But the principle that 'Mesmers cast stuff on people that messes them up" is identical to Curses. Obviously the details differ but it is the exact same principle- it is a large overlap.
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Juk3n, you are massively missing the point there. That mentality has only evolved BECAUSE mesmers are in the game. It's self justifying and that doesn't count. Take Mesmers out, and it wouldn't matter that counterspells were not there. If they had never been there, no-one would have thought it was a hole in the game.
You have to take a more objective view of these things. Meanwhile, the fact remains that interrupts are frustrating and no fun at all for the person affected, the point remains that mesmers make balance difficult, and the point remains that dynamic gameplay (I gave an example above already) is more interesting. Gameplay as a point of quality is not as subjective as you make out. Trying to call them balanced is hilarious- they've been a massive headache to the design team.
You say 'stuff should not happen'- that total gibberish. Obviously stuff happens. That's true of every game, ever. Zero-sum game mechanics, though, are poor ones. And to be sure, a game is publicised and sells on the strength of stuff that happens. You want to make use of powers. You want to interact with the environment. You want dynamic strategies. Things that simply get in the way of this stuff happening should not be welcome. Of course, you show you are missing the point again by trying to use blocking as an example. Blocking should never be absolute (hence why Shadow Form has been nerfed), but standard attacks are common and repeatable enough to make a blocking mechanic work just fine.
And to Peach- again, you only need interrupts there because they had to base the damn game around interrupts being available. It's this self-justifying mechanical nightmare. The very fact that, similar to a monk, a decent mesmer is close to essential in many areas speaks volumes about the problem- once you have balanced everything on the idea that interrupts exist, suddenly if you DON'T have them you are in serious trouble.
If you have ever tried to design game mechanics yourself, you run into these issues almost immediately, and the maxim soon becomes 'defence is boring'.