Using EO's oneshot gimmicks is an absolutely terrible reason to somehow justify BW not being per hit and shake it off being more potent than Healer GCD's.
I don't know how literally anyone can possibly view Warrior's personal sustain with Bloodwhetting in dungeons and Shake it off as good for the long term, especially if they were to give it to every tank. We have the bloody holy trinity, WE should not be able to do the healer's job for them. Pressing one button every 25s to be literally invincible and more or less invalidate the healer's existence in normal content is nonsensical.
You would need to skyrocket the mob damage for it to even remotely challenge Bloodwhetting, and when Bloodwhetting falls, you would probably end up dying at worst to running out of defensives at best to that incoming damage being so high, depending on how mob HP is scaled and dps. They would need to balance the dungeon mobs purely around the fact that Warrior has Bloodwhetting every 25s and Holmgang every 4m.
Having an I win button every 25s and letting Shake it off be stronger than Healer aoe GCD's is not good design in a game where the holy trinity exists, especially when these abilities are on a tank. It isn't fun to just press button then be unkillable. There's no challenge in that at even a new player's level, no room for growth, no learning curve. You press button. You win. It's boring.
I'm thanking everyone who made Living Dead get changed. It took seven bloody years of mass requests to get it changed, not because Warrior mains complained.
They should be challenging the sustain and defensives, but unfortunately the devs have proven that they never will because we need people to be able to clear by being able to press the 1 key by using their nose on a DDR pad for some reason. Do I want them to make the dungeons challenging? sure. Will they ever? probably not.
It would be so much easier to just dial back Shake it Off and make Raw Intuition/Bloodwhetting per GCD and not per hit it wouldn't even be worth their time to consider retuning every single encounter.
Correction, that was Blood Price, not Delirium. Delirium in Stormblood gave you MP at the expense of 50 blood gauge (and extended the duration on Blood Weapon and Blood Price), and in Heavensward it was an alternate combo ender.
What made Abyssal Drain so fun is because it actually required some modicum of knowledge of how the kit worked in order to make Abyssal Drain spam even possible. Blood Price and Weapon together is what allowed that in dungeons. The kit was so much more involved in MP management the thrill of pulling it off was always euphoric and fun, that isn't the case with Bloodwhetting because all you need to do is press the button and you have it. To top it off, Bloodwhetting is more potent than Abyssal Drain spam was thanks to shield/mit being built in and on a cooldown 15s shorter than Blood Price was. (40s)