******UPDATED******
TL;DR - The PTS Surge offer less healing per second than what's on Live and no burst heals. Couple with the lower duration on shields, I found net nerf to sorcerers problematic because in my estimation sorcerers were not superior to other classes. In my estimation, the surge heals are inadequate compared to self-healing capacity of other class. Most importantly, I did
not have fun playing my sorcerer on the PTS. I believe ZoS should offer both versions of Surge, PTS and Live, as morphs and allow sorcerers to choose which one they prefer.
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I am heavily editing the OP to incorporate more data and observations made on a completed PTS Maelstrom run that I did after writing it. Originally, I described the DB surge as "completely inadequate." I would amend that now to just "inadequate." In my OP, I spent considerable time describing the shortcomings of the
Galerion's Revenge, which I used on my first attempt. For the sake of concision, I will condense my analysis of that set to a paragraph and then proceed to what matters most here.
I want to emphasize that I don't blame ZoS for being hesitant to take our feedback as much as we would like them since we rarely actually
play the PTS; they might want to see how the DB changes perform in gameplay situations as opposed to the theorycrafting and mathematical formulas we throw at them. So I hopped into Vet Maelstrom Arena to play in a competitive setting with the new Sorcerer changes. I am on NA and thus stuck using ZoS's templates, but in my estimation 300 CPs are more than enough to get the most important passives down and the job done.
******Galerion's Revenge******
To put it simply, I got Rekt using this.
It's a nice idea put way too impractical.

How often do you actually get six basic attacks in on an opponent? Very few. Even in a purely single target setting like I use in vMA, adds die long before they get hit with six basic attacks (typically they only get hit with 2 or 3). And the burst is underwhelming:

4K. Without battlespirit.
Here is a parse against what should be an ideal target: a boss.

These results speak for themselves. This set is very poor performer compared to similar themed mechanics such as the NB skill Relentless Focus and the new Viper set. I honestly think this set needs a redesign. ZoS really ought to do something
******
I then tried the arena a second time with my usual Julianos set-up and, after more than three miserable hours, managed to beat it. I have the Flawless Conqueror achievement. I know what I am doing. On Live, it takes me a little more than an hour to do this. The difference was night and day. In my estimation, a few extra small percentages I lost from my Live champion points was not responsible for me dying so much. Rather it was due to the changes to the sorcerer on the PTS.
******Hardened Ward******
Precasting this and having it up by default, what I initially tried to do, is going to be a huge magicka drain. I eventually stopped doing this and used the shield as mostly a reactionary means to use only when I was in trouble. This, of course, was responsible for a number of annoying one shots and other assorted deaths such as this, what I haven't seen in a long, long time:

That being said, while the shorter duration was inconvenient, I would not place a lion's share of the responsibility for those two extra hours on the Hardened Ward nerf. I would agree with those who contend this is a "L2P" issue. With more a bit more tactical adeptness in using them and a noticeably expenditure of magicka, sorcerers can replicate most of the benefit they derive from shields in content like vMA. Potentially,
if the sorcerer knows the content well enough to cast it immediately before incoming spike damage. Hardened Ward cannot always be "on." Until that foresight is acquired, sorcerers are now basically templars without Puncturing Sweeps ... and Purifying Ritual, Major Mending, and Breath of Life.
I could live with the nerf to duration ... if I got something in return. I didn't. What "tank" or survival abilities do sorcerer have - and need - now that they are just like every other class in that they no longer have a long duration shield? Streak? The only skill in the game the user is penalized for spamming? A "second" shield? Not buying this is a huge advantage since other classes can simply recast their own once it is busted. And ... what exactly? Rune prison? The toolkit for vMA looks rather bare for sorcerers when I think of what the other three classes can do. As it is right now ... how many top sorcerer tanks are out there clearing Vet MOL?
I don't quite buy the many statements that have been floated around on these PTS forums that sorcerers are "ruined" for PvE because in grouped instances, sorcerers don't need shields, heals, and all that other stuff because they have group-mates whose actual function is to provide that stuff. And quite frankly, the default open world difficulty of this game is anything but difficult. It is more accurate to say
when the sorcerer is forced to rely on its own tools for survival it is (now) lacking. And it certainly is less enjoyable. Mostly due to the last major change to sorcerers in this PTS that I find the most dubious...
******Surge******
What is the purpose of the surge ability? It's a legitimate question. Because if the answer to that question is: "allow sorcerers to passively heal/sustain themselves and do DPS at the same time (ala NB funnel health, templar puncturing sweeps, DK inhale, etc.)," then it has failed in that function ever since the 1.6 patch. The IC patch made this ability better by reducing the cooldown time and extending the duration such that it could sort of work -
provided a wounded sorcerer had a large shield up (hardened ward) and surge allowed for a burst heal.
Now with a six second ward and working with just a flat modest heal, sorcerers are going to have to rethink their strategy for doing vMA and staying alive on their own in general. And this isn't the "fun" rethinking as in I can't wait to test some new exciting things. Rather it is akin to getting dumped by a underwear model and then going on a blind date with someone with a "nice personality."
This is gone:

Maybe non-sorcerers are saying good riddance. I am not sure why they think it is OK for their heals to scale off the damage they do and not sorcerers, but whatever, they are entitled to their own opinion. I'm also not exactly sure what I as a sorcerer am supposed to do using this ultimate that does
not allow me to use a restoration staff. I repeat the question: if we are going to take this away from the sorcerer's tool kit, what is replacing it? Are sorcerers really expected to take a specific morph of a pet that must be on all three bars (even though it is not a toggle) and keep it alive through all vMA's one-shot mechanics?
And it's not Overload specific. Look at this:

Two things going on here. A crystal frag proc heal served as the sorcerer's burst heal. This cannot happen anymore. Also look at the top few lines, when I received a surge heal from a weaved heavy attack (for more than the flat amount on the PTS) and from the crushing shock that hit afterward. Because of the global cooldown of one second being put into the PTS, the ability to proc multiple heals within a second will also be gone. So not only are sorcerers losing burst healing, they are losing instances of healing period.
Zenimax changed three crucial components to Surge. On Live, the heal is scaled off damage so the harder you hit the higher the heal. On the PTS, it is a flat value. On Live, Surge has a internal cooldown, but it is a fraction of a second and thus allows for Sorcerers to gain a rapid succession of heals. On the PTS, it's limited to one per second. On Live, Surge only procs on direct damage, i.e., no DoTs. On the PTS, DoT can proc heals. In short, theoretically easier to get a steady stream of modest heals to compensate for the loss of occasional big bursts on heal.
In practice, less healing overall and the lack of burst heals compelled me to fundamentally change my build and play-style so I would not die when at low health.
Here are three parses on bosses comparing Healing on Live to that of the PTS.
Live Lamia Queen:

PTS Lamia Queen:

Live's healing is greater even though I'm not using mutagen.
Live Argonian Behemoth:

PTS Argonian Behemoth:

Again, inferior healing even with Mutagen.
Live Valkyn Tephra:

PTS Valkyn Tephra:

Surge Heals Per Second are less than half what I'm getting from Live:
Here are the results comparing all the Surge heals from each boss fight (except the last as my parse was only from the last 30 seconds). HPS = Heals Per Second
Boss 1:
- PTS: 914 HPS. 2,708 Avg. 3,275 Max.
- Live: 1,665 HPS. 4,940 Avg. 11,592 Max. 82% HPS increase.
Boss 2:
- PTS: 1,319 HPS. 2,946 Avg. 3,275 Max.
- Live: 1,831 HPS. 5,138 Avg. 16,693 Max. 39% HPS increase.
Boss 3:
- PTS: 1,039 HPS. 2,797 Avg. 3,275 Max.
- Live: 1,726 HPS. 5,421 Avg. 11,458 Max. 66% HPS increase.
Boss 4:
- PTS: 1,191 HPS. 2,733 Avg. 3,275 Max.
- Live: 2,069 HPs. 4,914 Avg. 16,126 Max. 73% HPS increase.
Boss 5:
- PTS: 1,243 HPS. 2,872 Avg. 3,275 Max.
- Live: 1,681 HPS. 3,732 Avg. 11,592 Max. 35% HPS increase.
Boss 6:
- PTS: 1,285 HPS. 2,843 Avg. 3,275 Max
- Live: 1,440 HPS. 3,414 Avg. 11,512 Max. 12% HPS increase.
Boss 7:
- PTS: 914 HPS. 2,849 Avg. 4,092 Max.
- Live: 2,127 HPS. 4,528 Avg. 11,263 Max. 133% HPS increase.
Boss 8:
- PTS: 1,206 HPS. 2,902 Avg. 3,275 Max.
- Live: 2,545 HPS. 4,794 Avg. 17,467 Max. 111% HPS increase.
Those results are consistent across the board. Something else to keep in mind. In order to maximize the PTS Surge, it is going to be necessary to alter you build to include DoTs (which sorcerers are bad at), which means taking away from your few non toggle skills you actually do want to run. Coupled with the restoration staff I felt compelled to use (so no dual swords) and
another slot for Mutugen) meant I was devoting a noticeably more amount of time, resources, and opportunity costs just to self sustain myself. If the results were comparable to Live, I could better accept this but my sorcerer was in every way worse: more magicka and casts used to sustain myself and still the healing wasn't as good, which amounted less time DPSing a target on a build that already made sacrifices to its damage output. On Live, the fight against the Argonian Behemoth lasted 2 minutes, 40 seconds and on the PTS the same fight took 3 minutes, 35 seconds..
No doubt Zenimax's goal for surge was consistency and, looking at my chart it is difficult to argue that it was not successful in this respect. But at what cost? Yes, on the PTS I could count on roughly 1100 HPS, but on Live even if my healing fluctuated, it was
always superior. Significantly I can get that better healing on a build that I actually wanted to run, that I felt complemented the way I want to play. I didn't feel forced to take a particular skill or use a specific weapon.
Something else to consider. It would be logical to speculate that the sorcerer's Overload ultimate is artificially inflating the amount of healing Surge is doing on Live. I do not think that is necessary true. Here is my parse against Maxus the Many in which I did nothing but Overload him:
Here is the DPS:

And the Heals:

2,158 HPS. 4,089 Avg. 13,527 Max. These numbers are outright superior to every single parse (which I was heavily using Overload) except boss 8, which I would say is inflated because I used the Power Sigil and spent 30 seconds standing still nuking down targets that could not fight back.
And if you are not a sorcerer and are under the belief that the current Surge is too strong, I suggest you take a closer look at your own self-healing capacity. I'm not going to even get into templars who are for all intents and purposes invulnerable when spamming Sweeps against multiple targets. Even Dragonknights, which are noted for their tankiness and ability to shrug off damage - outright avoid it with Reflective Scales - is better suited to DPS and self heal than sorcerers.

That's 3K HPS from skills that DPS+heal in a fight where I spent a lot of time idling waiting for the boss to stop swimming underwater. And I did not even use major mending, which DKs have easy access to.
The belabored point being made here is the PTS change to surge offers nowhere near the amount of healing and sustain potential as does the one on Live. In conjunction with the reduction of shield duration, a sorcerer trying to rely on this ability to sustain themselves in a competitive situation without the aid of other players is going to be a frustrating change.
******Why I don't Like the PTS Surge******
I do not think ZoS intended surge to be nerfed. I think the change was motivated with the aim of provide a more reliable, steady stream of healing since ZoS removed the big bursts and allowed small DoTs to proc the moderate healing the skill provides. In theory the sorcerer could still receive healing while doing something else besides attacking, such as reapplying their shields (which they will have to do a lot next patch).
Here are the problems I have.
- How was this flat number determined? Flat numbers are bad because they are not related to the organic numbers generated by the game. Look at the other heal+DPS skills in the game, they are connected to each other so that way the heals always keep pace even though with every patch, the damage numbers people pull off increase. If you believe ZoS will spend the time to adjust the surge amount, go ask Dragonknights about their experience with the Dragon's Blood ability.
- Sorcerer damage is direct and all about burst. The changes to surge skill are completely counter-intuitive to how sorcerers are played. Great, DoTs proc the heal. Now, where are the Sorcerer's DoTs? The alleged "it's a DoT just with all the damage at the end skill" Daedric Curse? That skill that is no longer modified by thaumaturge (which is supposed to increase DoT damage)? That same skill that would only proc surge once even though it lasts for more than three seconds? Lightning Flood which many enemies in vMA (and all PvP opponents) will move out of? The Burning status effect we can rarely get because of the changes to how destruction staffs work? The unproductive 200 cost ultimate Storm Atronach? I would much prefer the surge skill to modify those damage skills I actually use.
- Exactly what is the sorcerer supposed to do when low on health? Surge is basically at best mutagen ... without the burst heal at low health. If I wanted this sort of heal option ... why wouldn't I just use mutagen? Why was it necessary to rework a skill that, for its flaws, still kind of worked? OK, I get it, carry around a restoration staff like every other class. Fine. If I am forced to use a restoration staff to sustain myself in the first place, I ask again: What is the purpose of the surge ability? If a sorcerer is at low health in vMA with the Overload skill active, they are going to die because a possible 2K heal per second will not outpace the incoming damage and thus will force a sorc to keep reapplying hardened ward.
I will agree and indeed have been saying since 1.6 that a double stacking long-duration shields scaling off magicka was broken for sorcerers. But the solution is not to give every class a strong shield. And if it is deemed necessary to put an end to the 24-7-365 hardened warded sorcerer, fine, but the class needs something to replace the durability that is being taken away. Without precasted shields, a sorcerer will in essence have to play like a templar or DK and use Hardened Ward as a reactive means to enemy threats. Except: sorcerers do not have Major Mending, Purifying Ritual, Breath of Life, Inhale, Reflective Scales, Burning Embers, or Puncturing Sweeps - all excellent sustain skills that are effective enough to keep these classes alive without a precasted shield. The only skill sorcerers have that I would put in that category is Daedric Mines. If using a precasted shield is impractical, I am going to elect to play a class that has been designed to play without one. ZoS has taketh, but not giveth.
I am not saying that a sorcerer can no longer compete in ESO or that the class is dead. I am saying that the changes to shields + surge represent a net nerf to the class, one that in my estimation was not justified because I do not believe that sorcerers are superior to NBs, Templars, and DKs. I did finished vMA of the PTS sorcerer so it can be done, but I found myself having to use skills and make accommodations to the arbitrary mechanics of surge (flat number, 1 second cooldown, no burst), soemthing that is in my opinion
bad game design. In short, it is still possible to play a sorcerer, but in an instance where it must rely on its own for self-sustain, I found the experience frustrating and not fun. Thus, when the DB patch is released, I will opt to play a class that is better designed to so.
******Counterpoints and What I think ZoS should do******
Other players have followed my example and have done vMA on the PTS. Some of them disagree with my analysis and pointed out that there are advantages to the new surge model and that it, in fact, made some fights easier in their estimation. I'm not going to debate them on this matter because playing ESO is in my estimation more about having a comfort level with your build and adopting your play-style to it. The new surge may very well be better suited for how they play. It would be folly for me to insist otherwise.
All I can say is that I have the Flawless Conqueror achievement so I'm not exactly a noob with the sorcerer and in my perspective, the difficulty spike was noticeable for me. I was not hard headed and ran my Live build. I used a restoration staff to supplement the live heals, ensured I had multiple DoTs active to ensure Surge heals were on cooldown, eventually switched the harness magicka to allay the greater resource drain, and adapted a more conservative approach. I did not find it fun. In my view, this was not a parallel or horizontal change, that is, having the same relative level of effectiveness by using different abilities and strategies.
I personally find sorcerers to be a deeply flawed class, the most so of the four IMHO, something that Overloading bosses and shield stacking in PvP have masked. I have just as much play-time on my templar and DK to have a grasp of the survivability and self-sustain of classes that do not have a pre-casted 20K hardened ward and in my estimation the PTS sorcerer is far enough beneath them to be overly frustrating. For PvP, since I can still shield stack and drop Negates, I think I will be fine since I already use a restoration staff there. But PvE? It was boring enough to have my DPS be dependent on toggles and a specific ultimate. If I have to rely on my own for sustain and heals, I'll pass when the DB launches.
Now, that is my opinion. It doesn't necessarily mean it is correct and it most certainly should not be forced upon those who believe differently. So, what I think ZoS should do is provide
both versions of Surge in the DB update. Why do both have to have the same function? We shouldn't have to debate and fight which is preferable, just let us players choose the one that we feel complements our build better. So this is how I would rework this skill:
- Have the base skill Surge offer both Major Brutality and Major Sorcery. I never thought it made any sense for the base version to offer just Major Brutality. Doing so is overly restrictive and limits precisely this sort of opportunity to allow us the option of picking the type of self-healing that we prefer. Critical Strikes still heal for 40%.
- Morph 1: The PTS version. It restores a flat value of health based on your Weapon or Spell Critical whichever is higher. It will also proc on any Critical Strike instead of only direct damage, but can only restore health once every second.
- Morph 2: The Live version. It provides healing based on a percentage of damage inflicted by Critical Strikes, excepting damage over time effects. It has a cooldown of 100 milliseconds
Such a change would allow all sorcerers now have the choice as to what morph
they prefer, rather than have it be imposed on them by ZoS, me, or anyone else who has strong opinions regarding this topic.