT.
Could it cause balance issues? Hard to say, eating a buster that does 400+% of your max HP is still going to kill you, it will just take a second or two.
