So much is said to “overpowered” that really isn’t, but a good working definition of “overpowered” is when there is no counter nor replacement.
Vampire Undeath - overwhelmingly used in PvP for the undeath passive. It’s not subject to the armor cap, but its worth about 20,000 in armor. One passive. The nature of that passive means you take more damage from fire, but not as much as it mitigates, and your skills cost more. The Fighter’s guild bonus damage on vamps is a joke at 20% when they get 30% mitigation. Vamp is overpowered. Instead of changing vampire passives, consider limiting access to fighters guild. Fighters guild or the vamp, not both. And make the bonus Fighter’s guild damage to vamps 50%. A small increase in fire damage and some sustain is simply not a counter. This will not affect PvE as people just put on and take off vamp via the armor station anyway.
Armor weights -
What is the number one thing about heavy armor that should be a penalty? Speed. Heavy armor needs a speed penalty per piece. With all the sources of speed, players can run heavy and still be incredibly fast.
Why does medium have no penalties? It’s already standard if not meta for all classes in high end PvE to run medium. The damage increase is just too good while maintaining better armor.
Why does light armor have additional penalties? It has a built in penalty called less armor. Medium armor or dual wield are the two easiest ways to get Major Evasion, which is really needed in group PvP. This, along with more resistance, better passives, and no penalties, make it even more meta in group PvP for damage and healers.
For build variety, slow down the heavy armor, remove light armor penalties, and make fighters guild a real counter to vampires.
Oh, and sorc is broken.