I do agree that the removal of the pulse legacy was a big nerf!

In the current state Grave Wound hits every two seconds for 20 seconds. You could double this bleed for 5 seconds on a single target (because of the 15 seconds cooldown of GW) which wouldn´t make sense if you fight multiple targets, because you would loose the opportunity to spread the bleed with Cutting Attack. However with the pre u16 state you had the opportunity to permanently have the GW bleed twice (!) on one or multiple targets at once. You loose a whole bleed ticking for a minnimum of 900 (tooltip) and a lot more on critical hits every two seconds! The whole time you fight! In a fight of 1 minute you loose 2 GW bleeds, thats a minnimum (!) of 300 dps (if no single GW bleed crits in 40 seconds). You can guess what dps this is in a real fight with nearly 30% crit chance and the good old GW bleed critical multiplier trait. And if you now imagine more than one enemy... lets say in the new Rook fight (Dome of Stars Bonus Boss)... you won´t compensate this dps loss with an average of 6% more base damage of all the other damage skills.

Instead of giving us Battle Shout damage they should have leave the pulse legacy and add the critical damage for bleeds in addition. There was no need of removing the pulses legacy and everyone who claims this does not nerf our dps should take a look in the combat analyser once more...