The thing about bloodbath is that it is way way more effective at dealing with 1 attack doing 100%+ of your health than it is against 3 attacks doing 33% or 4 attacks doing 25%. Funnily enough, I play Holden but without bloodbath for this exact reason, because he's extremely good at tearing down tank units who do have bloodbath because he just does too much consistent damage. But the issue is though that right now by far the most popular and performant way to do big damage is through one shot teams, also known as cleave teams. So bloodbath's value is really inflated because of the emphasis put on oneshots right now, tank teams must play bloodbath to counter it, and we end up with two teams of tanks unable to do significant enough damage hitting each others with wet noodles for 80 turns.
Now how do we fix this ? I have 3 ideas. The first one is to include damage reduction effects in the etherena effect to make them incrementally less effective every 20 actions. This way BB remains just as efficient in the opening of the fight but then bruiser teams are actually able to slap each other for real when the fight extends. The second one is to introduce more ways to fight against oneshots that do not involve bloodbath. We could use other defensive tempo units like Viper and Hoyan who force oneshot teams to slow down without the game degenerating into full bulk. The last one, which I think is the most interesting, is to offer more options to deal damage other than oneshots, with consistent but lesser damage. The perfect exemple of that is actually Fangus. This guy is actually perfect for ignoring bloodbath and just hitting through it repeatedly. Diversify the offensive and defensive options, and reduce the incentive to play oneshots and consequently maximum damage mitigation.
From a mythic etherena player able to consistently defeat rank 1 players, and near diamond RTA gamer rn