20% baseline, but yeah - this is going to kill us outside of the diehards I think. Training locks is already the go to strat for most teams, and we have gotten no great tools to counter that. We have Def CD's, but they are the longest in the game. Most classes' Offensive Cds/trinkets are on shorter cooldowns than our defensives. Problems inc. We also received no new escapes from CC or defensives usable while CCed- aside form one that costs us 20% of our hp, hardly an option when being focused most times. As to the 2 biggest concerns for me related to our passive Damage Reduction, they are both related to the way the devs view the old SL and current FelArmor...
1) Xel stated that SL was not really as good as a flat DR because it just transferred the dmg to your pet. Anyone that actually played arenas, knows that the 4.X SL offered pretty much a flat 20% DR because killing pets was not a viable tactic. Healers could easily toss a side heal to our fel pup and keep him in the game. Moreover, SB->Summon + port Summon + Soul Harvest meant resummoning pets was a breeze. If functioned identically to a flat passive 20% DR in real world play.
2) Xel also stated that the max HP bonus + the inc. heals bonus was equivalent to a good DR (between 15-20% depending on what math you want to use). Anyone that plays arenas also knows that when you get swapped to at 70k hp and danced on in a bomb, those inc heals and higher max hp are useless, whersas flat DR saves your ass.
... not only are his statements flat our wrong in the context of real world arenas, but it's just another example of a dev team that doesn't pvp much. Xel even admitted this when he tried to explain why his dev team didn't know how Thunderstorm and Dispersion worked. He said that not everyone pvp's a lot. Yet, unfortunately for us, these are the guys in charge of balancing locks for pvp. Since they obviously don't have the real-world experience to understand how things work, we are stuck waiting to see representation numbers at the end of the season.
What's even more worrying, is that even if we get a survival buff, a dev team that doesn't pvp will have no idea of how unfun it can be to play a lock sometimes when you are constantly prevented from casting/moving for large portions of the match. Our only defense for this in the past was to be practically unkillable in many situations and still able to create pressure via multidotting with mostly instant casts. Since we now rely on single targeting with a large focus on chanelled/casted spells, we need breathing room more than ever. Without our old passive survivbility and without any new means of creating casting windows for ourselves, what we're left with is a slow, plodding class that doesn't have the tools it needs to put out any pressure while focused.