I genuinely appreciate the effort to fix these underperforming tank trinkets. I really didn’t think they would get looked at. That being said, Mission Not Accomplished.
Bladedancer’s is still grossly undertuned, and it has to be due to the 2-minute duration. That’s ostensibly offset by the 5-minute cooldown, but if you could get a serious degree of damage reduction for 2 straight minutes, that would be problematic. Instead, post-buff and at high item level, you get about 2-3% DR on a Monk, and closer to 1-2% on the rest. That’s still imperceptibly small. A 25% buff doesn’t fix the fundamental problem of giving armor via on-use trinket.
Pulsating Stoneheart is a bigger concern. The 50% self-slow – which cannot be removed by literally any means in the game other than /cancelaura-ing the buff itself – makes using it actively detrimental during any tanking situation that involves movement. The only use case is stand-still encounters with lots of autoattack damage. By cutting the duration on the armor buff instead of just reducing/removing the slow, this trinket is actually weaker in the only situation in which it has any value at all.
The healing increase is helpful, it brings this up to about 18k per cast. That’s almost as much as the newly-added health potions. 18k as a reactive 6-second HoT is far less valuable than a health potion. This is the Bear Druid Frenzied Regen conundrum, but doubled. You’re more likely to be topped up and overhealing – or already dead – by the time that HoT has slowly finished ticking out all it has to offer than you are to actually benefit from the entire thing. And again, the other component offers 600-something armor post-buff. 6 seconds of 2-3% damage reduction that doesn’t even apply to spell damage or bleeds isn’t going to make Bears, Pallies, Warriors, DH’s, and DK’s happy to see this drop.
Static/on-use/procced Versatility buffs, flat DR (Annhylde’s Aegis), procced shields, active shields are what tanks want. These are established, successful, tried-and-true design paradigms. Armor as a trinket effect cannot be competitive because non-Monk classes get so much armor contribution from primary stat. That has been a great design move for the game, but it has made small armor buffs a totally obsolete buff paradigm.
The only way to ever get these trinkets closer to this:
is to redesign them to one of those models, or just cut them from the game entirely.