The problems with Surge are complicated because Wrobel has stated that he does want Surge to work with DoTs. That seems to be the main driving factor behind this change, esp. since for DW stamsorc builds, the main DPS spammable is a channel (which the game classifies as a DoT). But if Surge were to work for DoTs, then it'll need a cooldown. But if it needs a cooldown, then it needs to be a predetermined value, otherwise, you run into the problem of a small bundle of damage "stealing" the Surge from a larger bundle--e.g., a small tick from Lightning Form might get the Surge for that 1s cooldown period instead of a frag that lands a fraction of a second later.
Essentially, if ZOS wants Surge to work with DoTs, then a flat-value cooldown system is what they have to go with. And that's what we have.
And it is inadequate.Problem 1: Getting the most out of Surge now requires consistent crit uptime, but magicka sorcs have a limited DoT toolkit.
Getting a crit every 1s cooldown is only reasonable under controlled environments, like group PvE where you have a tank holding a boss steady and the player can concentrate on dealing damage. In solo or in PvP, there will be periods when no damage is being done because you are buffing, re-warding, positioning, etc. This used to not be a problem because the burst heals from Surge made up for the periods of low uptime, but those burst heals are now gone.
This can be mitigated somewhat by keeping a DoT ticking, but magicka sorcs have no fast-ticking stick-on-target DoTs at their disposal. Of the class abilities, Liquid Lightning and Lighting Form are both position-sensitive DoTs. The only reasonably useful stick-on-target DoT is Destructive Touch, but the sorc's limited bar space means that using this still will require sacrificing other important skills. In contrast, magblades have Cripple, maplars have Sun Fire, and mDKs have Searing Strike and Fiery Breath. Magicka sorcs are the only class without any stick-on-target class DoTs, yet this change to Surge strongly favors the use of DoTs.
At least with stamina builds, there are multiple options for non-class DoTs. But
for magicka builds, their DoTs are of limited usefulness outside of group PvE where a tank can help with positioning.
But Surge is primarily a tool for solo survivability--in groups, sorcs usually just rely on the healer.
Problem 2: The healing from Surge no longer scales up in AoE encounters, even though incoming damage scales up in AoE encounters.
A Templar's Sweeps will heal the more targets that they're hitting. A DK's cast of Inhale heals for more if more targets are hit. A nightblade's cast of Sap heals for more if more targets are hit. And on Live, a sorc casting Impulse or Steel Tornado will get more chances at healing the more enemies that are hit.
This scaling of heals is important because the amount of incoming damage also scales up in AoE fights.
Problem 3: The lack of burst healing penalizes unfairly strategies that forgo a steady stream of damage in favor of setting up for a burst.
One of the things that I like doing in vMA is laying down a minefield and then luring a group of enemies (or one large enemy) through it. The time I spend laying the field and positioning is usually time where I'm not doing much damage. But this time spent setting up usually nets me a pretty good payoff in terms of the damage that I ultimately do, and the heals that I get from it--making up for the healing that I wasn't getting during that setup.
This will now be a much riskier strategy, as a boss that runs through the minefield will get me just a single 2K heal instead of multiple large heals.
Problem 4: In general, the healing from the new Surge is substantially less than the healing from the old Surge.
This is a result of a combination of all the problems listed above. You can't go run content using the old Surge, see an average HPS of 2-3K, and say that a 2-3K flat heal per second is sufficient.
Under the old Surge, you had bursts that could make up for periods of no uptime. The poor DoT toolkit and the basic realities of actual combat means that you can't realistically get full uptime of a crit per second.
Problem 5: The new Surge LIMITS CHOICE.
Ultimately, this is the biggest overarching problem of the new Surge.
First, the inadequacy of Surge means that you'll need other heals in addition to it. Whereas destro/destro, destro/DW, destro/1HS, and destro/resto were all valid options for a magicka sorc in vMA, the changes to Surge mean that we must now use destro/resto. Sorcs also suffer from limited bar space due to the Bound Armor toggle. We now have to devote an extra bar spot--when we are already so short on them--for healing. This limits freedom and choice in playstyle.
Second, if we want to get the most out of Surge, we now must use a particular play style where we are doing a consistent stream of damage. This is simply unrealistic in places like vMA and it also penalizes strategies that favor bursts of damage (and heals) instead of a steady stream of them. This limits freedom and choice in playstyle.
How not to fix Surge:
The easiest fix would be to simply tweak the flat value of Surge. You can bump up the flat value and/or make it scale with player stats such that, on average, it provides a similar average HPS as the old Surge.
But this solution is fraught with problems. For example, increasing the flat value high enough such that it still heals the same as before in an AoE encounter would require a flat value that's too high for a single-target encounter. A flat value that keeps the same average healing as the old Surge in a lull-then-a-burst scenario would require a flat value that's too high in a steady-damage scenario.
The really nice thing about the old Surge was that, in a way, it was self-balancing and self-scaling. A flat value heal loses the kind of self-scaling that we used to have, and you simply can't reach a good balance for one type of scenario without unbalancing another type.
How Surge should be fixed:
Surge has two morphs. Please take advantage of this.
- Have one morph be the new behavior, where it works on any kind of damage, including DoTs, and it returns a flat value with a cooldown.
- Have another morph be the old behavior, where it returns a variable amount on direct damage, can burst, and has no cooldown.
- Give both morphs Major Brutality and Major Sorcery, so players choose the morph based on their desired combat strategy, not based on whether they are magicka or stamina.
- Add a limit to the maximum heal from the "old" morph. For example, "40% of the damage done, up to 35% of your maximum health." This will address edge cases where the old Surge could get ridiculous, such as when a sorc pops overload and essentially becomes unkillable, and making the limit health-based is also a nice boost to the usefulness of the health stat.
(Also, I would strongly urge that the flat value for the flat value morph not be hard-coded as it is now, but scalable with a player's stats; all other heals function this way, and it makes the flat value morph more resilient to future changes in player power levels.)
@Wrobel Please consider these suggestions. I know Surge is a difficult balancing act, and there is merit in your wanting to make Surge work with DoTs (and Rapid Strike in particular) and also reining in the edge cases like Surge during Overload. But the current approach is just too penalizing with respect the efficacy of the heals and too rigid with respect to the options available to the player. A more surgical approach, where you offer both flavors of Surge and address edge case issues separately is preferable to taking a sledgehammer approach that creates as many problems than it solves.