2026-10-06
Posted: Tue Oct 06, 2026 4:54 am
Patch Notes
• The Cla'ckora world boss can be summoned now.
• Earthen Ring reputation now appears in the reputation panel for every Horde class
• Curgle Cranklehop's egg turn-ins in Gadgetzan now grant reputation only with your own faction's city, instead of both a Horde city and Darnassus
• Turning in a Glowing Draenethyst Cluster now gives 250 Draenei Exiles reputation instead of 500 to match 1.18 behavior
• A tree that was chopped but not fully looted now disappears after 1 to 2 minutes instead of 5
• Call to Arms now only rotates through Alterac Valley, Warsong Gulch, Arathi Basin and Thorn Gorge
• Warlocks and Hunters resurrected by a battleground spirit guide now get their demon or pet back even when a companion or a guardian was out when they died
• All weekly resets now happen together on Wednesday at 02:00 UTC
• The in-game calendar now shows these as one "Weekly Reset" entry that lists everything happening at that time
• War Mode has been restored to some level-60 characters that lost it if they reached level 60 before the September 29 update
• Devilsaur can now "swim" through the small rivers (attempt to fix gliding Devilsaur bug as we are unable to repoduce it)
• Updated Totemic Mastery tooltip to match the true affect (increases earth shield's heal)
• Tauren Totemic Slam now taught from the level 40 quest (matching the other shaman racial abilities)
• Shaman's Stable Shields talent now correctly increases shield proc CD by 1 second
Raid Scaling Changes
A bug report pointed out some mobs were scaling down dramatically when a raid went from 30 players to 29. The developer investigating found this to be a common issue accross many raid mobs and took this as a chance to clean up raid scaling more broadly while fixing this bug. Please find more information on the adjustments below.
How raids scale post patch
• Raids still scale down creature health based on raid size but now do so evenly with no sharp drops.
• The smaller the raid compared to the expected raid size, the harder (per player) it is.
• This is the same as before, numbers have just changed.
• Keep in mind the additional loot per player with smaller raid sizes as well.
• Creature health and melee damage scales such that at 20/12 players in a 40/20 man raid, creatures will have 15% more health and damage per player.
• So a DPS check will require 15% more DPS per player if there are 20 people in a 40 person raid. This is compared to requiring 100% more DPS per player if there were no scaling.
These creatures previously had extra reductions that switched on below a certain raid size. They now scale exactly like every other creature in their raid.
• ZG, Bloodseeker Bats and Zulian Prowlers: in any raid of fewer than 20 they had half health and half damage
• MC, Flamewakers (Gehennas), Flamewaker Protectors (Lucifron), Core Ragers (Golemagg): these hit 25% softer in raids of with less than 30
• MC, Garr's Firesworn: these where adjusted to scale normally on the September 29 update
Smaller changes
• Other effects that raise a raid creature's health now work the same at every raid size. Before, below a full raid, some were cancelled out by raid scaling and others could reset the creature to full-raid health.
Not changed
• Boss spell damage does not scale with raid size, except attacks that use the boss's weapon damage, such as Cleave.
• Item drops do not depend on raid size.
• The Cla'ckora world boss can be summoned now.
• Earthen Ring reputation now appears in the reputation panel for every Horde class
• Curgle Cranklehop's egg turn-ins in Gadgetzan now grant reputation only with your own faction's city, instead of both a Horde city and Darnassus
• Turning in a Glowing Draenethyst Cluster now gives 250 Draenei Exiles reputation instead of 500 to match 1.18 behavior
• A tree that was chopped but not fully looted now disappears after 1 to 2 minutes instead of 5
• Call to Arms now only rotates through Alterac Valley, Warsong Gulch, Arathi Basin and Thorn Gorge
• Warlocks and Hunters resurrected by a battleground spirit guide now get their demon or pet back even when a companion or a guardian was out when they died
• All weekly resets now happen together on Wednesday at 02:00 UTC
• The in-game calendar now shows these as one "Weekly Reset" entry that lists everything happening at that time
• War Mode has been restored to some level-60 characters that lost it if they reached level 60 before the September 29 update
• Devilsaur can now "swim" through the small rivers (attempt to fix gliding Devilsaur bug as we are unable to repoduce it)
• Updated Totemic Mastery tooltip to match the true affect (increases earth shield's heal)
• Tauren Totemic Slam now taught from the level 40 quest (matching the other shaman racial abilities)
• Shaman's Stable Shields talent now correctly increases shield proc CD by 1 second
Raid Scaling Changes
A bug report pointed out some mobs were scaling down dramatically when a raid went from 30 players to 29. The developer investigating found this to be a common issue accross many raid mobs and took this as a chance to clean up raid scaling more broadly while fixing this bug. Please find more information on the adjustments below.
How raids scale post patch
• Raids still scale down creature health based on raid size but now do so evenly with no sharp drops.
• The smaller the raid compared to the expected raid size, the harder (per player) it is.
• This is the same as before, numbers have just changed.
• Keep in mind the additional loot per player with smaller raid sizes as well.
• Creature health and melee damage scales such that at 20/12 players in a 40/20 man raid, creatures will have 15% more health and damage per player.
• So a DPS check will require 15% more DPS per player if there are 20 people in a 40 person raid. This is compared to requiring 100% more DPS per player if there were no scaling.
These creatures previously had extra reductions that switched on below a certain raid size. They now scale exactly like every other creature in their raid.
• ZG, Bloodseeker Bats and Zulian Prowlers: in any raid of fewer than 20 they had half health and half damage
• MC, Flamewakers (Gehennas), Flamewaker Protectors (Lucifron), Core Ragers (Golemagg): these hit 25% softer in raids of with less than 30
• MC, Garr's Firesworn: these where adjusted to scale normally on the September 29 update
Smaller changes
• Other effects that raise a raid creature's health now work the same at every raid size. Before, below a full raid, some were cancelled out by raid scaling and others could reset the creature to full-raid health.
Not changed
• Boss spell damage does not scale with raid size, except attacks that use the boss's weapon damage, such as Cleave.
• Item drops do not depend on raid size.