It was already discussed at length earlier in the thread that very long cooldown utility skills are not the primary counters to weapon skills, weaponskills counter weaponskills. In other words, immunities obviously can stop direct damage just like double dodge, but no skill in the game other than UA actually requires an immunity or double dodge to counter it for most classes. If you remove double-dodging and utility skills from your list, you will have the list I just posted.
DeathShroud is mitigation, not a counter. Deathshroud is a healthbar, the necro is not dead (generally) until he runs out of both healthbars.
Of all the comparable skills that you listed, every single one can be 100% countered with either 1 dodge OR 1 interrupt. That is a huge difference. Why does UA get a pass?
The 3/4sec tooltip cast time is not the same as “the period in which UA can be interrupted.” The backflip animation is much faster than that, and activation times (as you can see from looking at most skills on the wiki) are drastically different than listed tooltip times.
As far as constructive feedback, there was a great suggestion in either this thread or the other one that maybe UA could be countered by stopping when the target left the radius of the spell. This would introduce ride-the-lightning and weapon leap or movement skills as a counter. Not sure its the best idea, but it was good and constructive.
Excuse my ignorance, by why must weapon skills be countered only by other weapon skills? When I’m stunned and getting Hundred Blade Worked into the ground, I definitely don’t turn to a weapon skill. I said this before, and I’ll say it again: looking at single abilities in a vacuum can be useful in certain discussions, but if you aren’t getting the whole story it’s pointless.
When you compare Hundred Blades, Rapid Fire, Pistol Whip, Unrelenting Assaut, and Blurred Frenzy in a vacuum, HB falls super short and could be considered practically useless compared to the rest. However, we all know it isn’t and has its place when coupled with other warrior abilities. UA has its own advantages and disadvantages.
You said:
“Of all the comparable skills that you listed, every single one can be 100% countered with either 1 dodge OR 1 interrupt.”
And then you try and wiggle your way out of it by saying the interrupt on UA doesn’t “count.” What kind of BS is that. But more importantly: Rapid Fire is the ONLY one of those skills that can be utilized at 1500 range. Why is that? Perhaps because it is a unique aspect of the skill.
UA has the lowest damage of all 5 of those similar skills. Additionally, it also the only one that is both affected by 7 ticks of confusions (as opposed to 1), and also affected by torment at all. Why is that? Again, BECAUSE SKILLS SHOULD HAVE UNIQUE ASPECTS. I don’t want another carbon copy of Blurred Frenzy.
One such advantagous unique aspect for UA is that it will follow your target for the full duration regardless of position. That’s cool. I like that. It makes the skill unique. As it is right now, it’s the only way to follow a mesmer through a portal. You said everything needed a counter, well right now a mesmer can precast a portal and proceed to exit any fight it wishes just with the press of a utility key. Nothing could stop it except stunning/dazing before it’s cast (which stops everything, UA included).
Meanwhile, UA has some glaring disadvantages. I mentioned the confusion and torment before. Furthermore, and I know people will whine that we are only talking 1v1 but I don’t care, UA is the ONLY one of those abilities that can be mitigated just by being near anything else that’s targettable. Rangers, Mesmers, and Engineers with healing turret (hint: almost all of them) all have reliable ways to exploit this. So it does actually matter in a 1v1. Additionally, stealthing will completely negate the skill. Again, something that affects none of those other skills.
Phew. As a note, I stress again that you can’t look at skills in a vacuum. People have pointed out time and time again that Enchanted Daggers is a real problem for UA, because it almost doubles the damage (which was supposed to be relatively low for UA compared to other skills). I think looking into that is a more appropriate way to fix UA.