Then aside from stalker, the monk. Not just because of asura. Asura was just the most OP skill on their arsenal so it's the most hated one. It does not miss and ignores def! The first skill ever in ragnarok that have that features! It was and still is the most powerful skill in RO. Did you know that monk with high strength can even 1 shot wizard with just throw spirit sphere? I don't know if you can still find old monk guides but most monk guides mention those things. Back then, a knight can't kill a priest alone. A hunter can't either. Even a wizard can't (as long as the priest have unfrozen armor). A blacksmith can with ease. But for monks, it's no problem. No they don't even need asura strike for that. There is this skill called Occult Impaction or Investigate. It can outdamage priest heal on high vit with over ups gears players so as long as the priest is not using pots, you can kill it with just investigate. However, why would you make it hard for yourself if you can just asura strike them for an instant kill right? Much easier and convenient too.
Monk was a conceptually flawed class from the very beginning imo.
I believe they were supposed to be an offensive version of Priests, whilst in the actual game they didn't really have a defined role, but could excel at several, depending on their stat/skill allocation. Agi based monks had some extra flee compared to most other classes and combos were a pretty good source of extra DPS (a full combo hits for 1040~1140% ATK). With Snap monks have the best mobility in the game. They also make for good support, having the 2 most useful buffs and Heal. Skills like Investigate and Finger Offensive had pretty high damage modifiers compared to other available offensive skills and Monks also were the best tankers with steel body. All that besides the "godly" Asura Strike.
These skills were supposed to be balanced by the setup time (calling spheres/fury), but that obviously didn't work. This leads me to my next point...
Aside from those two, there's nothing else since the rest of 2-2 class was just support classes. Yes, alchemist doesn't have the AD s*** before! It was just a support class until the release of trans classes.
I can't believe nobody mentioned Poem of Bragi. That is the single most overpowered buff in MMOs I can think of. It increased overall DPS several times for most classes (especially wizards, which were the biggest damage dealing class back then), and almost removed the setup/cast time for other skills.
Dazzler/Frost Joke were also pretty bad skills from a gameplay perspective, they forced pretty much everyone to use Unfrozen 24/7 and have higher amounts of vit (Acid Demonstration came later as an attempt to punish vit based builds because of this).
Asura strike gets a lot of hate because it's the only real spike skill in the game before trans class.
Prior to 2-2, RO was entirely pressure-based. You had to deal consistent damage until pots ran out. In an ideal world, a coordinated spike, I.E. 3-8 people all simultaneously using one skill on someone, that can only be used once every minute or so, makes for a 'good' spike. Unfortunately, the solution provided was a veritable one-shot kill, which made monk balanced only by difficulty of leveling, something which on high-rates and stat/skill reset-able servers is non-existent. If, for example, Asura strike did about half damage, it would probably be fine. Two monks needing to coordinate would provide a barrier to insta-death.
However, it's not the only skill that gets hate. Mental Sensing and Power Chord are also questionable.
Spike skills are a good idea, and work as a way to break that constant war of attrition, because it was impossibly hard to actually kill people back then. While it's frustrating to die instantly, even one hit skills would be fine, as long as it's a last resort type of thing or has enough drawbacks to discourage spamming. A better way to balance Asura Strike would be to add a re-use delay. Makes it work somewhat like a strategic skill (similar to Emergency Recall).
The only other skill that got a lot of hate that I can remember was Backstab (also due to spammibility). Mental Sensing and Power Chord were just used to abuse glitches iirc (Minion Farming, Abra abuse), nothing wrong with the skills themselves.
I agree with the fact pre-Trans was more balanced. Why? Main reason is less features to consider. Same about the change from Trans to 3rds. Is all about new skills, items and mechanics that modify the old game style (in a worst way, of course). This happens due to Gravity mistake (sometimes they exagerate too) or due to inappropriate use on pservers (becomes abusable features more than usable ones). But take this as a general consideration (it's known that the more features you adds the more is complicated get a true game balance...think to those pservers with 2k customs, skills and classes: most of are pure imba).
Well, I think this is the developers' fault though, if you can't reach a certain level of balance with what you have, you shouldn't be releasing more content on top of it, it gets harder and harder to balance (and tbh, except for the sprite artists which just seem to be lazy, Gravity's developers seem rather incompetent, even when they started over with renewal, they managed to botch up).
I do realize money talks louder though, not that many people can afford to work on stuff for years before releasing it.
Going back to main topic, I wanna make a consideration: Ragnarok Online is not the same game we play on pservers.
I consider the RO pservers more like RO based servers. Change rates, change max levels\stats, add new items and feature (wonder even just about a Warpa...)...makes it a new game, no longer RO.
This means Admins\Developers should make a work of rebalancing before open a server. Unlucky, most of times (not always anyway) this don't happens.
Agreed here to some extent. Most Low Rate 99/70 private servers are for all intents and purposes a kRO clone. Officials artificially increase rates (through stuff like repeatable quests, battle manuals, etc...), got MVP rooms (as "Summoning events") and warpers (scrolls, paid NPCs) too. Replace Donations with Kafra Shop and it's basically the same.
The main aspect where these servers differ is population count, and since some skills/quests were made for large amounts of people, they should be re-balanced accordingly.
For other servers, yes, they should re-balance most of the game according to what they offer or just give a different experience (RO has no real endgame content besides WoE/PvP and grinding PvM/MvPs and it's very harsh to new players).