I want you to explain to me, in detail, just exactly how Bloodwhetting being made per use or a portion of damage dealt is going to all of a sudden break Warrior to pieces in dungeons. You are stubbornly dying on this hill that somehow it's a bad thing that making it necessary to use more of your toolkit, which would: a) increase player interaction/engagement with its toolkit and b) increase healer engagement.
I have yet to see anybody "freak out" over the increased need to heal or the notable damage intake in Bardam's or Zot, or on-launch Holminister. It's a good thing when the pace is shaken up sometimes. You know what happens the majority of times if the worst happens and the party wipes? The players attempt again or do it slower depending on: a) what happened and b) why it happened. It really is not a big deal.
Yeah, every job in the game bursts, that wasn't the point I was making. DRK is a complete snoozefest outside of its bursts. That's the point. GNB has a burst every 1m, a bigger burst every 2m, and a mini burst every 30s, it's the most active and why you don't see many people complain about GNB's burst downtime.
If this hasn't been made clear by now, I don't care if people complain about DRK's sustain. Whether I want old Abyssal Drain back or not (I do), DRK functions and performs perfectly fine in dungeons. If they don't want to put any effort into knowing their job or kit then maybe they shouldn't be playing the job or complaining about something they refuse to learn in the first place.
It doesn't matter how mindnumbingly boring and simple you make any job or role, the people who don't want to learn or put any effort in simply won't, they will forever not care whether it's simple or isn't, and trying to cater to those players will only make the people who already enjoyed the job unhappy at the very least.