The problem has been, and is until at least 5.3, darkrunners
@Sparkle
They are four fold unbalanced:
Firstly, the damage output of Battlerage as a whole. Take a look at the damage % that battlerage puts out with the skills. Most skills are equal, if not higher than magic, healing and archery. Every single one of the skills except Sunder Earth is an instant cast skill with at least 4 meters of range. Not only do battlerage users get to spam instant cast abilities, along with CC out of the ass, they get massive damage output and don't even have to be all that skilled when it comes to sticking to their targets. 4 meters is massive distance. Mages, healers and archers, meanwhile, often suffer LOWER damage, and require more abilities to kill, with the largest "screw you" going to Healers and Mages that have to contend with Cast Time.
Secondly, the abilities of battlerage (specifically DARKRUNNERS) to CC lock their targets is the second highest in the game, next to daggerspells or shadowblades, and that's only because the witchcraft tree is literally designed for CC. They have access to at MINIMUM 4 trips with the use of just 2 abilities, and that is for the darkrunners that are poorly built, which there really aren't any. Then they have stuns, snares, slows, and the ability to screw over mages and healers, all in one neat little package. Just in case they don't have the damage, they will have the CC to keep you locked into the dirt until you die.
Third, the sheer amount of movement darkrunners have is through the roof, and you guys made it even worse with the Ravenspine gliders, which we begged you not to release. Darkrunners have the ability to get in, murder 3-4 people, then dip out with zero consequences with skills like teleport, back drop, shadowstep and behind enemy lines. And that was BEFORE the "deer" series of mounts and the Ravenspines. Now they have invincibility chains that are often combined with things like break through on mounts and ezi gliders, and the ability to GO INVISIBLE which they can also initiate attacks from (seriously, battlerage the ONLY CLASS that has a large portion of abilities available FROM A MOUNT), and then they can also stealth. What? No consideration was provided when you guys put those mounts in the game. You gave darkrunners even more tools to win.
Fourth, and definitely not least, or last, the utility available to battlerage is just flat broken. If a mage, healer, or archer blows their entire skillset and fails to kill a player, if they aren't far enough away or able to run away, they are dead. Hands down no question. Battlerage users, and darkrunners, get second chances all the time. Why? Why does a tree with this much damage output, the ease of defensive penetration (up to 17k defensive penetration when combined with 2H passive procs), the movement, and the CC/CC Breaks, why do they also get the ability to "Attack and retaliate" and have everything reset? Why can't mages recast their abilities? Why can't archers or healers have another go?
Yet with all of this, some of which was made worse by the decisions here, you guys refuse to nerf battlerage at all. I've long stood in support of this server, but honestly this is getting nauseating. You're handing them more and more keys to the kingdom, and letting their reign of terror and broken imbalances persist where a few simple tweaks would suffice. This is turning into trion 2.0.
I, and many other players, of course appreciate a lot of the custom stuff that was done here, with the custom events, the quest lines, the neat little tweaks here and there, the hybrid trade system, etc. But there are just some things that this server has utterly failed to do, and balance is one of them. It's definitely just as pay to win as old trion was, with the way the cash shop works here, and definitely remains just as imbalanced and broken as live did for years.