Vladimir Changes are Massive Nerfs
As a Vlad main I'm looking at these changes that just came out in the PBE, and I'm petrified that I'm going to have to end up finding another main (gotta start warming up my Zac game). Riot did, to be honest, give him a lot of buffs: but it's looking like the nerfs are going to be much larger than the buffs.
So what's been changed? First of all everybody knows that spellvamp was just gutted. That's a pretty big (massive) nerf to Vlad. With Spellvamp runes, WoTA, maxed out E, and Spirit Visage I had over fifty percent spell vamp. With my standard build I ended up healing roughly as much from the vamp on my Q as I healed from the Q itself; off the top of my head over 300 for each. Factoring in 2.2 second CD on my Q that adds up to be roughly a loss of 150 heal per second without having spellvamp. Now that's just spellvamp from my Q; this is ignoring spellvamp from E (full build enough to negate the health cost if used on 4 or more targets) my W and R. So yes, removing spellvamp in of itself was a very large nerf for vlad.
Now let's look at the actual changes Passive: they've decreased his AP into HP from 1.4 to 1, pretty decent nerf, but they instantly make up for it by dialing up the other ratio: 25 HP gives 1 AP from 40 HP giving 1 AP. Obviously they're trying to force a change into building tankier rather than building AP. Overall it's too early and I haven't done enough theorycrafting to say whether it's a buff or a nerf, but just FYI stats from Rylias after change is 116 AP and 500 HP from 110 AP and 540 HP
Q: CD is now lower at early ranks, but higher at max rank compared to live: From four seconds to five (and no the early rank CDs aren't even worth mentioning as Vlad doesn't exist pre level 7 anyways). First of all, that's a 1/4 decrease in healing per second, just off the CD at max rank increase. If Riot were to implement this change alone in a patch I probably would no longer play Vlad. But wait there's more! Heal ratio decreased from .25 to .15: only 60% of the old ratio. Base heal was also decreased. The one buff (and the very obvious one) is that vlad now gets a MS increase after 2 Qs. Yeah that's a pretty decent buff, but it doesn't come anywhere close to the nerfs that come with it.
W: Unchanged. So yeah not a nerf. Honestly this is probably the place you could put the most power back into Vlad if you want to keep his Q as shitty as it is. I would recommend increasing the healing from pooling: I would add back a lot of power to Vlad, keeping him as a teamfighting powerhouse with large regeneration: but there would be a lot more risk to his regen than relying on his Q, as you would be more reliant on landing your W on multiple targets, couldn't do it from range, and you'd have to make a choice between using your W to heal or to dodge. Possibly reduce healing vs. minions while increasing it vs. champions as well to make it that much more impactful to get off a good W in teamfights. The health regen as it is, is fairly lackluster and that's after accounting for his E and spellvamp to be giving him that extra edge. I think that change alone would be enough to go from this being an overall nerf to simply being a rework without being either a buff or nerf. As for the numbers themselves I'd say doubled to 30 percent of damage done being healed would be good (sounds huge doubling it, but again remember it heals less now after the changes, so I'd roughly estimate the healing would only be about fifty percent more; enough that using pool would generally give back more than you lose.
E: CD up at all ranks, range down (very slightly but still some), base damage down, no longer hits all targets in range (similar to Ashe Volley, this is actually going to be a fairly big deal, as it removes a lot of his pushing and teamfight power) and loses the healing increase. It's now a channel, and the longer you charge the more it deals, but the more it costs (up to 10 percent of MAX HP!). On the flip side it has a significantly higher AP ratio and a bonus hp ratio when fully charged, and it also slows. I'm sure Riot would say that it's a buff overall, but I say that it's a pretty sizable nerf. The 10 percent health cost is HUGE, considering Vlad's healing is now on par with say, Ahri, rather than on par with Mundo. Without his old healing, there's no way he's going to be able to sustain the damage a fully charged E will deal to himself, although the damage increase is HUGE also. The main problem is that it no longer penetrates, it's the nerf that sends his E from being neutral in power shift to being a nerf. It's going to HEAVILY impact his pushing and teamfighting potential. With good positioning it could be mostly undone, but having to position yourself so much when it's not really an increase in power is just making things needlessly harder and reducing his power in ways that it shouldn't be reduced.
R: Duration down, increased damage ratio down, now grants heal (pretty damn good heal) per enemy champion it pops on. Huge loss in teamfight potential for the whole team, but a decent buff for his own self healing. You and your team have less time to put your damage in on the diseased targets, and it's dealing less on top of that. The heal isn't really THAT big (about as big as an old Q per enemy champion, but on average I only really hit about 2 or 3 targets per teamfight ult, and I land it on only 1 (of whiff it) target more often than not. I can kinda see where you're going with making him more reliant on landing good ults in teamfights to make having good mechanics more rewarding, but considering all the factors it didn't help that much. Also just going to say that you could heal a lot off ult anyways with spellvamp, and that even if you land great ults: the healing won't do ANYTHING unless you can survive the duration, or if the target dies before it pops (one of those 2 happen I'd say 70 percent of the time, I either die and then the ult gets me a kill, or a teammate or myself kills the target, only having needed the extra damage, and not the pop itself.) Ironically this would add the feeling that you shouldn't be hurting anybody that you ult out of fear that you'll lose your own heal, even though it's designed for you to be able to fight that person better.
Summary: You've basically made it so that his healing is less for sustain, and more so that you can E more often at full charge. You've loaded all of his power onto his E, but even then is arguably in a worse state due to the fact that it won't hit all enemies in range. I'd say that the best course of action is to undo his Q nerfs, and leave the Q MS buff as compensation for the loss of spellvamp, or do something along the lines of what I said for his W. I do actually very much like how much smoother and more mechanical he plays now, so I think that should stay. However I think you went outside of Vlad's core tenants and made him less about an annoying regener and more of a generic damage dealer.
TL;DR: Massive nerfs in every aspect except E damage, and slightly added utility. Needs to have healing increased to compensate or he WILL fall flat on his face.